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

You don't have a reason to take "Northern Ghosts" (it is a DC action of 75, that's roll above 75, sure it's only 50 gold, but taking it for cost isn't logical).
"Wardens of the Road" would be more effective for our safety, and trade at a DC of 30, and cost of 200. Takes 1 turn.
Ok, changed. DC 75 is really a tough challenge.

That shouldn't work? Our people don't have access to cheap running warm wate
Probably you are right, but what exactly hygiene related tech do you suggest? I assume that result will be dice-related, and trying to prevent further epidemics will be quite in-character choice.

(to keep memories of the daughter),
Probably it is worth to DD on "Seek a Healer"? It is a question, what is more important - our family or our lands?

Not everyone wants to talk to the Targaryens, I know I don't want to.
We saw that Targaryens are active. How did they changed in this timeline? What do they want (probably concvering the Westeros, but it does not hurt to ask)? It's an important problem, let's begun to solve it.
 
Ok, changed. DC 75 is really a tough challenge.


Probably you are right, but what exactly hygiene related tech do you suggest? I assume that result will be dice-related, and trying to prevent further epidemics will be quite in-character choice.


Probably it is worth to DD on "Seek a Healer"? It is a question, what is more important - our family or our lands?


We saw that Targaryens are active. How did they changed in this timeline? What do they want (probably concvering the Westeros, but it does not hurt to ask)? It's an important problem, let's begun to solve it.

1. Yay, you changed the martial action!
2. It's not exactly dice related. Look at turn 8 results, that was going for a random agriculture tech, on the low roll the players got nothing. But thanks to WOG from the QM last page, we could have got a seed drill on a decent enough roll. I suggest going for soap tech as a hygiene solution (either Westeros has it, or not).
3. The DD on the Intrigue to help deal with Harren is more important in your plan. The intrigue action is also important because if Harren dies early the Targaryeans might have a problem. I was making a suggestion as an alternative to not going with spread washing hands in a cold climate.
4. Targaryens, everything has changed not just the Targaryens. The riverlands are different, the iron born got some creepy water magic, the Vale is definitely different. Dorne, The Rock, the Reach, and the Stormlands will likely have changed. Look, if you want to go chasing Targaryens on the basis of you want to meet them, then go send a diplomatic group to the Stormlands (The canon storm king around the time was seeking the Targaryens for a chat to aid with a Harren problem. Might not be effective to meet the Targaryens, but would make me feel better than going directly for the Targaryens the moment we see dragon).

I just don't want to meet them. If I had to state a reason it may be because everything else has changed, not just the Targaryens. The Targaryens will likely go a conquering Westeros, and the North may be last (The North is cold, could be bad for the dragons). The Targaryens are boring, and unless we crit I don't want to get involved in Targaryen politics, the rest of the world is more fascinating.
 
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I suggest going for soap tech as a hygiene solution (either Westeros has it, or not).
Changed to the soap tech.

The DD on the Intrigue to help deal with Harren is more important in your plan.
I am sorry for poor Serena, but dealing with Harren is more important indeed :(

then go send a diplomatic group to the Stormlands
Changed for Vale. We now nothing what is happening in Stormland, and spreading our faith is important too. But I hope to have a friendly chat with Targaryens in some other turns ;)
I think that my plan will not win, but I can not stay silent. First Night seems too premature, and Harren and rumor mill on Iron Isles seems very important.

The Targaryens are boring
I think they are fun. Not as cool as Stark, of cause, and creepy-fun, but fun nevertheless.
 
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Changed to the soap tech.


I am sorry for poor Serena, but dealing with Harren is more important indeed :(


Changed for Vale. We now nothing what is happening in Stormland, and spreading our faith is important too. But I hope to have a friendly chat with Targaryens in some other turns ;)
I think that my plan will not win, but I can not stay silent. First Night seems too premature, and Harren and rumor mill on Iron Isles seems very important.


I think they are fun. Not as cool as Stark, of cause, and creepy-fun, but fun nevertheless.
Don't worry, I'll vote for your plan now.
Sorry, someone voted for my plan. I chose to change my vote back.

Targaryens can be fun. They can also be unhappy-fun, dragging everyone into civil war.

We have taken the "Speak to Kings (kingdom)" only once so far, and that was to the Vale in turn 4 results. Most of our time is eaten up on internal diplomacy issues, not external.
 
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Talk of Magic
Talk of Magic

Jeyne Stark, formerly of House Manderly, sits at her sleeping daughter's bedside. Running a hand through her hair while she reads her a tale from the Reach. Even now, as sickly as she is, little Serena still smiles asking all sorts of questions about the world. Why the Gardener Kings didn't fight the Andals? Or when will papa come next? The questions about her husband always made Jeyne a little uneasy.

Jeyne's eyes drift to the pony size Dire wolf that sleeps at her daughter's feet. Jeyne still doesn't know why her daughter named her pup after Aife the warrior queen who was said to have slain a giant. She still shudders from the memory of her Lord husband returning home with them, and the corpse of a monster not seen since the Time of Heroes. The entire pack of wild animals had just walked into the keep as if it was the most natural thing in the world.

Then there were all of the strange and unnatural things happening around the castle, and the North as a whole. Jeyne could still remember the time she came into Torrhen's solar to see him in a fugue-like state working feverishly on something. His wolf curled next to the door acting like this was a normal occurrence. She does not hate her husband, no if anything she can say, quite happily, that they care for one another. She knows more than a few Lords and Ladies of Westeros who can't say the same.

Just all of this talk of magic and the Old Gods unsettles her. Even now she could still see the Wildling savage kneeling before her Lord husband, withering in pain while coughing up blood. She also saw her Torrhen's reaction when he was alone away from all of his lords. She could still hear his response when she questioned why he still worshipped beings that could make a man do that.

"The Old Gods of the forest are many things. Old, powerful, incredibly patient, and tolerant of a great many things, but the one thing they will never be tolerant of is the breaking of oaths. They have a long memory Jeyne, and they remember every slight, insult, and betrayal. If you ask Frost, I'm sure he could tell you many interesting tales about how the Reach was subsumed by the Andals."

Jeyne is pulled from her thoughts as Aife lifts her head. Yawning in such a way that she could see the rows upon rows of teeth. Jeyne hasn't told anyone, but every now and then, while her daughter sleeps the wolf would stir, open its eyes and look around. When it does this Jeyne freezes for when she looks into Aife's eyes she sees her daughter's eyes.

She worries about what this could mean for her family. Does Eddard have this ability to jump into his wolf, did he use this ability now? Walking the halls of Winterfell in the body of a wolf just so he could spy on people. Did her little Edwyle have even greater power from all his time in the Gods Wood? She worries herself sick about what this magic will do to her children.

It's not like she can go to a Sept and speak of her worries. Not after that Septon, from the Riverlands, had said the sickness was the Seven's punishment. How could the Seven harm a sweet girl like Serena, who has done nothing? How could the Seven harm her family who rules the North justly, and even tolerates the faithful in their kingdom?

Aife had finished yawning and has started to look around the room drowsily before her eyes settle on Jeyne. Clumsily the great she-wolf crawls her way over to her tongue lolling to one side. Jeyne can only sit frozen, a well of fear starting to form at the pit of her stomach.

As Aife came to lay next to her daughter, the she-wolf turns its great head towards her and pecks its' nose on her cheek. Before laying back down, and closing its eyes. Jeyne sits there in silence trying to make sense of what had just happened.

As time wore on her family came to spend time with her, and ensure she ate her meal. By the time it was only herself, and her Lord Husband she had set her mind upon her new task. "Your Grace I would like your opinion of adding a lesson to that Maester's Hall* you have set up. Specifically lessons about the responsibility of using magic."

AN: This was just me trying to get into the head of Jeyne, and what she is going through. I admit this probably needs a bit more polish. But I think I did decent enough.

*The people of Westeros wouldn't have a word for school. That's why I went with calling it a Maester's Hall. It would be the closest the people of Westeros would have for places of learning.
 
I admit the magic school part to this was a last minute, but it does sort of make sense. Really I just wanted to give a bonus to familial interactions.
 
hmm I read someone mentioning Penicillin which would really help with a lot here. Also I think planing out the town will be useful. Will take a better look later
Penicillin will be essentially impossible to manufacture before we have modern scientific laboratory equipment, and also requires a lot of other things like germ theory that simply don't exist yet.

Really, in terms of uplifting ourselves, the single biggest things we can go for are:
  1. Machine Tools for standardisation and industrialisation
  2. The Steam Engine to power factory equipment, and to enable the mass transportation of raw material by boat and railway
  3. The Puddling furnace and other means of mass producing good quality iron
  4. The Bessemer steel process/other means of mass producing good quality steel
Without this fundamental industrial foundation, synthesizing drugs in laboratories on a large scale, or anything equally complicated, will be essentially impossible.

In addition to that, we also need to work out and codify scientific theories, so that our subjects can actually understand stuff, and start to innovate on their own. Perhaps equally important are other philosophical innovations, such as empiricism, as well as innumerable other elements of enlightenment, modernist, and post-modern philosophy.
 
Inserted tally

@Fallout5368, sure, that's reasonable. There will be a bonus to the next family interaction roll, unless you want to save it?
Adhoc vote count started by notbirdofprey on Jan 14, 2020 at 9:16 PM, finished with 33 posts and 12 votes.

  • [X] Plan ending the First Night
    -[X] More Watchtowers: Bear Isle and many other of your vassal's lands are vulnerable to Ironborn raids. Ships are costly, but a system of watchtowers like the one you are building could help your lords respond to attacks faster. Time: 3 seasons. Cost: 1400 gold. DC: 30. Reward: Watchtower chain along the western coast.
    -[X] Northern Ghosts: One thing Brandon learned from the wildlings is about another tribe who headed south and vanished into the Wolfswood. By all accounts, they are incredibly skilled at ambushes and tracking, able to walk in fresh snow without leaving tracks and find the path a shadowcat took across stone. Brandon wants to seek them out and learn everything he can from them, and possibly even recruit them into your service. Time: 3 seasons. Cost: 50 gold. DC: 75. Reward: New options unlocked
    -[X] Speak with Vassals (North): 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] The First Night: The right of the First Night is a barbaric thing, in your opinion, and you knew many of your vassals and all of the smallfolk agree. Banning it would be a good deed, but it might upset even those who disapprove of the practice. Time: 1 season. Cost: 25 gold. DC: 20/40/60/80. Reward: First Night banned, chance of change in vassal/peasant opinion
    --[X] DD in the first night
    -[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] City Planning: Wintertown is growing quickly, but haphazardly. Streets zig and zag and stop abruptly where someone decided to build a house or a shop or a tavern, there's no city wall, and many southerners have no idea how to make a building suitable for winter. Hire some men to survey land, mark where roads and walls will go, and generally help building go smoothly. Time: 1 season. Cost: 600 gold. DC: 45. Reward: City more organized, reduction in cost to other options
    -[X] The Old Carvings: There is power in the ancient carvings that line the walls of Winterfell. Of that, there can be no doubt. But it is a silent, distant power, grown weak from long neglect and fading strength. Restoring their power will be a long and difficult process. First, the old carvings must be renewed and deepened, so that they are more than barely visible scratches in stone. Time: 2 Seasons. Cost: 100 gold. DC: 65. Reward: Runes in Winterfell actually visible.
    -[X] Further Afield (Westerlands/ Kingdom of the Rock): You have ways of hearing what happens in the immediate south, but now you find yourself concerned with what's happening even further away. Pick a kingdom or nation and let Rivers get to work. Time: 2 seasons. Cost: 100 gold. DC: Varies. Reward: Rumor mill for chosen location
    -[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] Seek a Healer: Maester Brynden has kept Serena alive through her many illnesses with the help of knowledge from the Citadel and what he learned from the woodwitches he spoke to so many years ago, but he has not been able to truly make her better. Go looking for someone who can…Time: 1 season. Cost: 50 gold. DC: 30/60/90. Reward: You find a healer who can truly help Serena.
    [X] Plan First contact with Reach
    -[X] More Watchtowers:
    -[X] Wardens of the Road:
    -[X] Speak to Kings (Reach):
    -[X] Speak with Vassals (North):
    -[X] City Planning:
    -[X] The Old Carvings:
    -[X] Further Afield (Iron Isles):
    -[X] Further Assistance:
    --[X] DD on Further Assistance
    -[X] Family Time:
    -[X] Seek a Healer:
    [X] Plan Let's deal with Harren and filth
    -[X] More Watchtowers: Bear Isle and many other of your vassal's lands are vulnerable to Ironborn raids. Ships are costly, but a system of watchtowers like the one you are building could help your lords respond to attacks faster. Time: 3 seasons. Cost: 1400 gold. DC: 30. Reward: Watchtower chain along the western coast.
    -[X] Wardens of the Road: The beastmen probably aren't a significant threat anymore. Most of the Wardens have had minimal encounters, and there have been no reports of beastmen attacks from any of your subjects, new or old. Have some of them patrol the roads around the Wolfswood and help deal with any bandits of other threats instead. Time: 1 season. Cost: 200 gold. DC: 30. Reward: Potential increase to trade income
    -[X] Speak to Kings (Vale): There are other kings to the south of you. Perhaps you should open up talks with one of them. Though all of them are Andals and ironborn, you doubt any of them would outright refuse you…Time: 1 season. Cost: 50 gold. DC: 50. Reward: Positive diplomatic contact.
    --[X] Try to strengthen the alliance between Vale nobles and friendly clans. Is there something Starks could assist Vale with?
    -[X] Speak with Vassals (North): 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] City Planning: Wintertown is growing quickly, but haphazardly. Streets zig and zag and stop abruptly where someone decided to build a house or a shop or a tavern, there's no city wall, and many southerners have no idea how to make a building suitable for winter. Hire some men to survey land, mark where roads and walls will go, and generally help building go smoothly. Time: 1 season. Cost: 600 gold. DC: 45. Reward: City more organized, reduction in cost to other options
    -[X] The Old Carvings: There is power in the ancient carvings that line the walls of Winterfell. Of that, there can be no doubt. But it is a silent, distant power, grown weak from long neglect and fading strength. Restoring their power will be a long and difficult process. First, the old carvings must be renewed and deepened, so that they are more than barely visible scratches in stone. Time: 2 Seasons. Cost: 100 gold. DC: 65. Reward: Runes in Winterfell actually visible.
    -[X] Further Afield (Iron Isles): You have ways of hearing what happens in the immediate south, but now you find yourself concerned with what's happening even further away. Pick a kingdom or nation and let Rivers get to work. Time: 2 seasons. Cost: 100 gold. DC: Varies. Reward: Rumor mill for chosen location
    -[X] Further Assistance: Lord Blackwood has not yet won, so you will spend more Northern lives and Northern gold to aid him, thereby indebting him to you even further, or wasting even more if he loses. Time: 1 season. Cost: 500 gold. DC: 50. Reward: Further aid to Lord Blackwood
    --[X] DD on Further Assistance
    -[X] Uplift hygiene: You recall an invention or system, and try to figure out how it worked well enough that someone else can make it a reality. Time: 1 season. Cost: 0. DC: Varies. Reward: New action unlocked
    --[X] Soap at the first hand, may be something more? Sterilisation of medicine instruments, natural antiseptics and so on.
    -[X] Seek a Healer: Maester Brynden has kept Serena alive through her many illnesses with the help of knowledge from the Citadel and what he learned from the woodwitches he spoke to so many years ago, but he has not been able to truly make her better. Go looking for someone who can…Time: 1 season. Cost: 50 gold. DC: 30/60/90. Reward: You find a healer who can truly help Serena.
 
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Turn 12 Results
Military

-More Watchtowers: 1d10+22 = 113. 1d100+13 = 113. 1d100+13 = 21. By the gods. It seems someone claimed you were incredibly fond of watchtowers, and the key to winning royal favor was to build some. As soon as you announced your intentions to expand the chain along the western coast, quite literally every noble house with holdings there began to build their own tower. House Mormont and House Flint (of Flint's Fingers) both sent riders up and down the coast carrying schematics and a guide to the signaling system they used. By the time the workers you sent arrived, more than half the work had been done, and done surprisingly well. Even some of the larger villages had pooled their resources to begin building watchtowers. Since there was now an excess of stone, your men began constructing a couple of small holdfasts, nothing which would stand up against a siege but which would let people drive livestock in and hopefully be safe from raiders, and this apparently inspired some others…they will stay for another few months to make sure every tower is fully functional, but by and large, the project is complete. 1 season remaining, 200 gold refunded, minor fortifications built at most vulnerable locations.

-Northern Ghosts: 1d100+22 = 54. Brandon tried to find them, he really did. He spoke to Axyl the Chief about where he could find them, and then he struck off into the depths of the Wolfswood, wandering about the area they apparently claimed as territory. He found a keep that had seen use recently, albeit more as a campsite than anything more, and began tracking them from there, but the trail was false. At the end, there was nothing but a note written in the Old Tongue. "Bring good beer, and we might talk." It said. Failure, DC reduced.

Diplomacy

-Speak with Vassals (North): 1d100+19 = 37. It's fairly routine for you to send ravens to hear your vassal's opinions, and you don't expect anything particularly odd. Right away, you are disappointed. Lord Umber wants to know if becoming a Green Man excludes you from succession or not, which is something neither you nor Frost has considered. Lord Karstark's regent, Arnolf Karstark, writes a letter so full of rage you are surprised it does not burn your hands. Fortunately, none of the vitriol is directed at you. Unfortunately, it is aimed pretty much everywhere else, notably House Manderly and House Cerwyn. "While it is regrettable I was unable to join the recent campaign, I had important duties elsewhere, and I am sick of my honor being impugned. I ask your assistance in this matter, my liege." He writes in the only two reasonably calm sentences. Fortunately, the remainder of the letters are less touchy. The mountain clans, and House Wull in particular, are hoping for you to loan them some surveyors, as the prospect of wealth similar to what you have gotten from the mines is particularly entrancing. Meanwhile, Lord Bolton simply notes that if he has any serious concerns, he hopes Cregan will speak to you about them. Lord Karstark's regent is angry, Lord Umber wants to know about Green Men and succession, and the mountain clans are really hoping for some surveys.

-The First Night: 1d100+19+20 = 40. It might have been poor timing to send a letter which even remotely suggested shaming your lords so soon after receiving a message full of wounded pride, and the fact that Jeyne inserted a note about the sanctity of marriage from the Book of the Maiden and the Book of the Mother into it alongside a quote from Frost about the Old God's views on marriage and rape did not help matters. There are murmurs of approval from the common people, but not quite the acclaim you hoped for. The Karstarks come an inch short of threatening rebellion, but eventually acquiesce, especially after Lord Bolton announces his approval so loudly you suspect he wants something. Several of your lords have sent letters wondering where this came from to each other, although they will obey. Lords find this odd, major opinion loss for House Karstark, minor loss for other houses. Lord Bolton wants something.

Stewardship

-Concrete Construction: 1d100+18 = 74. The first step to making your planned concrete factory is to make sure you have access to the supplies you will need. You decide to make two separate facilities: a larger one for normal concrete, and a smaller one for the ironwood-enhanced version. Both will need crushed rock and water, which you have in abundance. Limestone can be found in several areas in the north. Gypsum is harder to find, but there is some in Karstark lands and a couple smaller sources. The second step is to begin construction, which goes slowly but steadily, with no breakthroughs or disasters. Locked 2 seasons.

-City Planning: 1d100+18 = 87. Finding men without work in Wintertown is not a problem. Finding men who can read and write well enough to follow the plan you have laid out for Wintertown is a little more difficult. While you recognize that the tangle of houses and roads around the very oldest part will have to remain for now unless you want riots against you instead of for you, you created a map for the rest, drawing wide, straight roads with ample space for markets, godswoods, wells, or whatever you need. It takes several weeks before you manage to shake loose enough literate men (and a couple of women) including some of Brynden's acolytes to do the job, but they mark out where the roads and public space are to go without any hiccups. City is planned out, future construction actions have costs reduced.

-Stinking Sewers: 1d100+18 = 93. Sewers are dug and expanded, access hatches dug in places they won't bother anyone. Poole puts a blackboard like yours up, marking all the locations of the tunnels, and makes a copy just to be safe. And then a second, at your request. Locked 1 season.

Learning

-Customs of the Clans: 1d100+20 = 101. 1d100+1 = 45. There is a great deal of lore to be found in the memories of the oldest wildlings, and now it has all been safely written down. Some of the stories are unfamiliar to you, like the one about the red star which shattered the world, but others seem at least suggestive of other tales. The Fair Folk and their wilder kin once lived with the Children of the Forest, but fled when the Other's first stirred, leaving only a single son behind, lost and abandoned. The Storm Father and Earth Mother seem to be gods from before the First Men came to Westeros. The Ferryman supposedly was the one who made the crossing possible, fighting and drowning a sea monster, but dying in the process. It then got trapped in a horrible half-life.

-Northern Library: There are only a couple of castles left to visit, but the shelves of the library grow fuller and fuller every day. Apparently, there's a bit of a snag at Karhold, but it is resolved quickly enough, although some Skagosi showed up with a scroll they wanted copying down as well. Locked 1 season.

Piety

-Rites of the Field: Step by step, rituals are performed in isolated fields, usually by one of Frost's assistants. Plants grow in response, but often in odd ways, their fruit turning poisonous or not appearing. Sometimes, creatures react oddly to the spells, which nearly killed one Green Man when a herd of deer stampeded right at him. But slowly, the magic is refined, the unnecessary and detrimental pieces pared away to reveal the core. Locked 2 seasons.

-The Old Carvings: 1d100+25 = 56. Frost hewed deep gashes into weirwoods to gather sap in the quantities he needed. Two masons were hired to help him dig the runes deeper than their current shallow indents, but before he could actually begin work he received word of the injured Green Man and chose to see to his companion first. After that, it was one crisis after another, and he never got a chance to return to the runes, although the masons did manage to chisel out some of the ones on the walls. Failure, difficulty reduced.

Intrigue

-Further Afield (Westerlands/ Kingdom of the Rock): 1d100+19 = 65. The Westerlands might not be the most immediate concern, but you do want to know what goes on there. Snow has heard scraps about rebellious vassals and preaching from the Golden Sept and a new Faith Militant, and promptly begins working to investigate further. Using men disguised as merchants deciding to leave the Riverlands while they can, he begins infiltrating the kingdom. Locked 1 season.

-Beyond the Wall Part 2: Fortunately, that set of rumors proves to be nothing, and Snow returns his full attention to the Gift, placing agents in the wildling clans…some of whom are actually the chiefs, who have absolutely no problem telling Snow's men about literally everything which happens. At least one of them is just messing with him, you think. Locked 1 season.

Personal

-Seek a Healer: 1d100+16 = 116. 1d100+16 = 97. You did not want to upset Jeyne anymore than she already was, so you kept your search quiet. You visited several apothecaries and other healers while going into Wintertown or Castle Green on one affair or another. It is on one of these trips incredible fortune strikes. An old man collapsed in the street, clutching his chest. While most stared in shock or moved hesitantly towards him or simply walked away, one young woman clad in thick furs rushed to his side and began something vaguely similar to your uncertain memories of CPR. Despite her efforts, the man dies, but it's enough to get your attention, and she does not flinch at your or your wolf. Upon hearing about your daughter's plight, she offers to help, and you send her to the castle.

When you return, Serena is sitting upright, eyes bright and cleared of fever, loudly demanding lemon cakes, confused about why her mother is hugging her so tightly. The woman is sitting with Maester Brynden, sharing everything she knows about healing. Sickly trait removed, massive Jeyne opinion boost, Jeyne less scared of magic, bonus to medical related-uplifts, bonus to medical learning actions.

-Family Time: 1d100+ 10 =95. While Serena is fully healed, you find yourself still being cautious with her, especially since the woman who helped her left before you even got her name, although she left extensive notes behind. The whole family does eat together several times, the various fostered children joining you along with Sybelle and Lyanna. Serena enjoys being the center of attention at first, but soon grows embarrassed and starts trying to get people to look more at Rodrik and Alys, who do provide plenty of entertainment.

You also take the opportunity to teach Eddard and Edwyle a bit more about fighting and warging, and soon enough Lyanna finds herself outmatched, struggling to deflect Eddard's attacks and avoid his wolf, Watcher. Sometime later, while looking for some rats to keep up your warging skills with, you happen to hear them being a bit…distracted. Several attempts at subtly warning them fail, to your mutual embarrassment. Lyanna and Eddard are getting along better, improvement in family relationships.
 
Wow, that's an impressive turn of events.

Can someone analyze the Diplomacy situation? I don't quite understand what it means for us.
 
Wow, that's an impressive turn of events.

Can someone analyze the Diplomacy situation? I don't quite understand what it means for us.

To explain. Lord Karstark or his regent rather is pissed that the other lords are calling him out for not participating as much in the Beastman war. In their defence they had to deal with a succession crisis and so couldn't do much there. It is an insult to their honour so to speak. And it seems like Cerwyn and Manderly are the loudest insults or the ones that cut the deepest.

The Mountain Clans want surveyors and the Umbers want to talk to some Green Men.

As for the First Night action well the other lords are miffed but dont really care as much and the Karstarks are pissed. Bolton approves but that is because he wants something.
 
The Ferryman supposedly was the one who made the crossing possible, fighting and drowning a sea monster, but dying in the process. It then got trapped in a horrible half-life.
This sounds like some weird melding of the tales of the Merling King, the Grey King, and the Drowned God.

So if I'm interpreting this correctly, the Grey King and the Merling King were possibly the same entity, he fought and killed the Sea Dragon Naga which made the crossing of the Narrow Sea possible, but as a result ended up in a Drowned God halflife.
 
Why we want forbid first night this soon?

Maybe try to centralize that give us more power over vassal first?

I can understand modern sensibility but to change and enforce the law then you need power first.
 
Why we want forbid first night this soon?

Maybe try to centralize that give us more power over vassal first?

I can understand modern sensibility but to change and enforce the law then you need power first.
Limited choices and it was a really bad roll before bonuses are applied. 40 -39 = nat 1 on forbid first night. The chance of success was all over the place for the action as well. "DC: 20/40/60/80" That's roll above 20 to succeed in forbidding the first night, at the lowest tier of success.

Not like it was a dumb action to do this now. The action had been sitting there for quite some time, pressing the button could allow the players to gain some vassal opinion, and public approval. For the most part things had died down, our reign is stable, not much that can go wrong. Then it went wrong.
 
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Karstarks are super touchy right now about honor and First Night decree doesn't help with that I guess.

Dealing with the them next turn is very high priority now.
 
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Limited choices and it was a really bad roll before bonuses are applied. 40 -39 = nat 1 on forbid first night. The chance of success was all over the place for the action as well. "DC: 20/40/60/80" That's roll above 20 to succeed in forbidding the first night, at the lowest tier of success.

Not like it was a dumb action to do this now. The action had been sitting there for quite some time, pressing the button could allow the players to gain some vassal opinion, and public approval. For the most part things had died down, our reign is stable, not much that can go wrong. Then it went wrong.
I mean this is the setting that "don't randomly kill peasant" law that Jahaerys try to implement get shut down.

The lord vassal is always a dick when you don't have dragon to shut them up.
 
I mean this is the setting that "don't randomly kill peasant" law that Jahaerys try to implement get shut down.
I tried to argue with this choice, but this was futile.
And I still do not understand why did we go with rumor mill for Westerlands, not for Iron Isles.
And why we did not help against Harren.
I think next rumor mill will remind us about this.
 
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I mean this is the setting that "don't randomly kill peasant" law that Jahaerys try to implement get shut down.

The lord vassal is always a dick when you don't have dragon to shut them up.
Would that count? Jahaerys was king of Westeros. The PC is King of the North, and has been part of the family that has been king of the North for generations.

The opinion loss, does confuse me, because I wasn't able to, initially, cleanly tell if the Starks lost favorable opinion from the Karstarks, or if the Karstarks lost favorable opinion from the rest of the nobility in the North.

We are a quest, there are going to be some difference between the canon source material of Martin's work and what the QM comes up with.

I tried to argue with this choice, but this was futile.
And I still do not understand why we go with rumor mill for Westerlands, not for Iron Isles.
And why we did not help against Harren.
I think next rumor mill will remind us about this.
What alternate choice was there if not the "first night right"? Dragonstone? Stormlands? Dorne? The Rock?

Sending an intrigue action into the westerlands nets the players info on the rock's events, and gives the reason "we know nothing about these people", elimination on the diplomacy table for the Rock.

I can guess why the majority did not help against Harren, because there was no DD available for that, as it got used on the nat 1 action "first night right" instead (the nat1 still would have fallen by the way on a diplo action, if not "first night right" which would be better to get a nat 1 on? Dragonstone? Need above a 50 to pass foreign diplomacy, so we could have failed foreign diplomacy with nothing to gain).
 
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