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

[x] plan money and knowledge

[x] Woods Riders: Since you now have monsters in the forest to deal with, you need another type of soldier, one better equipped for patrolling the paths and roads of the Wolfswood. Use some of the lighter horses and hire some soldiers to create lightly equipped, mobile cavalry. They won't have the same weight as knights or heavy horse, but hopefully, that won't matter too much. It's not like they can really charge well in the woods. Although perhaps if they could shoot a bow from horseback…Time: 2 seasons. Cost: 500 gold. DC: 55. Reward: Wolfswood riders begin patrolling around the Wolfswood and along the roads inside it, new options unlocked.

[x] Eyes in the Forest: None of your soldiers are really trained for fighting in wooded terrain. Charging out of it, sure. Launching an ambush from it, definitely. But engaging in battle with something like those monsters hemmed in by trees, unable to form any sort of line? Your stomach churns at the thought. Brandon doesn't like it better, so he wants to borrow some crannogmen and adapt their tactics to the forest. Time: 2 seasons. Cost: 300 gold. DC: 40. Reward: Wolfswood Wardens begin patrolling the Wolfswood, hunting the creatures. New options unlocked.

[x] Crop Rotation Part 2: Convincing the local smallfolk was relatively easy. All you had to do was show up and tell them. Spreading this system across the North will take time…or you could short-circuit the process by inviting your lords to come see for themselves. Time: 1 season. Cost: 1000 gold. DC: 25/50. Reward: Vassals adopt crop rotation system to varying degrees, possible information.

[x] Settle the Feud: House Manderly and House Hornwood are feuding, and House Bolton appears to be encouraging things. Have both houses present their positions to you and declare a solution. Depending on what you choose, you may anger one house or another, but this disturbance must be laid to rest. Time: 1 season. Cost: 25 gold. DC: 20/40/60. Reward: Settle the feud, chance of opinion loss from one or both houses.

[x] Expand the Forges: There are a few blacksmiths scattered among the various villages, but there really aren't enough to keep up with all the work needed to make sure everyone has good tools. Again, the poorest have to plow with sticks! Have the Winterfell blacksmiths build some forges out by Wintertown and teach a few boys the basics. Time: 2 seasons. Cost: 600 gold. DC: 50. Reward: More farming income, more food, new options unlocked.

[x] Shearing Sheep: You have a lot of sheep, which means a lot of wool. Organize and expand the efforts to shear them and you will get even more wool. Wool which merchants from across the North will buy. And perhaps you could do something more with it…Time: 2 seasons Cost: 300 gold. DC: 45. Reward: New options unlocked, increase to trade.

[x] Of Children's Tales: The creatures from the wood were like nothing you have seen or heard of, but you do not know every story ever. Have Maester Brynden see if he can find some trace of them in his books or in the minds of the smallfolk. Time: 1 season. Cost: 25 gold. DC: 55. Reward: Knowledge

[x] Rites of the Field: The First Men and the Children of the Forest learned much from each other once the Pact was sworn, but much has been forgotten. Frost and his brethren will begin to seek the rites of the field and grove and attempt to recreate them. Time: 4 seasons. Cost: 50 gold. DC: 75. Reward: New magic unlocked

[x] Beyond the Wall: The Night's Watch doesn't always fight the wildlings. Sometimes they talk and trade. Rivers thinks he can get someone to share what they talk about. Time: 2 seasons. Cost: 25 gold. DC: 50. Reward: Rumor mill (Beyond the wall)

[x] No Fights This Time: River's arm has mostly healed. Mostly. Send him to the Isles once more, and pray he doesn't get another fit of idiocy. Time: 1 season. Cost: 50 gold. DC: 35. Reward: Rumor mill (Iron Islands)

[x] Family Time: You have a daughter, a wife, and two sons. Even though Torrhen remembers them, you don't. Time to fix that. Time: 1 season. Cost: 0. DC: 50. Reward: You feel better, your family feels better.

[x] Dealing with Direwolves: The direwolves spend most of their time in the kennel, occasionally visiting the godswood or the forest. Spend some time with them and have your family do so as well. See if there is any truth to those stories about Starks. Time: 1 season. Cost: 0. DC: 45. Reward: Family gets pet direwolves.
 
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[X] Plan Safety

Picking the best bang for our buck options to provide military safety, economic security, and vassal stability.

Military: Brandon is the Champion of Winter and a skilled commander of soldiers. Most importantly, you trust him with your life and throne. (Choose 2)
-[x] Knowledge is Power: Now that Brandon has the Winterfell guard trained to his standards, he wants to expand it. Just a little. Specifically, he wants to hire some men you are pretty sure are poachers and have them work for you as scouts. He seems confident he can win their loyalty, and you can see the use of having such men serve as outriders. Time: 2 seasons. Cost: 500 gold. DC: 50. Reward: Winterfell guard expanded with scouts.
-[x] Levy Drills: Sections of your land border the Wolfswood, and more monsters could burst from it at any time. Your guard is extremely well-trained, but they can't be everywhere. Simple spears will be provided to the smallfolk, and once a week your guards will train them on how to use them. Hopefully, it will be enough. Time: 1 season. Cost: 400 gold. DC: 25/50. Reward: Better trained levy.

Diplomacy: Jeyne seems a lot happier with you now, and you can see more affection in her eyes, although she is always a proper lady. (Choose 2)
-[x] Foster Children: The Boltons and the Umbers both want to foster some children at Winterfell, and there will be others. See who else is interested before you make any decisions. Time: 1 season. Cost: 25 gold. DC: 30. Reward: More information about fostering.
-[x] Settle the Feud: House Manderly and House Hornwood are feuding, and House Bolton appears to be encouraging things. Have both houses present their positions to you and declare a solution. Depending on what you choose, you may anger one house or another, but this disturbance must be laid to rest. Time: 1 season. Cost: 25 gold. DC: 20/40/60. Reward: Settle the feud, chance of opinion loss from one or both houses.

Stewardship: The Poole's have always served the Starks. You can remember your father telling him that as a boy. Jaime Poole has continued that tradition, and ably. (Choose 2)
-[x] Cattle Ranching: There are lots of cows now on your land. There's lots of land without any people. Put the two together to begin expanding your cattle herds and selling the meat and leather and milk. Time: 2 seasons. Cost: 400 gold. DC: 45. Reward: New options unlocked, increase to trade.
-[x] Shearing Sheep: You have a lot of sheep, which means a lot of wool. Organize and expand the efforts to shear them and you will get even more wool. Wool which merchants from across the North will buy. And perhaps you could do something more with it…Time: 2 seasons Cost: 300 gold. DC: 45. Reward: New options unlocked, increase to trade.

Learning: Maester Brynden is an old man who has served your family for many years. And he's not a bad man, for someone born south of the Neck. You gather he's something unusual among the knights of the mind as well. (Choose 1)
-[x] Of Children's Tales: The creatures from the wood were like nothing you have seen or heard of, but you do not know every story ever. Have Maester Brynden see if he can find some trace of them in his books or in the minds of the smallfolk. Time: 1 season. Cost: 25 gold. DC: 55. Reward: Knowledge

Piety: Frost is extremely strange. He's so quiet you often don't notice him until he speaks, and you have never seen any hint of his skin or his eyes. There's also a faint sense of weight around him. Especially when he is sitting before the heart tree. (Choose 1)
-[x] Winter's Runes: If one looks close enough on the walls of Winterfell, one can find faint carvings. According to legend, they were made by the Children to strengthen the fortress where the Others were defeated. Have Frost examine the runes and see if there ever was any magic to them. Time: 1 season. Cost: 0 gold. DC: 75. Reward: Knowledge of the original runes of Winterfell, hints about the truth…


Intrigue: Rivers does not seem to be especially bright. Good at picking locks and sneaking about, but not bright. Still, he's better than you at dark deeds done in the dark. (Choose 2)
-[x] Beyond the Wall: The Night's Watch doesn't always fight the wildlings. Sometimes they talk and trade. Rivers thinks he can get someone to share what they talk about. Time: 2 seasons. Cost: 25 gold. DC: 50. Reward: Rumor mill (Beyond the wall)
-[x] Deeper Rivers: Now that Rivers can give you an idea of what's going on in the Riverlands, have him start making additional contacts and see if he can get more reliable information about what's going on. Time: 2 seasons. Cost: 400 gold. DC: 50. Reward: Simple Spy Network (The Riverlands).

Personal: There's always plenty to do when it comes to being a king. Even outside of your official duties, you can make decrees and issue commands. Of course, you can also spend time with your family, help an advisor, or try and explain some of your knowledge to your advisors. (Choose 2)
-[X] Dealing with Direwolves: The direwolves spend most of their time in the kennel, occasionally visiting the godswood or the forest. Spend some time with them and have your family do so as well. See if there is any truth to those stories about Starks. Time: 1 season. Cost: 0. DC: 45. Reward: Family gets pet direwolves.
-[X] Family Time: You have a daughter, a wife, and two sons. Even though Torrhen remembers them, you don't. Time to fix that. Time: 1 season. Cost: 0. DC: 50. Reward: You feel better, your family feels better.

-[x] Double Down on Settle the Feud.
 
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[X] Plan Safety

next turn I really want to get started on the fleet and a second intrigue advisor, the first because I know the iron born are going to start something and I don't trust river to find out about it early enough
 
@Nystical, we have access to two piety action slots, you only chose one Piety action... (I think the oddity is only on the piety action for turn 5, but I could be wrong)
 
[X] Plan Setting Up

Martial:

[X] Levy Drills: Sections of your land border the Wolfswood, and more monsters could burst from it at any time. Your guard is extremely well-trained, but they can't be everywhere. Simple spears will be provided to the smallfolk, and once a week your guards will train them on how to use them. Hopefully, it will be enough. Time: 1 season. Cost: 400 gold. DC: 25/50. Reward: Better trained levy.

[X] Eyes in the Forest: None of your soldiers are really trained for fighting in wooded terrain. Charging out of it, sure. Launching an ambush from it, definitely. But engaging in battle with something like those monsters hemmed in by trees, unable to form any sort of line? Your stomach churns at the thought. Brandon doesn't like it better, so he wants to borrow some crannogmen and adapt their tactics to the forest. Time: 2 seasons. Cost: 300 gold. DC: 40. Reward: Wolfswood Wardens begin patrolling the Wolfswood, hunting the creatures. New options unlocked.

Diplomacy:
[X] Foster Children: The Boltons and the Umbers both want to foster some children at Winterfell, and there will be others. See who else is interested before you make any decisions. Time: 1 season. Cost: 25 gold. DC: 30. Reward: More information about fostering.

[X] Speak with Vassals (West): 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.

Stewardship:
[X] Expand the Forges: There are a few blacksmiths scattered among the various villages, but there really aren't enough to keep up with all the work needed to make sure everyone has good tools. Again, the poorest have to plow with sticks! Have the Winterfell blacksmiths build some forges out by Wintertown and teach a few boys the basics. Time: 2 seasons. Cost: 600 gold. DC: 50. Reward: More farming income, more food, new options unlocked.

[X] Concrete Construction: Concrete will be an extremely useful material, but unlike stone, it cannot be simply carved out of the ground. You must set up a building for it to be mixed, train some people in how to make it and use it, and then you will be able to use it. Time: 3 seasons. Cost: 800 gold. DC: 35. Reward: New options unlocked, increase to trade.

Learning:
[X] Of Children's Tales: The creatures from the wood were like nothing you have seen or heard of, but you do not know every story ever. Have Maester Brynden see if he can find some trace of them in his books or in the minds of the smallfolk. Time: 1 season. Cost: 25 gold. DC: 55. Reward: Knowledge

Piety:
[X] Winter's Runes: If one looks close enough on the walls of Winterfell, one can find faint carvings. According to legend, they were made by the Children to strengthen the fortress where the Others were defeated. Have Frost examine the runes and see if there ever was any magic to them. Time: 1 season. Cost: 0 gold. DC: 75. Reward: Knowledge of the original runes of Winterfell, hints about the truth…

[X] Stories of the Age of Heroes: Frost doesn't remember any story which featured monsters like the ones you killed, but he is not the only Green Man around. Have him again seek knowledge among his brethren, and hopefully, you can find something useful from them. Time: 1 season. Cost: 50 gold. DC: 35. Reward: Information.

Intrigue:
[X] Even Deeper Secrets: Rivers has people in every house in the North. He has people in every town and city too. But you want more. If your lords meet, you want to know. If anything happens, you want to know. Time: 3 seasons. Cost: 600 gold. DC: 55. Reward: Spy Network (The North).

[X] No Fights This Time: River's arm has mostly healed. Mostly. Send him to the Isles once more, and pray he doesn't get another fit of idiocy. Time: 1 season. Cost: 50 gold. DC: 35. Reward: Rumor mill (Iron Islands)

Personal:
[X] Family Time: You have a daughter, a wife, and two sons. Even though Torrhen remembers them, you don't. Time to fix that. Time: 1 season. Cost: 0. DC: 50. Reward: You feel better, your family feels better.

[X] Dealing with Direwolves: The direwolves spend most of their time in the kennel, occasionally visiting the godswood or the forest. Spend some time with them and have your family do so as well. See if there is any truth to those stories about Starks. Time: 1 season. Cost: 0. DC: 45. Reward: Family gets pet direwolves.

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We need info more than we need an army, and I think the north can wait one turn. I'd really like to get to know Rivers better before we tackle the Vale clans, and we need to get a handle on the Iron Isles before it blows up in our face.

Couple things I'm unsure about: waiting on the manderly situation. I feel butting in now might cause problems because we know too little, and while I don't know if we can wait a full 3 turns I'm hoping we can get a better look at the situation first.

Also, the direwolf thing. The Manderlys are already uneasy with the idea of following a warg. This might excarbate that.
 
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