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

Red Water of Earth: Difficulty: Simple. Power: Minor. Price: Domestic animal slain before a weirwood with shedding blood. The blood from the sacrifice is spread across a field. Effect: Increase to growth of plants touched by blood, increased robustness of plants touched by blood.
The Sacred Wood: Difficulty: Complicated. Power: Average. Price: Several hours of nonstop chanting. Effect: A single tree grows rapidly for several days.
Life Bloom: Difficulty: Extraordinary. Power: Potent. Price: Blood of the faithful, willingly shed and an intricate and varying chant which must change based off factors which are different for each individual. Effect: Plants the caster focuses on suddenly grow in seconds what would ordinarily take years, and then collapse dead and lifeless, all vitality drained, often turning to dust.
Thousand Foes Rite: Difficulty: Arduous. Power: Strong. Price: Powdered weirwood must be prepared with rare herbs and the blood of one with the Blessing of Wit while a chant is maintained for several hours. Effect: If the dust is used within a day of preparation, a great wind will scatter it into the eyes of the foe, and they will see two where there is one, a hundred where there is ten, five thousand where there is a hundred.
The Sacred Arrow-Working: Difficulty: Arduous. Power: Strong. Price: A long chant must be kept up while several arrows are carved from weirwood before a heart tree. One must be soaked in the blood of a brave man who willingly endures the wound, which will split open again once the arrow is fired. Effect: The arrows will be left alone for a night. At dawn, one arrow will be left, thrice as long as an ordinary one, lined with blood-red runes. This arrow will have unnatural grace in flight, slicing through the air with incredible accuracy and striking with great force and power.
Rite of the Given Sacrifice: Difficulty: Arduous. Power: Strong. Price: A wielder of magic foreign to the Greendream or an object empowered by the same must be slain or utterly destroyed before a heart tree, sundered, burned to ash, the ash mixed with sap and then buried or scattered on running water. Effect: The power invested is consumed by the Old Gods, who will give a boon as suits their desires. This boon is often stronger in one already favored by them.
Rite of the Warding Gift: Difficulty: Extraordinary. Power: Potent. Price: Blood of the faithful, freely given. Blood of the noble, willingly sacrificed. Blood of the innocent, gladly offered. All must be mixed with weirwood sap before a heart tree and used in the making of the talisman, which will help its bearer resist the effect of magic. Those already skilled in the ways of the Old Gods can use them to defy or dispel the powers of others.

@notbirdofprey, could you make space between the various rituals? The big block of text makes it almost painful to read.
 
The Rite of the Given Sacrifice is useful if we sacrifice someone we want to kill anyway. It is also a dangerous temptation. We don't want some Green Man to sacrifice the Septa with the healing gift for extra power, for example. I hope Frost is careful in who he teaches that rite.
 
The Rite of the Given Sacrifice is useful if we sacrifice someone we want to kill anyway. It is also a dangerous temptation. We don't want some Green Man to sacrifice the Septa with the healing gift for extra power, for example. I hope Frost is careful in who he teaches that rite.

I don't know about you but given the chance, I will gladly push to impale Harren for a power boost.
 
Rite of the Given Sacrifice: Difficulty: Arduous. Power: Strong. Price: A wielder of magic foreign to the Greendream or an object empowered by the same must be slain or utterly destroyed before a heart tree, sundered, burned to ash, the ash mixed with sap and then buried or scattered on running water. Effect: The power invested is consumed by the Old Gods, who will give a boon as suits their desires. This boon is often stronger in one already favored by them.

Wow... okay... so this can be very powerful. @notbirdofprey I assume that the sets of black armor that we captured from our raid on the Ironborn are objects empowered by the Drowned God, and so can be used for this Rite?

Rite of the Warding Gift: Difficulty: Extraordinary. Power: Potent. Price: Blood of the faithful, freely given. Blood of the noble, willingly sacrificed. Blood of the innocent, gladly offered. All must be mixed with weirwood sap before a heart tree and used in the making of the talisman, which will help its bearer resist the effect of magic. Those already skilled in the ways of the Old Gods can use them to defy or dispel the powers of others.

Hmmm... should be very useful against the Drowned God. I think we do need to consider if this can be done for our ships. Not as useful in helping the Starry Sept ward off the Fay. Though... maybe... @notbirdofprey Can the Septwoods faith use the Rite of the Warding Gift?

Magic of the Drowned God
Wrought of a broken, half-dead and all mad god, the Drowned God is a foe of the Old Gods. By bloody iron are its gifts given and rites enacted, by slaughter and reaving its power grows and life and sanity eroded away like rock before the endless crashing of waves. Sight of waters it gives to its chosen, and the endless strength and endurance of the sea, although all gifts come with a warping of the flesh and twisting of the mind. Its champions can summon fierce beasts of the sea to battle alongside them at great and grievous cost.

Yeah... I think the Drowned God is our flat out enemy, not a misunderstood God who can be syncretized.

Magic of the Fey
The Fey are kin to the Old Gods, as they are kin to all magic, but the ties are far closer between the Greendream and the Courts. As such, the eyes of a heart tree are mightier ward against the fey than the blessed stone of a sept or the dragonstone temples of the Fourteen. The fey are a tricksome folk, fond of illusion and deception, yet unable to lie except beneath a roof of starstone. Each Court has tenets they are bound to, and changing Court is a near-complete unmaking of all a fey is. Though swift where the Old Gods and other faiths of the First Men are forgotten, they are cautious in the presence of old allies and foes.

Ouch... they can lie beneath a roof of starstone. That's why the Starry Sept is so vulnerable to them, they cannot enforce truth on them. This information should help Speton William in his efforts to advance to the Most Devout I think. We can pass it on to the Starry Sept through the Snowy Sept. Maybe a Warding Gift can also be created by the Septwood faiths to help ward off the fay?

Also, a small nitpick here. Fay = faries/elves etc. Fey = death seeker and battle madness e.g. "A fey mood had fallen upon the prince, for he sensed his death was likely to come in tomorrows battle."

They often get confused, but they are very different things.

Magic of the Seven
The Seven would not call their blessings magic, for they despise it, but that is what it is in the end. Each of the Seven offers different gifts and answers different rites, "persuading" others of the glory of the Seven, healing wounds, strengthening armor and weapons, enforcing hierarchy, sundering chains…for every commandment of the Seven there is a rite and blessing, though the cost is often too great for all but their chosen champions.

Hmm... if we can broker a peace between the Old Gods and the Seven, maybe we can make use of the Given Sacrifice? Where something blessed by the Seven is freely given by those of the Seven to be Sacrificed to the Old Gods, and the Old Gods provide something to aid them in warding against the Fay?

Maybe not, but maybe the Septwood faiths can be used as a medium.
 
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You can use any carved weirwood as a heart tree, although there will be an action to enhance and consecrate heart trees, so if someone did a rite before a heart tree it would work.

Yes, you can use the black armor for the Given Sacrifice, either personally or you can have the Green Men do it.
 
Tax comes from your lords. The reason it's so little is a combination of low income and low rates.

Farming is from your lands, trade is from a combination of tariffs and taxes from Wintertown.

The update should be out by Monday.
 
@notbirdofprey
-550 Arrows of the North: Riding Steeds specially bred for endurance and speed, equipped with longbows and quivers full of arrows, they shoot their foes full of holes then ride away before they can close the distance. Some call them cowards, but the Arrows of the North laugh in their faces.(High endurance archer dragoo
They should be equiped with composite bows.It is impossible to shoot a longbow from horseback.Composite bows are special made for something like this.
 
@notbirdofprey
From a military perspective they dont make any sense.The longbow doesnt have that much of a distance advantage to truly make a difference.And if they are confronted by light cavalery they are dead.The best idea will be to have something like the mongols just with better armour(at least some plate armour for chest and back to protect the archer) bc the north cant afford to lose to many men and some light armour for the horse to protect from arrow fire.
If the enemy has light cavalery they are toast and against heavy cavalery or knights they are usseles no matter what the movies might make you believe.A charge of heavy cavalery over flat ground cant be stopped by archers.And from the distance needed to stay out of the cavalery reach they are next to usseles.But a rider armed with a composite bow if he has enough terrain can out race a knight and pepper it with arrows from a relatively safe distance.
Tax comes from your lords. The reason it's so little is a combination of low income and low rates.
I know that the north is relatively poor but not tha poor .Manderlays,Bolton,Ryswell are at least moderatly rich and the tax income is a joke and with the increase of trade in our land the taxes we get from our lands and the lands of our vassals should also increase bc many traders should pass trough there land also and it also means that people have more monet to spend so they should at least see an increase in trade and profits as well which should equal more taxes for us.
Also the income from farms,logging camps and the rest is translated in more taxes or more goods to trade(the same thing after all.More taxes bc they sold more and we receive only the gold,more goods to sell we receive directly the goods as taxes and we sold them) so that income should either be put to taxes or to trade.
With the tax income so low from our lords,500 gold pieces(dragons are not yet a coin in westeros) for kingly things is simply to much for the north.150 with max 200 should be more then enough.We spent half of what he get in taxes only on our apparence and it is way to much when the taxes are our main income source.
And the maintaince for various thing should also be a bit higger then it is now.
And it will be a nice thing to mention what exactly we mine right now.
 
From a military perspective they dont make any sense.The longbow doesnt have that much of a distance advantage to truly make a difference.And if they are confronted by light cavalery they are dead.The best idea will be to have something like the mongols just with better armour(at least some plate armour for chest and back to protect the archer) bc the north cant afford to lose to many men and some light armour for the horse to protect from arrow fire.
If the enemy has light cavalery they are toast and against heavy cavalery or knights they are usseles no matter what the movies might make you believe.A charge of heavy cavalery over flat ground cant be stopped by archers.And from the distance needed to stay out of the cavalery reach they are next to usseles.But a rider armed with a composite bow if he has enough terrain can out race a knight and pepper it with arrows from a relatively safe distance.

They make perfect sense for what dragoons do. A highly mobile force of archers. They are useful in a forest, where cavalry charges are difficult to do. The are very useful in hunting beasts and other native threats in the forest. Note that their primary job is to patrol the Wolfswood, and hunt monstrous beasts. That is the purpose they were created for, so they make perfect sense for that role.

This again is where you are criticizing without context of why we adopted these measures. It wouldn't be so bad except you keep stating your criticisms as absolute facts.

They can also be useful in a combined arms role, where the cavalry has to move ahead of the infantry for some reason, now mounted archers can keep pace with them, dismount once the battle field is reached, and thus provide archery support to our own cavalry.

Furthermore, there are plenty of historical accounts of longbow heavy armies defeating enemy forces that included heavy cavalry, primarily due to clever use of the terrain to make up for the advantages of cavalry over longbowmen, allowing them to kill the enemy horses before the cavalry could reach them. See the battles of Agincourt and Crecy.

So while you are correct that a charge of heavy cavalry over solid flat ground is going to defeat an army of longbowmen, that does not make highly mobile longbowmen useless. It merely means that if our army is dominated by archers, and our enemy has heavy cavalry, that we should avoid giving battle on solid flat ground.

And it will be a nice thing to mention what exactly we mine right now.
Also, I believe limestone.
 
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Interlude: The Barrow of the First King, Pt. 2
As the sun sets you gather before the barrow, the flickering light of torches making shadows dance. Dark clouds hang heavily in the sky, shapes half-visible among them. You spy what looks like a grinning skull for a moment, but then it vanishes, leaving you uncertain if it was ever really there. The town seems quiet and forlorn, bereft of market stalls and the noise of people going about their business. Instead, there are just you, your bond-mates, Frost, Lord Dustin, and twenty guardsmen, half from your guard, half from Lord Dustin's.

You stand straight, wearing a suit of fine plate armor, subtly shaped to evoke images of running wolves. Ice is loose in its sheathe on your back, an ironwood shield painted with your arms is strapped to your right forearm. Lord Dustin is similarly dressed and equipped, although he wields a massive battleax. His helmet is off as he stares up at the immense barrow with nervous brown eyes. Lord Dustin turns to meet your gaze. "We are ready, Your Grace." He tells you formally as his armsmen form up behind him, taking up their axes as Frost steps forth, pressing one gloved hand against the side of the hill.

The earth shifts, flowing away from his touch like water, revealing a tunnel lined with stone descending into the ground. Frost calmly begins striding forwards. You follow, doing your best to appear calm. You are all silent, unwilling to disturb the still air of the tunnel. The torches reveal jagged walls, looking like they were carved into the stone with claws. You are unable to conceal a shiver as you follow Frost deeper into the barrow and the air begins to change. It feels heavy, like it's pressing down on you. The scent of dry bone fills the tunnel, making your direwolf sneeze. You open your eyes and See.

The barrow thrums with currents of power, all dense and twisted. Some are as dry as dust, some are heavy with decay. But there's one that's still bright and green and vibrant. You reach for it, almost instinctively, trying to find where it leads. And as you do, you arrive in a round chamber. Four plinths stand in a semi-circle, facing the entrance. On each is a warrior, flesh long rotted away, wearing bronze armor which has long since faded to green, their skeletal hands clasped around blades etched with runes which still gleam brightly. Tendrils of energy reach down to each body. There is a flash of energy, surging through each corpse, and you close your eyes lest you be blinded, Ice appearing in your hands as though by magic. Your wolf steps forth, snarling. Your shadowcat hisses. Lord Dustin readies his ax, howling the words of his house: "For us all!" Frost draws a pair of bronze knives, spinning them deftly as he draws back to your side. But your guards seem to be caught in some dream, eyes wide with terror as they stare at the slowly rising dead, their hands trembling, their feet taking slow steps back from the four horrors. The jaws of the skeletons are rising and falling, a horrid sound, part mad cackling and part death rattle, issuing forth, shaking you right to your bones. Unbidden, words spring forth.

(Sudden Speech: 1d100+19 (Diplomacy) + 15 (The King in the North!) – 10 (Supernatural Terror) = 116. 1d100+16 = 110. 1d100+10 = 85.)

"Men of the North! Sons of Winter! Hear me now!" You roar, filling your voice with the instinctive snap of command. All the armsmen heed it, responding to instincts deeper than any fear. "Fear not these crumbling bones! Come forth and slay them!" You howl, your wolf joining, your shadowcat letting out a defiant screech. Three bodies leap forth as one. Your guardsmen react without thinking, all fear banished. All they have is the bite of shame and the need to expunge it and their duty. "Protect the king! Protect Lord Dustin!" Twenty voices call out as one, seeming almost as bestial as your warcry.

(Striking Skeletons: 1d100+ 27 (Personal Combat) = 44)

(The Guard's Attack: 1d100+ 15 (Stirring Speech) + 15 (The Stark in Winterfell) + 15 (Equipment) = 46)

(Lord Dustin: 1d100+ 18 (Personal Combat) + 15 (Stirring Speech) + 10 (Son of the Barrows) = 59)

Despite your fury, you are unable to strike at the skeletons, the very air seeming to thicken and shield them, pebbles always landing under your feet and spoiling your footing. Your bond-mates are similarly impeded, but through sheer ferocity manage to push through, pinning one skeleton to the ground and disarming it. The other three are charged by the armsmen, who are similarly hampered even as they form a shieldwall, which is soon battered as the three standing skeletons launch a flurry of impossibly fast blows, their bright bronze scoring the shields as your men struggle to advance. Lord Dustin, shockingly agile for a man of his size, darts around the formation to launch a blow of his own, seemingly unbothered by whatever force worked against you. His gleaming steel ax struck down onto the shoulder of one of the skeletons, sundering bronze and bone with equal ease. Then the skeletons begin to strike back as the runes on your crown flared with an inner light.

(The Crown of Winter: 1d100+ 21 (Piety) = 87.)

(Skeletal Attack: 1d100 + 15 (Rune-Forged Blades) + 20 (Deathless Duty) – 10 (Son of the Barrows) – 15 (The Crown of Winter) = 18)

They glow brighter than the torches, brighter than the sun, a corona of gray and white light spreading outwards. Where it meets the rune-etched blades of the skeletal warriors, they stop like they have struck into solid stone, unable to withstand the power of the crown which marks you as the rightful king of the First Men. They pull their weapons back and strike again and again, but the light expands outwards, and where it touches them their bones begin to collapse. You fall into formation with your men and press forwards, even Frost joining in.

(Striking Skeletons: 1d100+ 27 = 121. 1d100+21 = 111. 1d10+ 11 = 46.)

The power that resisted you before is gone. As your direwolf cracks the skull of the disarmed skeleton and the shadowcat tackles the one Lord Dustin struck, you step forwards, Ice pivoting in your hands, sweeping across, the light of the crown preventing your foes from bringing forth their blades to parry. They must trust their armor. Even good castle-forged steel would fail against Valyrian steel. They are not wearing steel. You don't so much cut them as shatter them, returning Ice to your sheathe as they collapse into piles of broken bronze and sundered bone. You take another step forwards and the last skull is ground to powder under your heels. You take a deep breath as the light of your crown fades, although you can see some hint of its radiance lingering, working its way into the very walls of the tomb.

You continue forth, the atmosphere of the tomb growing increasingly oppressive. The hall you walk down now is too wide for the light of the torches to truly reveal, and unknown things skitter in the darkness. Immense pillars, some cracked, others crumbling, rise up, carved with even more runes. Even the guards can sense the sheer power running through them as you trek down into the dark. As you walk, you start seeing broken pillars, first rarely, then more and more frequently.

You come to another room, this one lit by sickly yellow lights which drift in the air. Dust rains down from the ceiling. An immense door of bronze inlaid with gold and silver runes stands across from you. The presence behind it looms in your senses, almost awake but still dreaming kindly dreams, wanting to fix that which has been broken. You just know that if it awakens you can make it understand, that it is like you…But in between you and it are at least a hundred skeleton warriors like those you fought before, led by a large horned skeleton wielding a pair of bronze axes easily as big as Lord Dustin's. "Halt, interlopers, defilers of my father's tomb! I, Brandon the Foe-Hammer, swore that none would disturb his rest nor surpass his glory! My curse took the mind of the Hungry Wolf and the strength of Edrick the Cunning, and it shall take you too, no matter what power you bring against me. You have sundered my wards and trespassed where none of the living may walk! Turn back, or die!"

Steadying yourself, you…

[] Leave. You are not getting paid enough for this.

[] Call to the Crown once more.

[] Challenge this Brandon to single combat.

[] Try and call out to the presence to awaken it.

[] Write-in
 
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[X] Try and call out to the presence to awaken it.
-[Speech]
Time to add a speech to this one I think. I'll try and think of one in the morning it's getting late here.
 
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[X] Try and call out to the presence to awaken it.
- "Hold thyself, mighty Foe-Hammer, and hear who comes before thee! I am STARK! Wolfsblood! Warden of Winterfell! King In The North! I come to treat with your liege, as the kings of old, that that which is sundered may be healed, and that which is our enemy may be smote! Let us speak - as Northmen true!"
 
[X] Try and call out to the presence to awaken it.
- "Hold thyself, mighty Foe-Hammer, and hear who comes before thee! I am STARK! Wolfsblood! Warden of Winterfell! King In The North! I come to treat with your liege, as the kings of old, that that which is sundered may be healed, and that which is our enemy may be smote! Let us speak - as Northmen true!"
 
[X] Try and call out to the presence to awaken it.
- "Hold thyself, mighty Foe-Hammer, and hear who comes before thee! I am STARK! Wolfsblood! Warden of Winterfell! King In The North! I come to treat with your liege, as the kings of old, that that which is sundered may be healed, and that which is our enemy may be smote! Let us speak - as Northmen true!"
 
[X] Try and call out to the presence to awaken it.
- "Hold thyself, mighty Foe-Hammer, and hear who comes before thee! I am STARK! Wolfsblood! Warden of Winterfell! King In The North! I come to treat with your liege, as the kings of old, that that which is sundered may be healed, and that which is our enemy may be smote! Let us speak - as Northmen true!"
 
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