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

Not saying these are the best actions possible, but it seems like magic taking up more of an prominent role hasn't happened in the Stewardship actions as of yet.
It's more of Magic and Piety taking on a more prominent role narration-wise and in the eyes of the readers then it actualy branching into Stewardship specific actions.

But it's cool, it's still early on still so there is more then enough time to do all that stuff :)
 
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Inserted tally
Adhoc vote count started by notbirdofprey on Jan 20, 2020 at 7:58 PM, finished with 53 posts and 10 votes.

  • [X] Plan Autumn
    -[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 (Rock): 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] Karstark Investigation: Arnulf Karstark could prove to be tricky to deal with, thanks to both his pride and prickly temperament. And anything which would soothe him might well anger your other lords, making this a delicate balancing act. Still, you have to act, or you may begin to lose the respect of your bannermen. Time: 1 season. Cost: 0 gold. DC: Special. Reward: Interlude.
    -[X] Papermaking: Maester Brynden has been complaining about the cost of paper lately, ever since he started making his library really. The only real papermaking operation is at the Citadel, and there's only a few traders who will bring it all the way to Winterfell. He knows how to do it himself, of course, it's just he lacks the equipment and a supply of rags. Time: 1 season. Cost: 50 gold. DC: 30. Reward: Reduction in cost for writing-related actions.
    -[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 in the Blackwood action
    -[X] Less Magical Matters: While the blessings of the Old Gods are potent things, and veneration of them worthy, you want to discuss some of the more mundane matters of faith with Frost. Like what to do about this Sept-Wood Faith, if Green Men can inherit castles, how to prevent more riots in Wintertown…perhaps some manner of conclave should be held. Time: 1 season minimum. Cost: 100 gold. DC: Special. Reward: Interludes.
    -[X] Uplift (Agricultural tools: Seed Drill, Plough) 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] Family Time: Your daughter is all better now. Your eldest sons are nearly men grown, and acting like it all the time. Your wife seems to have found peace with the blessings of the Old Gods. Your two babes are just beginning to walk. It's good to spend time with them. Time: 1 season. Cost: 0. DC: 50. Reward: You feel better, your family feels better.
    [X] Plan: Wolves in a Row
    -[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 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] Karstark Investigation: Arnulf Karstark could prove to be tricky to deal with, thanks to both his pride and prickly temperament. And anything which would soothe him might well anger your other lords, making this a delicate balancing act. Still, you have to act, or you may begin to lose the respect of your bannermen. Time: 1 season. Cost: 0 gold. DC: Special. Reward: Interlude.
    - [X] Improve Roads (Basic): The roads in Winterfell are little more than mud tracks, and you can quite literally drown in them after a spring thaw. It will take extensive time and lots of gold to make them proper roads, but there's plenty of room for improvement. Time: 1 season. Cost: 1200 gold. DC: 50. Reward: Better (but not good) roads around Winterfell.
    - [X] New Ink: The ink Maester Brynden purchases from the south doesn't always work properly with the printing press. He wants to do some testing to see what batches work better and why so he can stop having to redo pages because the ink didn't stick again…Time: 1 season. Cost: 300 gold. DC: 45. Reward: Printing press projects reduced in time, difficulty, expense.
    - [X] The Horned Men: On the Isle of Faces, it is said that the Horned Man slays all who trespass on that sacred soil. Frost wishes to create a less…brutal version for the North by making an order of thanes. They will be no different from other thanes except for an additional oath: To protect the sacred sites of the Old Gods from those who would do it harm. Time: 2 seasons. Cost: 250 gold. Reward: Order of the Horned Men formed
    - [X] Speak to an Advisor (Frost): You want to know more about the people you work with. Time: 1 season. Cost: 0. DC: 50. Reward: Gain knowledge of an advisor, improved opinion.
    - [X] Family Time: Your daughter is all better now. Your eldest sons are nearly men grown, and acting like it all the time. Your wife seems to have found peace with the blessings of the Old Gods. Your two babes are just beginning to walk. It's good to spend time with them. Time: 1 season. Cost: 0. DC: 50. Reward: You feel better, your family feels better.
 
Turn 13 Results
Military

-Wardens of the Road: 1d100+22 = 100. 1d100 = 61. The Wolfswood Wardens have cleared the forest that is their domain of beastmen, and bandits, and they might have done a fair job of clearing out wolves if not for the polite insistence of some Green Men who showed up one day, tending to a new weirwood grove. They are bored, and so when you propose they send some of their extra men to help keep the roads safe, nearly half leave to begin hunting bandits. They take jobs guarding caravans without asking for payment, they borrow horses from the Royal Stables and patrol stretches of road, they find lookouts and ambush criminals in their camps. Many die before they even realize they are being attacked, and more trade than normal comes into Wintertown, helping to swell your coffers. What's more, much of the bandit's equipment was given over to the leaders of the Wardens, and from there it was turned into your men and sold, earning you an extra windfall. The success of this venture has given Brandon an idea…Many bandits hunted and killed, +250 gold from trade this turn, +50 from sold equipment. New option unlocked.

-More Watchtowers: Very little of excitement happened on the western coast. The watchtowers were completed, a few finishing touches were added to the holdfasts, and your men said their goodbyes and left the scattered villages of Stoney Shore and Sea Dragon Point behind. Soon after, you received reports on a series of raids driven back into the sea and villagers defending the walls of their holdfasts with farm tools and fending off hardened reavers. After reading that, you decide you really do like watchtowers. Watchtower chain stretching from The Flint Cliff to the Bay of Ice and on Bear Island complete, small holdfasts built at several locations, primarily on Stoney Shore and Sea Dragon Point.

Diplomacy

-Speak to Kings (Rock): 1d100+19-15(Northern Heathen) +5(Light of the Seven) = 28. King Lorren Lannister is a holy man. So holy he urges your wife to burn the godswood in Winterfell, and accept whatever happens to her with "grace worthy of the Mother." His letter drips with sympathy for her, and with contempt for you and your gods. He speaks with pride of burning heart trees with those who pray at them tied to them and forcibly converting children. You don't bother to reply. King Lorren is hostile to you.

-Karstark Investigation: You want to deal with Karstark carefully, and for that you need information. Between Snow and Jeyne, you manage to gather every scrap of knowledge about the goings-on in Karhold which led to Arnulf Karstark being in such a rage. Now that you know what you need to, you can make your decision. See interlude.

Stewardship

-Concrete Construction: The two buildings slowly take shape, although really they are just a shell made of stone. Idly, you wonder if it would have been smarter to build the concrete mixers first. It will look a little odd to have the world's first concrete factory made of stone, but you decide it doesn't matter. Locked 1 season.

-Stinking Sewers: At last the sewers are complete, and the wells also. Wintertown starts smelling much better, although you make sure the street cleaners get paid a bit to clean up the mess that's resulted from not having proper facilities for the past few seasons. You make sure to let the Lord Mayor and his council know that you will be displeased if they start falling apart, and they assure you they will pay for all necessary upkeep. Sewers complete.

Learning

-Papermaking: 1d100+20 = 61. Hemp rags and tree bark are easy to come by, as are hands to make them into a pulpy sheet. The press and screens take a bit of trial and error to set up properly, but soon Maester Brynden is churning out all the paper he needs, although he occasionally wonders if it cannot be made faster – while it takes time to dry, what really slows things down is turning the raw material into pulp. Paper is being produced, options unlocked.

-Northern Library: The acolytes come back with a printing press and the last cartload of books. Maester Brynden shelves them in the library tower, looking proudly at the stacks and stacks of books, so many that the shelves are filled and some have to be left lying on tables. If it was written down in the North, you have a copy of it, or multiple copies in several cases. If nothing else, it's an impressive achievement. Northern Library complete, +25 prestige, new options unlocked.

Piety

-Less Magical Matters: The conclave is organized with remarkable efficiency. Several Green Men come into Wintertown, a pair of septons travel from White Harbor, and one of the "Custodians of the Sacred Grove" is invited as well. You manage to find a sufficiently neutral location in the form of a wealthy merchant's manse who died recently and lacked a clear heir. All parties involved are happy to allow you to use it for a few weeks, especially when adequately compensated. Once more Snow provides you with all the relevant information, Frost adding in his perspective, and you feel prepared for the conclave. See interlude.

-Rites of the Field: The hardest part about this magic is that it's slow. It can take months to determine if a spell has failed or succeeded, barring a very few. Still, progress continues to be made, and prayers made are answered almost reliably. Locked 1 season.



Intrigue

-Further Assistance: 1d100+21+20 = 117. 1d100+17 = 20. It's a grim fact of life in the North that the old die when winter comes. In some places, they go hunting alone, in others in pairs, with only one returning successfully. While the harvests have been bountiful enough that you do not fear it will be necessary this season, some among the wildlings and the mountain clans disagree. Men on your behalf make an offer to those who plan to go hunting: go south instead, and your family will receive a wergild. Go south and slay Ironborn. Few refuse. The old among the mountain clans and the wildlings will go south.

-Further Afield (Westerlands/ Kingdom of the Rock): It's harder than Snow thought it would be to get men into the Westerlands. Most don't want to stay, especially those who keep to the Old Gods. King Lorren is spending gold by the to build septs and shrines, paying wandering septons to check in on every little village, ruthlessly stamping down on any who show pride in sharing blood of the First Men…and he seems to have founded a second Faith Militant with approval of several of the Most Devout, claiming demons from the Reach murdered the High Septon, and effectively enslaving those who show insufficient purity or dedication to his gods. You don't like hearing about this, but you need to know. Rumor Mill: The Westerlands finished.

-Beyond the Wall Part 2: It's actually easier to place agents Beyond the Wall than it is placing them in the Westerlands. One of Snow's men even managed to recruit a couple giants by bribing them with rope and stories. It remains to see if they will be reliable, but they have agreed to at least share if anything like the mysterious fires happens and there is someone nearby to take the news. Simple Spy Network established Beyond the Wall.

Personal

-Uplift (Agricultural tools: Seed Drill, Plough): 1d100+25 = 66. A while back, you tried to see about improving the tools your people used for agriculture. You couldn't think of anything at the time, but it nagged at you a little, and so you sat back down to try and figure out why. Eventually, you remembered what it was you had forgotten about: the seed drill! A few sketches later, you had a rough design, although it would need some improvements. Seed drill learning action unlocked.

-Family Time: 1d100 = 83. You manage to take a break from your work and find yourself sitting on the wall overlooking the training yard, Jeyne leaning against you, a bottle of good wine in your hand, the two of you sharing, enjoying the warmth and taste of both the drink and each other as you watch Eddard slip around Lyanna's guard once more and Edwyle and Cregan pretend to be beastmen chasing Serena and your other wards around, to shrieks of mock terror and real delight. Harrion Flint (of the mountains) is sitting off to the side, singing cheerfully, although when he starts singing "The Dornishman's Wife" you give him a stern look. The words give you an idea though, and you murmur a few lines of your own into Jeyne's ear. The two of you decide your children can go without supervision for some time. Besides, the guards are right there.

Do you guys want the conclave or the Karstark interludes first?
 
-Speak to Kings (Rock): 1d100+19-15(Northern Heathen) +5(Light of the Seven) = 28. King Lorren Lannister is a holy man. So holy he urges your wife to burn the godswood in Winterfell, and accept whatever happens to her with "grace worthy of the Mother." His letter drips with sympathy for her, and with contempt for you and your gods. He speaks with pride of burning heart trees with those who pray at them tied to them and forcibly converting children. You don't bother to reply. King Lorren is hostile to you.
I love this guy. He's so hilariously zealous. :rofl::rofl::rofl:
-Family Time: 1d100 = 83. You manage to take a break from your work and find yourself sitting on the wall overlooking the training yard, Jeyne leaning against you, a bottle of good wine in your hand, the two of you sharing, enjoying the warmth and taste of both the drink and each other as you watch Eddard slip around Lyanna's guard once more and Edwyle and Cregan pretend to be beastmen chasing Serena and your other wards around, to shrieks of mock terror and real delight. Harrion Flint (of the mountains) is sitting off to the side, singing cheerfully, although when he starts singing "The Dornishman's Wife" you give him a stern look. The words give you an idea though, and you murmur a few lines of your own into Jeyne's ear. The two of you decide your children can go without supervision for some time. Besides, the guards are right there.
Should we be expecting another child soon?
 
A success would have been Jeyne convincing him she is slowly converting you and that the influence of the Faith is growing in the North, and that him not being a dick would be helpful for that.
 
A couple things I want to do next turn is to get the Horned Men online as well as make an organization of assassins. Or spies. I haven't thought about it. The assassins would obviously be for killing people...certain people. The spies could be used internally or externally. It really depends on how we want to do it. I want to make so many organizations. An Engineer's guild maybe. Later on.

Edit: Why is creating an organization a intrigue action? Should it not be a general action?
 
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You mean the Civil Service action? It's a stewardship related organization.

No I meant this one

[] Create an Organization: While Rivers would happily break into the Dreadfort or assassinate a rebel with nothing more than a frog spear and guts, Snow prefers a more methodical approach. He wants to hire some men to create a special organization, dedicated purely to…" direct action" as he so calmly puts it. Time: 3 seasons. Cost: 1000 gold. DC: 50. Reward: Group of assassins/spies/smugglers/saboteurs available for use.

It just is "Create an Organization". Though looking closer at it I do see it is for intrigue stuff. Nevermind.
 
-Beyond the Wall Part 2: It's actually easier to place agents Beyond the Wall than it is placing them in the Westerlands. One of Snow's men even managed to recruit a couple giants by bribing them with rope and stories. It remains to see if they will be reliable, but they have agreed to at least share if anything like the mysterious fires happens and there is someone nearby to take the news. Simple Spy Network established Beyond the Wall.
Convincing the giants to migrate down south would be great. Very few people would be willing to fuck with the North with behemoths like that among our ranks.

They'd also open up options for building megastructures assuming we can muster the resources for it.
 
Actually what is the maximum spy network again? I know we have seen Spy Network and it is possible to go advanced but is there one beyond that?
 
Also what would an organization of spies entail? Would it give us a mechanical bonus to spying? Would a saboteur organization give us a bonus to sabotage? I am not sure about what they do.
 
What actualy was the idea behind contacting the Lannister guy?

It was pretty obvious he'd sooner like to gut Torrhen then actualy talk.


I did not know he was an unrepentant cock till after the vote was made. I was hoping to swing an alliance because he may have not been a zealot. I was wrong. Also I didn't know if it would be right to change it after getting information like that. Seemed like bad form.
 
I did not know he was an unrepentant cock till after the vote was made. I was hoping to swing an alliance because he may have not been a zealot. I was wrong. Also I didn't know if it would be right to change it after getting information like that. Seemed like bad form.
That explains it, buy if I may add if we want allies South then the Reach or the Stormlands seem to be the place to go with all their First Men ancestry or even Dorne.

Tho I for one think we should be looking outside of Westeros, Braavos is fairly close by relatively speaking and could be a great trade partner.
 
That explains it, buy if I may add if we want allies South then the Reach or the Stormlands seem to be the place to go with all their First Men ancestry or even Dorne.

Tho I for one think we should be looking outside of Westeros, Braavos is fairly close by relatively speaking and could be a great trade partner.

Dorne is on the other side of the continent and little help to anyone. The Reach could be swung actually. We have a common problem with the Baelor Lannister over there. Stormlands...hmm maybe. I don't know enough about that.

If we can swing an alliance with the Braavosi it would be amazing. They would be a amazing trading partner.
 
Dorne is on the other side of the continent and little help to anyone. The Reach could be swung actually. We have a common problem with the Baelor Lannister over there. Stormlands...hmm maybe. I don't know enough about that.

If we can swing an alliance with the Braavosi it would be amazing. They would be a amazing trading partner.
We know little to nothing about the Braavosi at this time, don't we?

Even if Dorne can't give us military aid they might be able to give us trade. The Reach, or Stormlands, might be able to give military aid if they become friends with us. Could try the Vale, but I don't want to get involved in a bad roll there.

I'd prefer to build up the rumor mill on the missing groups in Westeros (4 groups left to build a rumor mill in, Iron Isles, Reach, Dorne, and Stormlands) while trying diplomacy on Dorne, Reach, and Stormlands. Before going to the east.
 
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The Sept Grove Faiths
The Seven Trees by Maester Bryden

Your Grace, before this council is to take place, I felt it necessary to provide you some additional information upon these Septwoods. To call this new cult a unified force would be a great folly. While there are similarities from what I have been able to gather. The differences are there for anyone to see. From speaking with my fellow Maester in White Harbor, one Maester Thorson, I have been able to extrapolate the major differences between the cult branch there. To the one here in Wintertown. For the sake of understanding, I will explain the major differences, before explaining how these two cults here in the North formed.

The major difference should one walk into these Sept Groves would be the roles that the Seven emphases. The one formed in White Harbor, to be called the White Grove for ease of identification, is more akin to a traditional Sept. The major difference is the prominence of the Stranger. When the tale spread of what happened to those oath breakers reached White Harbor a group of Silent Sister became intrigued by it.

As you know your Grace copies of the Green Book you and Green Man Frost made have spread far and wide throughout the North. One of these Silent Sister's acquired the text, more than likely from a passing merchant. Whatever she read seems to have invigorated her group enough that they broke their vow of silence.

These Sisters, now calling themselves Daughters of the Grove, started to preach that the Old Gods were just another aspect of the Seven. Specifically, the Old Gods themselves were more closely aligned with the aspects of the Stranger. Something I can not fault them for believing after seeing what I have seen.

Their cult doctrine, as I have been told, posits that the Stranger should not be kept at arm's length. It is by distancing themselves from the Stranger, cruel and dishonest men have been allowed to rise to power. The Septon in White Harbor seems to have not taken this breaking of the vows and heresy lightly. While the Daughters are not officially banished from White Harbor there is an underlying understanding that they aren't welcome.

This exile from White Harbor does not seem to have curbed their zeal in their faith. If anything, as Thorson writes, the women walked out of White Harbor their heads held high and chanting a new prayer to the Seven who are Old.

They then began to set up their new cloister near one of the Wierwoods planted by Green Man Frost near White Harbor. Their first attempts to carve faces into the trees were, as I am told, at best bore a passing resemblance to a face. A group of woodsmen, who lived in a nearby village, took pity on them and offered them lodging. It was in the village of Bran's Hearth that they obtained their first converts.

The Sept Grove in Wintertown., to be called the Winter Grove for ease of identification, was formed by a Wildling by the name of Yora. With the help of a, slightly inebriated at the time, Septon by the name of Euron. The Winter Grove takes more influence from the Green Book, but there are still some noticeable elements from the Faith of the Seven. The major difference, as I have been able to see, is that there is a more martial aspect to this Branch. With a major example being that the Maiden always has a spear leaned against her tree.

As Yora describes it she had just gotten her hands on a copy of the Green Book and was searching for someone to teach her to read it. Why she did not go to the Maester's Hall, I do not understand but that is beside the point. It seems that a few Riverlanders had pointed her towards Euron thinking that it would help get him out of his cups. They felt they owed it to him after all he had done for them.

Euron's story is quite sad, as he says he's the bastard son of a particularly cruel Ironborn and his Reacher salt wife. Luckily for us, Euron took more after his mother than his father. When he was old enough, he tried to take his mother and siblings away from their father. He says he was only able to take his youngest sister to safety, the look in his eyes when he said that told me all I needed to know about the fate of the others.

He found the Faith and worked his way up to being a Septon in the Riverlands. He says he had watched his flock dwindle a little each year. Either from raids from rival Ironborn, a drowned priest deciding to "convert" some of the locals, or most disturbing was being forced to perform mock weddings between Ironborn and their new salt wives for those girls he couldn't hide. He had almost given up hope if he hadn't heard you were taking refugees in your grace. Taking his flock, he managed to rally the surrounding villages, and storm the estates of the Ironborn leaders in the area. Killing the leaders and rescuing everyone they could.

His past and the journey seems to have almost killed his faith. If it wasn't for Yora, I don't think Euron would have been around much longer. Yora managed to get him sober enough to read the book to her. They say it was like watching a fire ignite in his eyes. He started to draw in such a crowd a patrol almost mistook it for another riot. After he was done, he turned to Yora and asked her to teach him and his flock the ways of the Old Gods who can be Seven.

The Winter Grove Cult has spread mostly to the south and west of Winterfell. While they haven't had much luck with the Wildlings, they have grown a sufficient following in many Riverlanders. The White Harbor Cult though has been spreading their teachings with most success around the southeastern territory of the North, and into White Harbor itself. Finding converts in already existing Northern followers of the Seven.

I would like to stress Your Grace that these are just the two major sects that have formed. One of the things they seem to agree on is that the Stranger is always represented by the Heart tree. There are some minor offshoots of both cults, but the teachings of both are already starting to cause friction. If we don't find a good compromise between all groups it could inflame them.

Your loyal servant, Maester Bryden.

AN: Got inspired by reading about these Septwoods and thought to just add a little flavor to them. Tried to make it feel natural in how these two sects evolved into what they are. With the Riverlanders gravitating to a more warlike aspect of the Old Gods, while the White Harbor Sect taking more cues from the Faith of the Seven.
 
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