Out of a Context Solution (Westeros ISOT into Warhammer Fantasy/CKII)

New Home, New Neighbours and Murder
(X]Clear the woods
[X]Scout out a home, the long winter of our race is over now. Spring has arrived, a time of regrowth. It's time to set down roots and start thinking about rebuilding our numbers.
Needed: 50

Roll 98

You send out your kin to scout out a new home before all the good spots are taken by the freefolk immigrating to their new homes. A month later they come back; having found a perfect place to set up a Nest and not just a small nest either but a Nest large enough to hold our whole population, for the first time in our history we will follow the example of man and build a city.

It has everything we need; a lot of space, plenty of food and as it is in the wolf woods it is very close to lord stark. Excitement courses through your veins at the thought of crafting something new, something great. Your head is full of pictures of the building and dwellings that now you have the crown on your head that allows you to shape and manipulate wood as you please.


It is even on a mystical convergence there is so much potential in the future especially because of the magic all your kin have woken up to recently.

With your permission Thistle, a fallow elder takes charge of the migration of your Kin to their new home in the wolf woods to set down roots and you with the rest of the elders will join them after the wall is no longer in danger, you join in building your race a home.

[X]Man in the wall, it was discovered that over the ocean are tunnels that had someone in them, watching.
Roll: 40
Rolled:100 critical

You sit with Lord Stark as he sends his agents to get in contact with the men in the cliff-face, we may find out where in the 7 hells are we and how the hells are we to proceed without more information. If we get some locals, they can give us the information we desperately need.

With that, a messenger was sent out to house Mormont and house Glover to get in friendly contact with them to see if they are willing to help the north. They went out and went above and beyond what was asked of them, they returned with a group of ambassadors. They are small, well smaller than men just a little taller than you but they are a lot broader and muscular than possible for men plus each of them have impressive long flowing white beards.


After throwing a small feast for them, which you notice they wear their armor throughout the meal which throws the lordlings off as they are not sure if they should be insulted or not as lord Stark has given them guests right with bread and salt. But as they have no way of knowing he decides to let it go even if they wince every time they take a sip of his beer.

While the arms men launch into a tale of their contact with the little bearded men, with big wide arm movements one of the men describes the boat ride to the cliff face and finding a tunnel to venture into where they are found and made guests "read hold captive by" of the bearded folk where they tried to communicate by the noble art of pointing, making gestures and saying gibberish.

After the week that they spent with them, they started to form a rough picture. The little folk has formed a mining outpost that has expanded into a mining city, similar to how Casterly Rock started out as a mine but grew. But now that the translocation happened the oceans have poured into the tunnels and mines flooding them and ended any chance of further mineral extraction.

As the story progresses the speaker speculates that without the mine, the kingdom they are part of beyond the mountains will shut down the mining operation and recall them which will be a shame as house Glover and house Mormont were greatly impressed by the craftsmanship of their new neighbors and just the fact that they have new neighbors that they could trade with was an opportunity they don't want to pass up, plus if a mining city has such valuable craft imagine what their heartland on the other side of the mountains have.

We think they are willing to go for that, at least they like us or we think they like us… at least like us more than the people we replaced if the spitting when they indicated our current location on their maps.
Either way, they sent ambassadors to the North even if we had to leave some of our own behinds as hostages, they spend the next few months exploring the North.

(Very friendly relations with Dwarfs of Karak Vlag, Map of the area pre-event)


[X]Followers a bunch of armed men take to following you and some your Kin around, find out why. Needed: 20
Rolled: 5 ( I guess they were not friendly)

You and your Kin noticed that men from the night watch are following you wherever you go for a tenday but never approaching your people because there are so many people around but they are not that hard to point out as they always glare at any of your Kin that are nearby.

When some of Lord Stark's men at arms were asked about the hostile night watcher and what their problem was.

They were answered, "Ai, those are southern boys sent here to freeze their balls off either for their crimes or because they think they were doing a great duty coming to the wall before they signed up to hell where their only companions are rapists and murderers."

"So it is understandable that they are bitter and angry, plus the 7 teaches that you and your kind steals babies and sacrifice them in the woods. So I keep my distance if I was you."

Making a "that is ridiculous" face, he sees the soldier nodding. "We only sacrifice our enemies to the gods, children are forbidden," he turns around and walks away but not before seeing the soldier gasp as he chuckles to himself.

(you have the hatred of the night watchman that worship the 7, they are plotting against you but unfortunately, you don't do anything before they strike.)

[X]Direct the flow to the forest below the magic is forcing its way through the wall, damaging it. Redirecting the flow to heart trees will create a pipeline that relieves the magic build-up.
(The flow-directed (100/600) for every 100 the amount of degradation done to the wall each round permanently drops by 20, ???)
Roll 9: double ouch
How bad roll: 69 disasters narrowly avoided

You and your fellow elders redo the ritual that both eases the strain and helps restore the forest of the north, everyone takes their place and starts to direct the flow of magic into the weirewoods anchor points. The Northmen and freefolk stand at a safe distance watching as the ritual reaches its climax, the air is thick with magic like a static charge.

The elders follow your lead as you reach out and direct it in the direction you want it to go, it starts to flow into the prepared ground. That's when everything goes wrong.

Midway through the ritual, a dozen night watchmen rush out of the crowd screaming at the top of their lungs, prayers to the seven and that you and your kind are abominations. You see the Northmen start and a cry to stop them rings out, but you can only watch in horror as they reach you first. The zealots are a foot ahead of their pursuers and are given a few seconds to attack, you watch as they reach the ritual circle but are unable to move without disrupting the circle.

The first elder greenseer is cut in half by a sword swing, her killer followed by 2 others runs into the circle their path taking them directly towards you but with the death of a member of the ritual caused the magic to run wild and out of control and they were located in the worst possible spot. So, you are saved as with a scream of pain, the three drops to the ground, distorting as multicolor light flows into them mutating their screaming forms.

The rest of the lunatics slow as they see the fate of those that cross the circle and unfortunately, decide to be intelligent when they go around the circle. The next in line seeing his fate coming steps out of his place as they reach him and violently explodes taking a few men with him while the remaining four are knocked over from the magic wave one gains a third arm, the next is covered in eyeballs, the third having vegetation from his last meal grow bursting out of his mouth suffocating him and the last got a second baboon head which bites his humans one's face off.

The mutant four are quickly hacked to death by vengeful northmen, the next greenseer refuses to die without fighting back turns loose fire magic on her attackers turning them and two dozen of her would-be rescuers into human torches. But as fire magic is not aligned with our nature and without practice to overcome that, she loses control burning her arms off plus having flames burst out of her eyes and mouth before her burnt-out husk hits the ground.

As this is happening, the three things in the circle get up and charge at the nearest noise which is an army of angry and armed men but even as each swing splatters a man, you have more pressing matters such as directing the massive amount of dangerous energy to the prepared point and away from where it could do further harm.

All your focus is on directing the magic storm into the forest but the wild magic causes it to rapidly grow in weird and unnatural ways. Each of the greenseers have blood running from their eyes and noses drop dead one after each other from the pressure of the magic until only you remain but with one final heave the last of the magic flows into the newly grown forest before falling to your knees and vomiting before limply collapsing face-first into your vomit and falling unconscious.

( Elders greenseers murdered, centuries of experience in leadership and our magic traditions lost, the spiritual and administrative heart of your race has been ripped out your Race Moral has changed from hopeful to terrified and angry)

…..
The only thing I can say is it could be worse. It could have blown a hole in the wall and/or summoned up an army of demons.
 
Well holy shit that went bad. Welcome to Mallus.

Now how to deal with the fact that our leadership has effectively been crippled for centuries to come. And how to deal with silly seven simping, stupid, southerners.
 
Well holy shit that went bad. Welcome to Mallus.

Now how to deal with the fact that our leadership has effectively been crippled for centuries to come. And how to deal with silly seven simping, stupid, southerners.
thats what you get when you get two critical failures on the dice roll but things are not unrecoverable.

also I am going to start to give bonus points to rolls if people make interesting story chapters. If I like that chapter enough I make it cannon and include interesting characters in my writing

Can we (the readers) have a map?
I already have a map in mind but I am honestly waiting for the warhammer 3 maps of mountains of moun as they will be important in the story future.
 
turn 3
Wearily you open your eyes you see a roof and that you are in a comfortable bed but your eyes hurt, your bones hurt, existing hurts. Groaning and pulling your head under the cover away from the evil sunlight, you hear a shuffle. You poke your head out of the cover and you see a youngling sitting watching you.

He runs out of the door and you can hear him shout 'He is awake!' followed by a rush of feet as his kin rush to your bed and crowd around blabbering about how glad that you are alive and crying that you are the only one that survived the ritual and that they are so afraid, they don't know what to do.

Collapsing back into the bed as the memory of the ritual night flashes through your head, you feel grief claw at your insides but you know as they look to you for leadership and comfort, they can't see pain or feelings of hopelessness. Also, you feel different than you did before the ritual.

Rolling: 4

(no mutation, just worn out)

You feel like a stone in a river that was swept up in a surge of water, bashed against every hard thing on the way down and with the power of water wearing it down until barely anything remains of it when it again comes to a standstill.

They upon seeing your physical condition leave you to rest, you close your eyes for what feels like a moment but open them again to a sound of knocking, you see that it is now dark. Before Lord Stark lets himself in before sitting in a chair next to your bed where he sits for a minute gathering his thoughts.
"3"
"hmm"
"31 good men died yesterday putting down the traitors and the abominations they became plus a forest grown that no one with any sense will go anywhere near, that can't happen again I won't let it happen again."

"Protection will be needed but I need to continue my work or what happened will break out and overrun the north"
"Speaking of protection all southerners and 7 worshippers are currently in the dungeons we don't know who else will catch a case of the religious, and as the offended party I put their fate in your hands."

[] kill them all and let the gods sort them out: Purge the night watch of all southerners and 7 worshipers (a diplomat incident with the south they are unlikely to send anyone to help even in an attack)
[] be merciful: Don't purge them but they still know they are in deep shit and will be on their best behaviour (people unhappy justice is not done)

Martial: 2

[] you're in the army now: half of all clan warriors are at the wall as well the banners of the north. It's time to take them and forge them into loyal soldiers of the north.

Roll: 20/50


[] Forts repair: the fortress of the Nightwatch is in poor condition and they are unable to house all the troops that be living in them, we need to fix that.

Roll:20


[] Clear the woods: there is a lot of forest beyond the wall, plenty of places for an enemy to stealthy approach the wall. Cut them down.

Roll: 20

[] purge the woods: the woods are full of dreadful creatures created by dark magic destroy them (if taken with Explore the magic woods the difficulty of this action drops by 10 also you only destroy the tainted instead of everything)
Roll:???

[] body guards: it's time to get protection details for you and your Kin. There are three options:
-[]first assigned guards: normal guards that lord stark assigns to you nothing special but there are a lot of them.
-[] for the best warriors of the north, a tournament where some of the best warriors fight for the prestigious positions of guarding you, but they will only guard you for a few years before moving on for better prospects.
-[] a lifelong commitment: they swear a life long oath like the night watch, before a weir wood tree. Anyone willing can join and you have no problem mythically enhancing those that will protect and enforce your will.


Stewardship:1


[] Green thumb: since you have a massive amount of people standing around twiddling their thumbs, it is time to put them to work planting trees that will be the beginning of a great forest in the gift. It will be a place to stay until a home can be built for everyone.

Roll:20

[] trade: the dwarves are willing to open up trade links with the north, this is a start of a beautiful friendship.
Roll 30


[] New neighbours moving in: now that a massive refugee crisis has crossed the wall we have to figure out where we are going to put them all.

Roll:???

[] send a scouting party: over the pass to see who is living there as well how have the free folk horde been behaving. (see what condition they are in and how everyone is reacting to each other)

Roll 20/40/60/80

Intrigue: 2


[] War of the damned: The cold ones were quiet, too quiet. You did not see any cold ones on your journey and you know with their grudge they would have taken any chance to wipe you out, so why didn't they try?

Send out the Nightwatch to uncover what is happening in the war between the Whitewalkers and the tainted (plus 20 if you spare the lives & worshipers, as they are told to explore and not come back until they find something worth reporting)

Roll 20/40/60/80

[]diplomacy: The Dwarf holds Karak Vlag asks you to help to transport them to their High King so they can report what is happening. This is a chance to make friendly relations with their kingdom as a whole.

Roll 20/40/60/80

[] Finger on the pulse: keep an eye on the former free folk make sure no trouble occurs in their camps

Roll: ???

Explore the magic woods: The woods that were created by pure raging wild magic, examine the wood a bit of it will differently be tainted but not all wild magic creations are negative there may be some things useful to be found.

Roll 20/40/60/80

Learning:


[] Locked until you get a new home


Piety: 1


[] Will of the old gods: + 50 to the chosen action


[] Plug the holes: the wall is full of cracks and holes that allow magic to push through it degrading the structure of the wall more, this needs to stop. The wall must be reinforced.

The Wall's strength is (300/1000). If it reaches zero the magic protection of the wall will be broken the wall's integrity drops -80 every round, each round that this is chosen repairs +100 of the damage instead.

[]recall the elders sent out with the free folk beyond the Pass, our people need their elders (impossible you need to get back in contact with them first, for at least one turn before they can return)

[] Direct the flow to the forest below: the magic is forcing its way through the wall, damaging it. Redirecting the flow to heart trees will create a pipeline that relieves the magic build-up.

(The flow-directed (200/600) for every 100 the amount of degradation done to the wall each round permanently drops by 20, ???)
 
Nevermind just skipped ahead to the most recent post this quest is already dead, it's just a slow lingering one that might take a few more turns. Too bad the updates we're finally getting regular as well.
 
Last edited:
I am a bit unsure if we should should show mercy because our limited manpower, and my personal problem with collective punishment or just kill them to be on the safe side.

[X] Plan: Keep Calm and Carry On

-[X] Forts repair: the fortress of the Nightwatch is in poor condition and they are unable to house all the troops that be living in them, we need to fix that.
-[X] body guards: it's time to get protection details for you and your Kin. There are three options:
--[X] a lifelong commitment: they swear a life long oath like the night watch, before a weir wood tree. Anyone willing can join and you have no problem mythically enhancing those that will protect and enforce your will.

-[X] New neighbours moving in: now that a massive refugee crisis has crossed the wall we have to figure out where we are going to put them all.

-[X]diplomacy: The Dwarf holds Karak Vlag asks you to help to transport them to their High King so they can report what is happening. This is a chance to make friendly relations with their kingdom as a whole.
-[X] Finger on the pulse: keep an eye on the former free folk make sure no trouble occurs in their camps

-[X] Will of the old gods: + 50 to the chosen action
--[X] a lifelong commitment: they swear a life long oath like the night watch, before a weir wood tree. Anyone willing can join and you have no problem mythically enhancing those that will protect and enforce your will.
 
Nevermind just skipped ahead to the most recent post this quest is already dead, it's just a slow lingering one that might take a few more turns. Too bad the updates we're finally getting regular as well.
why do you say that?

they just had a large setback, it is not unrecoverable it just takes a few turns to regain what was lost remember since coming to this world all children of the forest are cable of using most are just untort, a large part of their lore was lost but not all of it.
worst-case scenario it is a blank slate were they have to relearn magic from scratch but remember this world has a lot of magic it a lot more than planetos had at its height, there is nothing stopping anyone from recreating lost lore in the future.

so can you explain your reasoning?
 
the ascension of the chosen (Cannon)
The Blood of Ages flows so sweet and strong.


I watch as the Chosen gather for the Rituals and Ceremonies.

'Devotion to the Old God's and gratitude for finding Sanctuary here in the North, are but a few of the reasons motivating the Chosen presently preparing themselves.'

Oracle and Warg both are joined in singing and chanting, synchronised and in harmony, the wind rushing around them, excited by the resonance and magic being utilised, as the first cleansing stage begins for the Chosen, annointed oils and sap from Weirwood being daubed in patterns and Old Tongue Runes across their partially clad bodies.

'The Faith of the Seven has long been a hostile thing to any hints of Magic, the actions of the Monsters that laid low our High Druids is something that cannot happen again!'

The Chosen here are slowly being shown the correct steps and rythmn to join the Ritual, their unsure movements smoothing out as they blend into the weaving and looping dancers patterns, the Largest of the Weirwood Trees central to the Ritual, the nearby Babbling Brook and Standing Stones all positioned according to the World's Geomagical Flows.... The Poles of Weirwood bonded with Bronze, the Runes upon them glowing as the Dancers loop and change their Dancing to a newer and faster paced beat.

'The Northerners called the Rods of Sky, Sod and Stone a strange term. That of "Maypole", said they did Dances for feasts, festivals and sometimes weddings.'

The Music matches tempo to the Ritual, the Drums, Pipes and Chimes all reverberating throughout the area, shaking the blood red Weirwood Leaves and stirring up our spirits.

'The Northerners have forgotten far too much of the Old Ways, but it calms me to see the Dances still able to be performed, despite a lack of true understanding needed to weave the Magics of Self and the World. The Chosen are Chosen most meaningfully,, for the Chosen are the Ones who Choose! Sacrifice gives Power, but Self Sacrifice is of a Value that is far too underestimated by those who seek to Sacrifice Others, thankfully to our benefit usually, lest we face far worse foes and far more often than we can bear.'

I watch for my required participation, the moment approaching swiftly as the chanting becomes eerie, making the hairs rise up on the Humans, the Leaves Glow upon my People, while the Giants gain a Spark and Glow to their Eyes.... Tension builds as the Wind becomes charged with Power, the scent of Ionisation clear to those taught as I was.

'The Weirwoods are to do more than Bless the Chosen, they are to be Changed Completely, the Flow of Ages for them will cease, then the Green Vitae and the Animal Vitae will be Channeled through the Chosen, we will gain Living Conduits to guard and walk among us.... Avatars of Sky, Stone, Flowering and Flowing!'

I whirl into motion! My voice joining the chorus of voices and song, the leaping amidst the dancing that then is met with the impact of returning to the soils embrace! Staves and Staffs are waved and twirled, the crack echoing out as dancers clash their implements of Weirwood upon Weirwood, static charges in hair and betwixt leaves flowing between dancers as they spin, loop and move on an almost instinctual impulse.

I spin my own Stave, the Orbs of Weirwood Amber that are shaped into my Instrument of Mana direction begin to glow, their shiny jewel like appearance gaining an ominous Bloody Radiance!

"Hanyo! Og Salai, mehtt ya noi uhsakk! Meheyya om vussi lekk ayna! Yol za xoch, prumm ra nel tai nu che sohum!"

The Chosen move inwards, spiralling in their movements, the cycle of the Ritual echoing in meaning as it symbolises Nature and All within it in motion.

Light trails now form behind other Wargs, Green Seers and the Chosen, even the Musicians can be seen to glow and leave ripples of luminescent colour with each movement and note played by them.

Each movement and twist of Colourful Magic leaves trails of Red and Green light in my own wake. I conduct an Orchestra of Passion, Heart and Power, carefully forming a tapestry of Magic between Trees, Stones, the Musicians and Dancers.

The Ribbons linked between the "Maypoles" of Wood and Bronze, are shining brightly to the point the Runes can no longer be made out as legible. The Ribbons held by the Dancers are now full of Magic, the Dancing binding them into a Weft of many coloured Mana, ready to be brought inwards as the Dance continues on towards the Heart Tree.

"Kono Ya ontol! Hupp Hupp sealum middu! Yussek laep fuaa vipma assittomun! Tuskati ulshak illa dusky paputu molo! Vishal mirak ussa liapi!"

The weaving of Magic is in Plaits and Patterned Glyphs made up of Mana saturated Wood, Bronze, Fabric and Crystallised Sap.

It is both Real and Unreal, manifested between Dream and Reality both as the Weirwood Network guides me in using Lore and Magic that I was not yet Old enough, to have even had a chance to learn of yet.

'My Elders and Tutors may have been treacherously slain by the Sevenites, but their knowledge lives on!'

"Zalla! Untuim mala secoc na ta udulla!

Eight Colours outshine the Sun as they merge and stabilise into a Colour that is All and None.

The Dancers and Musicians all close their eyes as the Radiance is impossible to bear, yet their movements do not slow even for a moment.

Blindly moving between each other, the Trees and Standing Stones, faster and faster as only I take in the United and Pure vision made up of the true Colour of Magic.

Heart Beating in time with the frantically pounding drums, my arms guide my Stave as I dash amidst the Ritual participants, as the Chosen get closer and closer to the Heart Tree.

"Allarocca! Milishunva! Yarral! Lullella!"

The Chosen all move as one, leaping up and into the Heart Tree, through the Heart Tree.... In a Moment, that lasts an Eternity as Magic Implodes into and through the Chosen while in the Weirwood Realm itself.... Before being disgorged out, changed completely yet still themselves.
 
great chapter dude looking forward to some good old dwarfish Craftsmanship done on the wall .also would love for the giants to get more intelligent in one way or another really want them to survive long than otl.
 
great chapter dude looking forward to some good old dwarfish Craftsmanship done on the wall .also would love for the giants to get more intelligent in one way or another really want them to survive long than otl.

those are Warhammer giants they are super inbred so they are very stupid, asoiaf giants are smaller but as smart as a human but as they are very rural down to earth but uneducated folk. as they are forced to interact with civilized people and learn their language common they start showing how smart they are. so feel free to write omakes of the giants.

also it you have any ideas feel free to create a conversation with me to give me you ideas I am always looking to expand the lore as well as give the readers new options to choose
 
if no one chooses if the Nightwatch purge happens or not I roll a dice to see if he spares them or sacrifices them

Could we go with a write in option maybe?

For me personally the binary choice feels too constricting.

How about something like....

[ ] Test their Mettle
Using Warged Animals we gather Intel and observe the Southerners, we check the Weirwood Memory to observe their previous actions, beliefs and probable future actions. We interrogate those most closely affiliated with the Criminal Scum that attacked our Elders, use Magic to discern truth from falsehood. Maybe develop a Ritual that makes them Swear on a Heart Tree that will Curse them if they Lie or Betray their Oaths.
 
Back
Top