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

interesting quest, lets see if turn three is better

[X] Plan: A Strengthening North
@avatar11792
Would you be willing to change Roman roads for concrete first? I remember QM saying we needed it first to build roads
 
[x] plan save some money

I am interested in beyond the wall. We should contact the magnars next turn. If we can get giants and skinchangers, it would be a huge asset.
 
Voting is closed, writing will probably take a while. Feel free to come up with suggestions for Northern knights - what they should be called, what oaths they swear, what the ceremony is like. I have my own ideas but I could always use some inspiration.

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Adhoc vote count started by notbirdofprey on Oct 24, 2019 at 8:43 AM, finished with 27 posts and 16 votes.

  • [X] Plan: A Strengthening North
    [x] plan save some money
    [x] War-Flags: Brandon has been trying to create a language of flags for the signal towers, but he thinks he could use it coordinate forces in battle as well. It's not working great…perhaps if he incorporated something to make noise and get attention…if you help him, you can surely come up with something useful. Time: 1 season. Cost: 200 gold. DC: 45. Reward: Signaling system for battle established.
    [x] Northern Knights: The Seven have their knights, the Ironborn their drowned men. You have even heard of a red god of flame who has an order of warrior worshippers. You decide to change it. You will form an order of….you aren't sure what to call them. Or their oaths. Or their duties. Time: 1 season. Cost: 50 gold. DC: 40. Reward: Old Gods knight equivalent, improved vassal opinion, interlude.
    [x] Aid the Clans: You need to send the clans food, but they will also need clothes and perhaps other supplies as well. Most importantly, they need to keep their pride. You will gladly send them everything you can spare, but you must do so in a way which does not wound them. Time: 1 season. Cost: 1500 gold. DC: 40. Reward: Mountain clans opinion increase, ??
    [x] Crop Rotation: Poole is surprised by your sudden interest in farming, but he recognizes the simple efficiency of the three-field system, and trusts in your claims about the four-field one. Have the smallfolk begin using your crop rotations. Time: 1 season. Cost: 200 gold. DC: 40. Reward: More food, increase to farming income.
    [x] Survey the Mountains: The mines of the Westerlands give them incredible wealth, but you have mountains as well. While most of these mountains are in the land of various clans sworn to you, some belongs directly to you. Search that portion for resources. Time: 1 season. Cost: 100 gold. DC: 45. Reward: You know what minerals are in the mountains.
    [x] Woodwitches and Midwives: The Citadel supposedly knows everything about healing, but Maester Brynden disagrees. He wants your leave to seek knowledge among the midwives and woodwitches and other hedge healers in and around Winterfell. Time: 2 seasons. Cost: 50 gold. DC: 45. Reward: Maester Brynden is better at healing.
    [x] Grinding Grain: Brynden was apparently born in Riverrun, where they had a giant waterwheel they used to grind grain. He could design and build a similar one for the river by Wintertown. While it's smaller than the White Knife it joins with, it's large enough to rarely freeze. Time: 3 seasons. Cost: 400 gold. DC: 45. Reward: Increase to farming income, new stewardship options.
    [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] The Ironborn: You hear what's going on in half of the Kingdom of Isles and Rivers, but you want to know what goes on in the other half. Fortunately, ironborn like to brag, which makes this job fairly easy. Time: 1 season. Cost: 50 gold. DC: 30. Reward: Rumor mill (Iron Islands)
    [x] Before a Heart Tree: Spend a long night praying before a heart tree, trying to understand why and how you woke up as Torrhen Stark. Time: 1 season. Cost: 0. DC: 55. Reward: Knowledge
    [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] Plan Winter is Coming I
    [x] plan save some money
 
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I think u should put it on helping the mountain clan because if that fails it weakens one of our loyal banner men.
I would actually agree with this, @avatar11792 ; while keeping an eye on the Ironborn is 100% necessary, the mountain clans are a more immediately critical issue.

I will be honest that, while I understand wanting to keep eyes on the surrounding kingdoms and such, my opinion is always going to lean heavily toward "build and fortify our own lands", meaning actions that reward loyal vassals, increase our resources, etc.

When we only get 2 actions per category this is especially noticeable.
 
Why does everyone want to expand beyond the Wall so fast? We still have a ton of things to do south of the Wall, without adding the additional burden of dealing with wildlings.

Wildlings. That's another problem. I think many people here are fans of wildlings in the show and forget that they actually ARE pretty savage. Not every wildling is a giant-milk drinking Tormund or whatever.

Our people hate wildlings, and wildlings hate us. The effort that would go into trying to integrate is not worth it at this point. Giants are the only real advantage that would be useful to us right now, since they would be great for menial work.
 
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Why does everyone want to expand beyond the Wall so fast? We still have a ton of things to do south of the Wall, without adding the additional burden of dealing with wildlings.

Wildlings. That's another problem. I think many people here are fans of wildlings in the show and forget that they actually ARE pretty savage. Not every wildling is a giant-milk drinking Tormund or whatever.

Our people hate wildlings, and wildlings hate us. The effort that would go into trying to integrate is not worth it at this point. Giants are the only real advantage that would be useful to us right now, since they would be great for menial work.
Because i would prefer it happening now instead of when the Targareyns come and we have no time for it plus we could probably kill one of there dragons if we had giants with bows.Also they start disliking the north more when we kneel to the dragons and accept the south better to do it now.
 
Because i would prefer it happening now instead of when the Targareyns come and we have no time for it plus we could probably kill one of there dragons if we had giants with bows.Also they start disliking the north more when we kneel to the dragons and accept the south better to do it now.
We could also probably kill one of the dragons if we make ballistae.

Also they start disliking the north more when we kneel to the dragons and accept the south better to do it now.
Do they? They have hated the Kneelers for something like 8000 years... Dude, Targareyns don't make that much of a difference. Wildlings don't care if the Northern people kneel to a Targaryen or a Stark. They care that those people kneel in the first place.

You are also assuming we will kneel to the dragons. In the same post you are saying that giants would be useful in killing dragons. If you are planning to kill dragons, than you clearly aren't planning on kneeling to them.

We have too little gold right now to start throwing it at problems beyond the Wall.
 
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Turn 3 Results
Military:
- War-Flags: 1d100+22 = 72. Brandon buys several flags, and rides down to White Harbor to commission all sorts of musical instruments, trying to see which ones are loud enough to be heard over the crash and chaos of battle. Eventually, he comes back with a bugle and two different types of drums. He spends the rest of the season writing down his signal system and drilling the Winterfell guard with it. You are awakened several times by the loud call of the bugle or the deep thump of the absolutely massive drum he decided to use as a signal for "Castle Under Attack!" After a time you suggest he move his work somewhere else, and you start getting a good night's sleep again. Signal system developed, bonus to coordination and morale in battle.

- Northern Knights: 1d100+22 = 71. See interlude

Diplomacy:
- The Honor of the Watch: Steel and food and gold flow north and a steady trickle of men flow with them. Second and third sons, petty criminals, and the occasional volunteer ride north to Castle Black and from there to the Nightfort, taking their oaths in its godswood. The Lord Commander sends a letter expressing his appreciation for your efforts, noting that they have been able to restore Sable Hall with the new supplies. More farms begin to dot the Gift, and the Wall rises higher. Night's Watch stronger, vassal relations improve, +10 prestige.

- Aid the Clans: 1d100+19+20 = 113. Second Roll: 1d100+13 = 38. You speak to the smallfolk, asking to buy whatever they can spare to help the clans. Many sell their hard-earned surpluses dearly, which you do not begrudge, but some give it for free. It isn't really enough to make a difference in how much you spend, but it is kind of them. The smallfolk have their own sort of nobility, you decide. The clans certainly appreciate the efforts you put in on their behalf and the care you take to keep their pride intact, personally visiting several of the chiefs to apologize for how long it took Winterfell to repay their many debts to the clan. Their gratitude is boundless, with each personally reaffirming their oaths of loyalty.

And before you leave, the clans come together to give you one of their most prized possessions: an ancient weirwood longbow, sung into shape by the Children of the Forest. Massive boost to clan loyalty, sung weirwood longbow acquired.

Stewardship (Choose 2):
- Crop Rotation: 1d100+18 = 71. You have Maester Brynden do the talking here, letting his elderly authority and long chain do the convincing, with a few of the guard accompanying him just to add to the impression. Throughout your lands, the practice is adopted, split between the two methods you propose. While the fact that it is winter blunts the impact somewhat, you already see an increase in the amount of food being produced. +50 gold (farming income), amount will increase. Boost to food supplies, amount will increase.

- Expand the Forges: 1d100+18 = 27. There are a few blacksmiths scattered about, but they are all far too busy, and your requests that they move to Winter-town are politely refused. They can barely keep up with the current demand, and in disruption could have unfortunate consequences. You will have to look elsewhere for smiths. Failure, can try again with increased cost.

Learning (Choose 2):
- Woodwitches and Midwives: 1d100+20+15 = 94. Maester Brynden lets his new assistants do the work this time, as they are unfamiliar to the local healers and thus are not an object of concern. One of them is from the North and so he is even less of a concern. People are happy to share their knowledge, especially to a man who says he will be leaving shortly. Now all that is left is to organize what is known, throw out what is false, and write the book. Locked 1 Season

- Grinding Grain: 1d100+20= 83. The rains have stopped and been replaced by snow, but it isn't particularly heavy this year, and Brynden is able to stockpile all the materials he needs, including some fittings which he commissions from White Harbor and some spare millstones he buys from the millers. He also sketches up designs and shows them to a few workmen, making sure they are clear on what needs to be done. The actual construction will start soon. Locked 2 Seasons.

Piety (Choose 1):
- Recruit Green Men: Frost returns without any fanfare, offering to take you to the Green Castle. Apparently he and his new Green Men have created a small village in the middle of the Wolfswood which Frost intends to use as the headquarters for the northern Green Men. You ride out to see it with him, and he leads you and your guards into a section of the wood so old and dense that no sunlight touches the ground. Frost walks ancient paths with ease, guiding you into a sudden clearing surrounded by a dozen ancient weirwoods and standing stones. In it are scattered huts, each surrounded by a garden of some kind, each one unique. A large pool of warm water stands in the middle, a large rock in its middle topped by a moss-covered ringfort. Sitting in the water are a pair of Green Men, both wearing masks like Frost's. At least twenty others are tending to the trees and gardens, turning and kneeling as you walk past. You manage not to stare, but this surpasses your expectations. Frost seems to be a miracle worker…

- The Sword Crown: 1d100+25 = 120. Second Roll: 1d100+20 = 98. The Sword Crown is an ancient thing, you knew that. The runes in it are in no tongue that was recorded in the Citadel, and dozens of kings have tried to decode its secrets. The Green Men are able to find at least half of them with a glance. The steel which is older than the Andals? Skymetal which fell at a place holy to the Children in the Neck. The runes? Half are the tongue of the Children of the Forest, the other half is divided between other ancient scripts. The Green Men seem hesitant to reveal more about those runes, but they are happy to share what they know of the Children's runes. One demands that the bearer must have the support of the First Men, another warns direwolves away from harming you. A third is meant to strengthen the bond between a warg and a direwolf. Those are the ones they can identify easily, the remainder will take time. Locked 1 Season.

Intrigue (Choose 2):
- The Ironborn: 1d100+16 = 23. You knew Rivers wasn't the brightest. You thought it didn't matter, as long as he could do his job. And you knew he hated ironborn, but you that was reasonable. Even ironborn hate ironborn. But you did not think that he would decide it would be a good idea to go to Old Wyk, get into a fight in a bar, and somehow put a stool through a reaver with a broken arm and escape from the island in a stolen fishing boat together with a salt wife. He managed to do all that, but he didn't manage to collect any rumors. Failure, DC increased.

- Deeper Secrets: 1d100+16 =107. Second Roll: 1d100+7 = 18. The upside of River's escapades is that he doesn't get up to any more shenanigans except for his tendency to appear right behind you at odd times…Frost at least doesn't do it in private places! He gives you regular reports on his progress suborning servants and merchants and even the Bolton master-at-arms. He will be ready soon, he assures you. He just needs a bit more time. Locked 1 Season.


Personal (Choose 2):
- Uplift (Concrete): 1d100+15 = 113. Second Roll: 1d100+13 = 93. Concrete is one of the most useful materials ever. You can use it for roads, bridges, forts…It makes every kind of construction easier. You find the ingredients for ordinary concrete easily enough: crushed rock or sand, water, and powdered lime with a bit of gypsum. But you want a little bit more than that. You want to try and make Roman cement as well. You recall it had ash of some kind in it, so you burn a few trees and experiment. And you find ironwood ash makes concrete much stronger. Actions unlocked.

- Before a Heart Tree: 1d100+14 = 22. You slip out one night to pray before the heart tree, but you find no peace or answers. Birds shriek in the night air, disrupting your focus, and the cold seems to settle into your bones, making you shiver even afterwards, as you sit by the fire and lose yourself in reports and petitions. It doesn't leave you for nearly a week.
 
I think we should make a serious attempt to acquire and settle a few wargs in our lands. Give them coin and protection.

Having your own wargs is like having reconnaissance drones and instant communication. It would be a game changer.

Forget the signal towers, a warg could tell you exactly what happened in detail without the message getting mangled.

Scouting in wartime would be a breeze with wargs.
 
I think we should make a serious attempt to acquire and settle a few wargs in our lands. Give them coin and protection.

Having your own wargs is like having reconnaissance drones and instant communication. It would be a game changer.

Forget the signal towers, a warg could tell you exactly what happened in detail without the message getting mangled.

Scouting in wartime would be a breeze with wargs.
slight problem being that most wargs are wildlings and they have concept of money (I mean the only non wildlings wargs I know of was the warg king and his descendants (the starks). Also they don't like kneeling
 
Looks like we can make Roman roads now.
Also think we can start the fleet next turn? Sea trade is worth a lot
 
@notbirdofprey would it be possible to build a canal from Saltspear to The Bite? How many years would this take, How much money?
That would probably be classified as some kind of Mega Project. The Suez Canal took 10 years to make (1859-1869). I don't know how much money it needed, but in 2014 the Ballah Bypass was funded to be widened for 35 km (22 mi). The cost was $8.4 billion.

The lenght of Suez Canal is 193.30 km (120.11 mi). A canal from Saltspear to The Bite would be around 307 km (191 mi) long.
 
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