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

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When you play the Game of Thrones, you win or you die.
Introduction
You close your eyes and fall asleep, and you awaken somewhere else…sometime else. A bolt of panic shoots through you for a moment, and then memories of the body you are inhabiting start filtering through…somehow, you became someone else while you were sleeping. You became someone in Westeros. Lucky you.

Specifically, you are…

[] Torrhen Stark, King in the North (104 AD). Your realm is vast and frozen, bounded by seas, the Wall, and the dense swamps of the Neck. These formidable defenses make invasion practically impossible, leaving your realm one of the most secure. It also has one of the lowest populations due to the inhospitable climate and terrain. Most of your vassals are fiercely loyal to the Starks in Winterfell, but the North remembers…and that means some remember when they were kings as well.

[] Hoster Tully, Lord Paramount of the Riverlands (277 AC). Your lands are rich and bountiful, second only to the Reach, and the many rivers offer opportunities for trade and defense if you can use them. Other than that, you have no natural defenses and practically any war will come onto your lands. Also, your vassals are fractious and rebellious and frankly difficult to deal with at the best of times.

[] Deria Martell, Princess of Dorne (35 AC). Aegon has conquered the Seven Kingdoms with fire and blood, but Dorne has stood against the wrath of dragons and lived to tell the tale. For now, you have made peace with the Targaryens, and begun to recover from the devastation inflicted upon your home. The deserts of your lands can support only a few, and outside of Dorne your people are unwanted and distrusted.

You mentally review what you know of the time from both sets of memories, and decide that maybe you aren't completely screwed. Maybe. Fortunately, you have a couple of advantages over the original. Aside from hazy memories of all sorts of useful devices and concepts, you have (Pick 2)…

[] Knowledge: Industrial: You are widely read on the process of industrialization, and you have some practical experience as well. You've made steel, built waterwheels, and you know how a mechanical loom works. (+1 Stewardship, +1 Learning, bonus to some Uplift actions)
[] Knowledge: Agricultural: You are familiar with farming and fishing with animal husbandry. You have actually run your own farm for some time. You can design a seed drill or a mechanical reaper, make fertilizer, or construct a greenhouse. (+1 Stewardship, +1 Learning, bonus to some Uplift actions)
[] Knowledge: Military: You have taken part in several different reenactments and read a lot about historical warfare. You know the exact ratios required for gunpowder and you have an understanding of several different historical doctrines. (+2 Martial, bonus to some Uplift actions)
[] Knowledge: Financial: You could practically write a book about how the banking system developed. Double-entry bookkeeping, stock markets, investments, mercantilism. You have at least some understanding of every aspect of financial systems, as well as some related bureaucratic knowledge. (+2 Stewardship, bonus to some Uplift actions)
[] Experienced Leader: You were always fond of taking charge, and people generally let you. Years and years of being the leader have given you a natural charisma and charm that makes it easier to convince people to work with you and help you achieve your goals. And you tend to inspire loyalty as well. (+3 Diplomacy)
[] Master Martial Artist: While the body you found yourself in is strong and skilled, your experiences with martial arts have put you on a whole new level. You are the most dangerous person in the room now, and it doesn't matter what room you are in. (+4 Personal Combat)
[] Marked For Greatness: You noticed some sort of brand on your skin when you first woke up. What exactly it means you have no idea, and it's subtle enough no one seemed to realize it was there, even when you pointed it out to them. (???, will depend on what character you choose.)
[] Practiced Liar: You have always been good at deception. Not just outright lying, but shading the truth, letting suggestions do your work, and generally making everyone else believe what you want them to believe. (+3 Intrigue)

Uplift actions are available to you since you remember some of how Earth developed through its history. They take the form of personal actions of varying difficulty (More obscure ones are harder, related knowledge or experience makes it easier) and represent you writing down/drawing/describing how whatever you are trying to invent works. After you succeed, you will need to take an action to implement it, possibly multiple actions depending on complexity. And if you uplift too much too fast, you may have to do some explaining about where all this came from.

Also, each character who has to face dragons will have options to deal with them and said options will likely come in every category.
 
Mechanics
Dates: AD stands for After Doom, and is based on the Doom of Valyria. There are four short seasons per year, with each turn covering one short season.

Long seasons last for a random period of time. Each turn I roll a d20 with an increasing bonus. A result greater than 15 ends a summer or winter. A result greater than 10 ends a spring or a fall.

Uplift actions are available to you since you remember some of how Earth developed through its history. They take the form of personal actions of varying difficulty (More obscure ones are harder, related knowledge or experience makes it easier) and represent you writing down/drawing/describing how whatever you are trying to invent works. After you succeed, you will need to take an action to implement it, possibly multiple actions depending on complexity. And if you uplift too much too fast, you may have to do some explaining about where all this came from. A better result on an Uplift action will make future actions easier, but once you succeed you succeed. If you fail you can try again.

You have Influence, which represents various ways you can persuade and convince others - minor appointments, honors, and other such things which are mostly below the level of abstraction I run. The maximum amount of Influence - the Influence Cap - is determined by the attitudes and power of Power Blocs, your Diplomacy Score, Prestige, and various positions and titles. You can gain Influence through decisions during Interludes, actions, and fulfilling Power Bloc quests. You can also burn one point of your Influence Cap to gain a point of Influence. ( Each member with attitude greater than 5 of a Power Bloc with power greater than 5 + (Diplomacy-10)/2 + Prestige/10)

Power Blocs represent the factions you rule over, like House Manderly, the Barrow Houses, and the Green Men. Each would have a power rating, their opinion of you, allies, rivals, goals, fears, internal affairs, and then a quest which would give Influence and other benefits if you succeed and cause penalties if you fail.

You can issue orders to Power Blocs as many times as you want during a turn. You can decide how much Influence, gold, and/or upkeep to spend supporting the Power Bloc, which will determine the odds of success along with their opinion of you and their power. There is a Diplomacy Roll first, with a DC modified by the Attitude of the Power Bloc and how much you spend, then another roll based off the DC on the action you are commanding. Spending too little will result in a dramatic opinion loss, among other possible consequences.

Other than that, it's a pretty standard CK2 quest.
 
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[X] Torrhen Stark, King in the North (104 AD). Your realm is vast and frozen, bounded by seas, the Wall, and the dense swamps of the Neck. These formidable defenses make invasion practically impossible, leaving your realm one of the most secure. It also has one of the lowest populations due to the inhospitable climate and terrain. Most of your vassals are fiercely loyal to the Starks in Winterfell, but the North remembers…and that means some remember when they were kings as well.
 
[x] Plan: Summer is Comming

[x] Torrhen Stark, King in the North (104 AD). Your realm is vast and frozen, bounded by seas, the Wall, and the dense swamps of the Neck. These formidable defenses make invasion practically impossible, leaving your realm one of the most secure. It also has one of the lowest populations due to the inhospitable climate and terrain. Most of your vassals are fiercely loyal to the Starks in Winterfell, but the North remembers…and that means some remember when they were kings as well.

[x] Knowledge: Industrial: You are widely read on the process of industrialization, and you have some practical experience as well. You've made steel, built waterwheels, and you know how a mechanical loom works. (+1 Stewardship, +1 Learning, bonus to some Uplift actions)

[x] Knowledge: Agricultural: You are familiar with farming and fishing with animal husbandry. You have actually run your own farm for some time. You can design a seed drill or a mechanical reaper, make fertilizer, or construct a greenhouse. (+1 Stewardship, +1 Learning, bonus to some Uplift actions)

Our Main Goal is to prepare North, other Goals are secondary for now
 
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[X] Plan: Alexander 2.0
[X] Torrhen Stark, King in the North (104 AD). Your realm is vast and frozen, bounded by seas, the Wall, and the dense swamps of the Neck. These formidable defenses make invasion practically impossible, leaving your realm one of the most secure. It also has one of the lowest populations due to the inhospitable climate and terrain. Most of your vassals are fiercely loyal to the Starks in Winterfell, but the North remembers…and that means some remember when they were kings as well.

[X] Knowledge: Military: You have taken part in several different reenactments and read a lot about historical warfare. You know the exact ratios required for gunpowder and you have an understanding of several different historical doctrines. (+2 Martial, bonus to some Uplift actions)

[X] Marked For Greatness: You noticed some sort of brand on your skin when you first woke up. What exactly it means you have no idea, and it's subtle enough no one seemed to realize it was there, even when you pointed it out to them. (???, will depend on what character you choose.)
 
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[X] Plan: Alexander 2.0
[X] Torrhen Stark, King in the North (104 AD). Your realm is vast and frozen, bounded by seas, the Wall, and the dense swamps of the Neck. These formidable defenses make invasion practically impossible, leaving your realm one of the most secure. It also has one of the lowest populations due to the inhospitable climate and terrain. Most of your vassals are fiercely loyal to the Starks in Winterfell, but the North remembers…and that means some remember when they were kings as well.

[] Knowledge: Military: You have taken part in several different reenactments and read a lot about historical warfare. You know the exact ratios required for gunpowder and you have an understanding of several different historical doctrines. (+2 Martial, bonus to some Uplift actions)

[X] Marked For Greatness: You noticed some sort of brand on your skin when you first woke up. What exactly it means you have no idea, and it's subtle enough no one seemed to realize it was there, even when you pointed it out to them. (???, will depend on what character you choose.)
Interesting is it not better to focus on improving our land first?
 
[x] Plan: Summer is Comming
I hate it when guns are introduced into got and build up the land we have and get more food means more pop and more soldiers.
 
Interesting is it not better to focus on improving our land first?

Two reasons for why I chose this. The first reason is since we are in the north, the climate would make any farming attempt a long term goal or investment. Second, we are the Starks, so any changes or developments will inevitably Garner both good and bad attention so we need to be able to defend ourselves.
 
Two reasons for why I chose this. The first reason is since we are in the north, the climate would make any farming attempt a long term goal or investment. Second, we are the Starks, so any changes or developments will inevitably Garner both good and bad attention so we need to be able to defend ourselves.
What we need to do is just kill off the Boltons for good when they inevitably rebel instead of letting them live as a warning like cannon starks did. Like 90 percent of all rebellions in the north is caused by them its ridiculous. After that mostly all other houses are loyal so unless we fuck them over we should be good in the north.
 
What we need to do is just kill off the Boltons for good when they inevitably rebel instead of letting them live as a warning like cannon starks did. Like 90 percent of all rebellions in the north is caused by them its ridiculous. After that mostly all other houses are loyal so unless we fuck them over we should be good in the north.

That is true but, there are not just internal threats but external as well. Plus this is well before Canon and magic should still be going strong. This means that prophecies are still around and we need a great one to truly make a difference and have sway over people in Westeros. Plus, we need all the military power we can get if we make it to the dance of dragons.
 
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That is true but, there are not just internal threats but external as well. Plus this is well before Canon and magic should still be going strong. This means that prophecies are still around and we need a great one to truly make a difference and have sway over people in Westeros. Plus, we need all the military power we can get if we make it to the dance of dragons.
Fuck Westeros at this point the Andals are still trying to destroy the north because they follow the old gods. There is no point trying to conquer or lead people outside the north we may as well just build the north up. It is half the size of the whole of Westeros after all maybe expand beyond the wall after all we have hundreds of years before the long night unless we really fuck something up.Also the dance of dragons might not even happen we have 10 years before Aegon even starts his conquest we could actually kill him if we do good enough in 10 years.
 
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Fuck Westeros at this point the Andals are still trying to destroy the north because they follow the old gods. There is no point trying to conquer or lead people outside the north we may as well just build the north up. It is half the size of the whole of Westeros after all maybe expand beyond the wall after all we have hundreds of years before the long night unless we really fuck something up.


Once again true but even then we need military solutions due to all of the threats both near and far away in time. Expansion of lands is rarely bloodless anyways. Besides we can't expand without a war.
 
Once again true but even then we need military solutions due to all of the threats both near and far away in time. Expansion of lands is rarely bloodless anyways. Besides we can't expand without a war.
Thats why Industrial and Agricultural choices are good one gives us options to better our castles and villages and make more steel the other more food which means more pop which means we will have more people to have as soldiers.Also i just really dont want gunpowder it always just spirals into bombs cannons and rifles then everyone else gets steamrolled. Im also hoping since since Agricultural says he can build a greenhouse he knows how to make glass maybe probably not but that would be a huge ass thing since only 1 place in essos can even make it.
 
On gunpowder: Yes, it can be powerful, but I will make sure it doesn't let you completely curbstomp everything. I have plenty of challenges in mind, some of which gunpowder will be useful for, some of which it won't. And just because you will be the first to get gunpowder doesn't mean you will be the only ones.
 
On gunpowder: Yes, it can be powerful, but I will make sure it doesn't let you completely curbstomp everything. I have plenty of challenges in mind, some of which gunpowder will be useful for, some of which it won't. And just because you will be the first to get gunpowder doesn't mean you will be the only ones.

I know it might be unhistorical, but can we just keep gunpowder out of our medieval fantasy please? Sure, first gen guns ain't that much of a difference maker still, but I personally enjoy keeping my genres well divided. Fantasy, Guns & Sorcery/Late Medieval, Colonial, etc.
 
Plan: Let's not ruin our House
[X] Torrhen Stark, King in the North (104 AD). Your realm is vast and frozen, bounded by seas, the Wall, and the dense swamps of the Neck. These formidable defenses make invasion practically impossible, leaving your realm one of the most secure. It also has one of the lowest populations due to the inhospitable climate and terrain. Most of your vassals are fiercely loyal to the Starks in Winterfell, but the North remembers…and that means some remember when they were kings as well.
[X] Master Martial Artist: While the body you found yourself in is strong and skilled, your experiences with martial arts have put you on a whole new level. You are the most dangerous person in the room now, and it doesn't matter what room you are in. (+4 Personal Combat)
[X] Practiced Liar: You have always been good at deception. Not just outright lying, but shading the truth, letting suggestions do your work, and generally making everyone else believe what you want them to believe. (+3 Intrigue)

Reasons: As description says: North remember, so rebellions will be a thing, so we need something to do about it:
It's Martial artist or Leadership, I'm for martial artist because you can taught how to be a warrior, but not how to be a leader, so, with correct choices, our future generations can benefit from it.
Must have Practiced Liar so that we could pretend to be pious to old gods with all ours innovations and tell maesters in encrypted way to fuck themselves.
About uplifting:
Knowledge only gives us bonus to roll, so we could figure out everything still, but at slower pace. And really, how much do we need to know? How to make greenhouse, so that we will have a lot of food and this action will give us a lot of gold, just because we won't import food from other realms and everything else like skilled blacksmiths can be bought.
 
Vote closed. Inserted tally
Adhoc vote count started by notbirdofprey on Oct 17, 2019 at 8:25 AM, finished with 23 posts and 10 votes.

  • [x] Plan: Summer is Comming
    [X] Torrhen Stark, King in the North (104 AD). Your realm is vast and frozen, bounded by seas, the Wall, and the dense swamps of the Neck. These formidable defenses make invasion practically impossible, leaving your realm one of the most secure. It also has one of the lowest populations due to the inhospitable climate and terrain. Most of your vassals are fiercely loyal to the Starks in Winterfell, but the North remembers…and that means some remember when they were kings as well.
    [x] Knowledge: Industrial: You are widely read on the process of industrialization, and you have some practical experience as well. You've made steel, built waterwheels, and you know how a mechanical loom works. (+1 Stewardship, +1 Learning, bonus to some Uplift actions)
    [x] Knowledge: Agricultural: You are familiar with farming and fishing with animal husbandry. You have actually run your own farm for some time. You can design a seed drill or a mechanical reaper, make fertilizer, or construct a greenhouse. (+1 Stewardship, +1 Learning, bonus to some Uplift actions)
    [X] Plan: Alexander 2.0
    [X] Knowledge: Military: You have taken part in several different reenactments and read a lot about historical warfare. You know the exact ratios required for gunpowder and you have an understanding of several different historical doctrines. (+2 Martial, bonus to some Uplift actions)
    [X] Marked For Greatness: You noticed some sort of brand on your skin when you first woke up. What exactly it means you have no idea, and it's subtle enough no one seemed to realize it was there, even when you pointed it out to them. (???, will depend on what character you choose.)
    [X] Master Martial Artist: While the body you found yourself in is strong and skilled, your experiences with martial arts have put you on a whole new level. You are the most dangerous person in the room now, and it doesn't matter what room you are in. (+4 Personal Combat)
    [X] Practiced Liar: You have always been good at deception. Not just outright lying, but shading the truth, letting suggestions do your work, and generally making everyone else believe what you want them to believe. (+3 Intrigue)
 
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