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

Alright, I have doubled down on settling the fued.

It was either that or the martial action to establish scouts in my mind.
 
Inserted tally
Adhoc vote count started by notbirdofprey on Oct 31, 2019 at 1:18 PM, finished with 32 posts and 21 votes.

  • [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.
    [X] Plan Safety
    -[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.
    -[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.
    -[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.
    -[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] 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] 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).
    -[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.
    [X] Plan Setting Up
    [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.
    [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.
    [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.
    [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] 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.
    [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)
    [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.
 
Turn 5 Results
Military
-Knowledge is Power: 1d100+22 =31. Brandon tried to hire some poachers, thinking they would be best suited for the sort of work he had in mind, but it seems that most were more interested in stealing gold than anything else. Brandon's skill hunting and fighting did impress quite a few of them, however, and they stayed impressed all the way to the Night's Watch. After those first attempts, Brandon decided to look elsewhere for scouts. Failure, can try again.
-Levy Drills: 1d100+22 = 99. While there are poachers and thieves aplenty in the North, the vast majority of its people are stout, honest, and steadfast. Brandon is reminded of this again and again as he rides out with guardsmen, teaches blacksmiths who only ever made plows to make spears and billhooks, and leads farmers in drill. The tramp of their feet flattens the ground as they march in step and hold mock battles and sparring matches. Brandon comes home after long months of travel, a smile on his face. "It's a start." He tells you. Levy soldiers better trained.

Diplomacy
-Foster Children: 1d100+19 = 115. Second Roll: 1d100+15 = 91. You send out your ravens to the houses of the North, expecting a fairly substantial response. What you get is a veritable tide of letters, practically overwhelming poor Maester Brynden. At first, Jeyne seems overwhelmed by the sheer number of letters, but then she starts taking letters, pinning them to the wall, tying them together with string. You try and follow her explanations and logic, but there's so much you don't know, as she seems to have memorized every house in the North and every single one's complete history. After nearly a month, the tide has slowed and Jeyne presents you with a plan for who to foster at Winterfell and who to suggest (politely but firmly) should foster with who and who should definitely not ever foster with who. It makes your head hurt, but it will work. It will definitely work. Everyone wants to foster, complex but brilliant fostering scheme proposed.
-Settle the Feud: 1d100+19+20=66. House Manderly and House Hornwood both send their heirs to present their cases. You have to admit, they put a lot of effort into this. More than you really expected, considering the relatively small amount of gold at stake. You suspect both are just too proud to back down at this point which will pretty much guarantee them accepting any decision you make. Favoring either house will still upset the other, though. So you declare the matter settled, keep taxes and rates the same, order House Manderly to pay an insignificant compensation…and then approach each heir in private to appreciate their steadfast loyalty and acknowledge that your decision was not perfectly fair. But surely your lord father will understand the political necessities of such an action. "Of course, of course!" The two heirs say, sounding eerily alike. Feud resolved, no opinion loss.

Stewardship
-Cattle Ranching: 1d100+18+5 = 31. Oh yes, you have plenty of cattle. The problem is that most of your smallfolk need those cows where they are, pulling plows and providing milk for individual families. You try and purchase from several families, then you try and arrange for some local merchants to do the same. Neither approach proves successful. Failure, can try again. Costs recouped.
-Shearing Sheep: 1d100+18+5 = 72. Sheep are much less dear to your smallfolk, which you suppose makes sense. The coin you spend arranging this affair will buy them a great many clothes, and when they are not farming or drilling they can hire themselves as shepherds for more coin. Purchasing a decent stock of sheep and arranging for some competent people to take over the day to day business takes up much of the season. Locked 1 Season.

Learning
-Of Children's Tales: 1d100+20 = 115. Second Roll: 1d100+15 = 53. Maester Brynden begins looking through his library, but he sends his assistants out to speak to the smallfolk. One of them, in a ridiculous stroke of fortune, stepped on a rotten board with just enough force to break it. After pulling his leg out and treating it, they noticed that the space below the board had been used to store books. While most had rotted away, enough scraps remained legible to provide some extensive information on the foes you face: The Beastman, who were a great scourge at the very beginning of the Age of Heroes. Servants of the Wild Gods, "more savage than the most bestial Old God of River, Rock, and Sky", who feel physical pain at the sight of a chopped down tree and can covert men and beasts into more of their number. Their strength is immense, their knowledge of the wild paths incredible, their magic capable of turning friends on each other in a savage fury or filling the stoutest man's heart with raw terror. Reward: Detailed information on the Beastmen.
-Grinding Grain: With the events of the past few months, the completion of the waterwheel almost goes unnoticed. The smallfolk who live nearby realize of course, waiting in line to see their wheat ground into flour by the power of water. It proves a success, and to your amusement, Brynden's confusion, and Master Roose the miller's frustration, it also proves very popular with children, who love grabbing onto its sides as it spins around and around. +50 to farming income, new options unlocked.

Piety
-Winter's Runes: 1d100+25+5 = 46. Frost has been distracted this season. The arrival of the Beastman and the revelation of the existence of the Wild Gods seems to have disturbed him greatly. He has also been tending to the newly grown weirwoods, carving their faces and taking cuttings to plant across the land. As a result, he just hasn't gotten around to studying the runes in any particular detail. Failure, can try again.
-The Southern Clans: 1d100+25 = 92. Visiting the South was one of the things which kept Frost busy. He traveled the Neck, visited High Heart, and then vanished into the Vale. Ever since then you have received occasional messages, some assuring you he is all right and some asking that you pass them to Castle Green. Long months pass before you see him again, and he only came back to gather some weirwood cuttings before leaving again. Locked 1 Season.

Intrigue
-Beyond the Wall: 1d100+18 = 62. Keeping up with running his network in the Vale and the North keeps Rivers too busy to manage his usual spectacular successes or failures, which is good for your stress levels if nothing else. He makes a few visits with men of the Watch and even travels to Skagos, coming back with a stabbed soldier and a report of success. It will still take more time than he would like to get something up and running. Locked 1 Season.
-Deeper Rivers: 1d100+18 = 78. The trend of Rivers not doing anything too outrageous continues. He apparently spent several days drawing the ruins of Oldstones, but other than that his behavior was perfectly reasonable as he got in touch with his contacts, made a few new ones, and even met with a couple of disgruntled ironborn who would be willing to talk about goings-on in Fairmarket…for a price, of course. Locked 1 Season.

Personal
-Dealing with Direwolves: 1d100+5 = 61. You visit the wolves as they lay in the godswood one day. It is scarcely a minute before one of them, the largest, has fallen at your feet, offering its belly up for scratches. It's larger than some horses you have seen with teeth like daggers, but with you, he is like an overgrown puppy. Your entire family is rather impressed by the transformation, although Lady Stark insists that when Eddard and Edwyle go to visit they take guards. Brandon bonds second with the other male direwolf, a lithe brown creature with scarred flanks and torn ears.
It is a wonderful thing to see, you think. Starks with direwolves once more. The people of Winterfell can't help but agree, but the most wonderful thing is yet to come as the pregnant direwolf gives birth to five healthy pups. You have a direwolf. Brandon has a direwolf. There are five direwolf pups who are too young to bond.
-Family Time: 1d100 = 69. It's a wonderful thing to cross blades with your sons, and they take every opportunity to train with you, to the point it begins interfering with their lessons. Lessons you start attending, sitting in the back to make sure they attend and pay attention. Their skills slowly begin to develop with your encouragement.
Serena seems to love your direwolf. She's just become old enough to start running away from her minders, and she unerringly goes straight for you and your wolf, tugging its tail and burrowing her face into his fur. Sometimes this transitions to her sitting on her lap, sometimes she flees to avoid the nurse a little longer.
Your wife…your wife is glad enough to spend time with you suppose. You find yourself more awkward around her than you would like, which she seems to realize. And one night she visits you in her room, a frown on her face. "My husband…if you would like, you may call me Jeyne." She says, sitting on your bed. The two of you begin to talk. Then…well…a few weeks later, she tells you she is pregnant.

(Feel free to suggest names for the wolves. Also, you can now ask questions about the Beastmen and receive answers based on what's in those books you found. Lastly, I will be updating the Information threadmark tomorrow.)
 
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[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

I want to do this one. Maybe it will lower DC for some projects.
 
[X] The Southern Clans: There are still followers of the Old Gods to the south, most prominently the mountain clans of the Vale. Frost wishes to send Green Men among them to tend to their weirwoods and offer their counsel. Time: 2 seasons. Cost: 100 gold. DC: 50. Reward: Faith of the Old Gods grows stronger in the south, new options unlocked.

This one has my vote.

Edit: 1. What are the origins of the Beastmen?
2. Why are they turning up now?
3. Why does nobody recognize the Beastmen?
 
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The Beastmen were created by the Wild Gods, but they were devastated and driven away early on during the Age of Heroes - several names are listed here, including Brandon Beast-Breaker and Argen Silverclaw.

You don't know what caused them to come back.

And no one recognizes them because they were far less significant than the Others and even older.
 
The Beastmen were created by the Wild Gods, but they were devastated and driven away early on during the Age of Heroes - several names are listed here, including Brandon Beast-Breaker and Argen Silverclaw.

You don't know what caused them to come back.

And no one recognizes them because they were far less significant than the Others and even older.
Uh, okay...
Can they be negotiated with?
Are they dangerous?
Any easy way to tell where a beastman has taken up residence?
 
[X] The Southern Clans: There are still followers of the Old Gods to the south, most prominently the mountain clans of the Vale. Frost wishes to send Green Men among them to tend to their weirwoods and offer their counsel. Time: 2 seasons. Cost: 100 gold. DC: 50. Reward: Faith of the Old Gods grows stronger in the south, new options unlocked.

I like this option better than the Age of Heroes stories mostly because of how much I hated in a Song of Ice and Fire how much the faith of the Old Gods was destroyed in the rest of the Seven Kingdoms (granted it's still fantastic world building, it just made me feel bummed out) and now we have an opportunity to improve the status of the Old Gods in the South.
 
My logic behind it was to gather the stories in order to have more to spread in the future. Or is it just information on the beastmen? Because if its the latter I might change my vote.
 
You can try to negotiate with Beastmen but it is extremely difficult.

Yes, they are dangerous.

And you are not sure. Strange sounds in the night might be a sign.
 
For Direwolf names... if we go full pun.

Our wolf - Snow
Brandon's wolf - Storm
1st wolf pup - Flake
2nd wolf pup - Fall
3rd wolf pup - Lake
4th wolf pup - Blind
5th wolf pup - Bear
 
[X] The Southern Clans: There are still followers of the Old Gods to the south, most prominently the mountain clans of the Vale. Frost wishes to send Green Men among them to tend to their weirwoods and offer their counsel. Time: 2 seasons. Cost: 100 gold. DC: 50. Reward: Faith of the Old Gods grows stronger in the south, new options unlocked.
 
[X] The Southern Clans: There are still followers of the Old Gods to the south, most prominently the mountain clans of the Vale. Frost wishes to send Green Men among them to tend to their weirwoods and offer their counsel. Time: 2 seasons. Cost: 100 gold. DC: 50. Reward: Faith of the Old Gods grows stronger in the south, new options unlocked.
 
[X] The Southern Clans: There are still followers of the Old Gods to the south, most prominently the mountain clans of the Vale. Frost wishes to send Green Men among them to tend to their weirwoods and offer their counsel. Time: 2 seasons. Cost: 100 gold. DC: 50. Reward: Faith of the Old Gods grows stronger in the south, new options unlocked.
 
If you want glasses, start with a glassmaking industry and hire some lens grinders. Then you not only get corrective lenses but all sort of lenses (and other types of glassware such as tableware, glassware for labs and medical application, stained glass window panes, etc.
 
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