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

Learning:

-What about Wind?: A first windmill is built under Maester Brynden's careful supervision, rising high above the walls of Winterfell on slender wooden legs, the axle linked to a cam linked to a shaft linked to millstones, grinding what little grain is produced into flour without requiring others to turn them. It saves some time and effort, if not much coin. New actions unlocked

-Search for Prophecies: He has begun his translation, searching through old book after old book, trying to find out everything he could about the strange language the prophecy was written in. With a snarl, he informs you that it seems to be in some sort of cipher as well as being in an unfamiliar dialect of the Old Tongue. Locked 1 season.

Learning actions got added to the results.

Given that we already have two shipyards in the western coast, plus a third in the making, I think we should use those and not spend an action in building a fourth. Ships can be sent to Deepwood Motte and stationed there without building them there.

Or command the Glover to build it, but the the problem is gold.

Plus, building one of the fleet in Barrowton would net us up to 4 Influence points.

Well, we are going to build one at Barrowtown. But it seems to me that a shipyard at Deepwood Motte would be a good idea. If we are going to conquer and hold the Iron Isles we will need a strong naval presence on the west coast, and busy trade between Oldtown, The Iron Isles, Seagard, and the North. Not to mention the ability to deal with any Lannister fleet from the Westlands. We've already ordered the Glovers to do a lot with building a Shipyard for Bear Island. Maybe a city charter is enough of a reward to also have them build the shipyard, but right now I'm leaning towards us just doing it ourselves.
 
I don't see how could we use four shipyards at the same time. With some creative use of the free action and the Issue Command action, it could be possible, but there's no way we're gonna be able to pay for it. As it stands, we can only pay for one fleet every two turns. And if we want to pick expensive actions like Expanding Schools, even less often.

If by the time we can pay for a new fleet, the one we were making is already finished, we can make the new one in the same shipyard. Having four doesn't add further benefit than having three. I think the two turns and the gold that Building a Shipyard takes would be better spent somewhere else.
 
These are medieval fleets; the shipyards are to replace them faster and surge numbers when we inevitably lose a fleet or two. We're fighting a considerably roided up Ironborn, Westeros's premier naval power, with very little naval tradition of our own. In a war, Deepwood Motte would replace a fleet all that much faster due to their Wolfswood access. Barrowton's lumber supplies would likely be able to patch up a smaller squadron, at most. We may end up with more fleet bases than the other kingdoms, but we have far more coastline to defend than the other kingdoms too. The numbers that would be enough for us are likely twice or more those of even the Reach, given we have two coastlines to defend to their one and our coasts are much, much longer.
 
did an evil fairy shall we say call this evil fairy maleficent (don't know why this name came to me 🤔) put a prince to sleep and we have a pied piper who instead of kidnapping kids made a town dance itself to death like a plague did
 
We should intermarry with the Targs.

If our Mix Kids have Direwolves and Dragons then we can avoid a Dance due to Pack Mentality influence from the Direwolf Bonds.
 
So, for changing how Issue Command works:

There will be two rolls. One will be "will they listen to you" and have its DC as 50, modified by how much gold you give them and how much they like you, with Influence substituting for a certain amount of gold. you would get your Diplomacy score as a bonus for this roll. The second roll would be for success and be the DC of the action, modified by their power and how much gold you give them, with Influence substituting for a different amount of gold. There would also be other bonuses based off faction (Green Men getting bonuses to piety-related actions, for instance.)
 
So, for changing how Issue Command works:

There will be two rolls. One will be "will they listen to you" and have its DC as 50, modified by how much gold you give them and how much they like you, with Influence substituting for a certain amount of gold. you would get your Diplomacy score as a bonus for this roll. The second roll would be for success and be the DC of the action, modified by their power and how much gold you give them, with Influence substituting for a different amount of gold. There would also be other bonuses based off faction (Green Men getting bonuses to piety-related actions, for instance.)

Okay, how does this reflect on the previous turns command to the Barrow Houses?

Do we need to take an action to follow up with them, or did the issue command just fail? Does the fact we gave them aid and gold last turn make them more likely to respond to a follow up?
 
If we improve the school can we get a random action at the start of the turn for invention or improvement made by people who had gone to our school?We can roll a 1d100 and at first we can get a invention on a role of 80 or so and forward when we get more people who graduate school it decrease the roll needed for a invention or improvement reflecting the higher number of people who graduate school and so on.
And we can choose from a list what we want but it will cost money representing the cost to implement that invention or improvement.
And i think that uplifting in medical knowledge can do a lot of good.We can i troduce some ideas like desinfection of wounds,cleanliness and some primitive form of antibiotics.We can gather healers,wood withces and the like and compare there knowledge and write a book about it.Also the body of executed criminals can be dissected to learn more about the human body.Also a school of medicine can be a good idea.
 
If we improve the school can we get a random action at the start of the turn for invention or improvement made by people who had gone to our school?We can roll a 1d100 and at first we can get a invention on a role of 80 or so and forward when we get more people who graduate school it decrease the roll needed for a invention or improvement reflecting the higher number of people who graduate school and so on.
And we can choose from a list what we want but it will cost money representing the cost to implement that invention or improvement.
And i think that uplifting in medical knowledge can do a lot of good.We can i troduce some ideas like desinfection of wounds,cleanliness and some primitive form of antibiotics.We can gather healers,wood withces and the like and compare there knowledge and write a book about it.Also the body of executed criminals can be dissected to learn more about the human body.Also a school of medicine can be a good idea.
The school isn't a university. It's more like an elementary school than anything else. Maybe a series of actions could create some kind of inventor's guild (probably require a patent office plus a lot of education improvement actions) but we are not going to get it from a single action.
 
Rumor Mill Turn 20
Rumor Mill (The North)

Barrowton Foolishness: A shipyard is slowly, slowly built in Barrowton, while a concrete factory, built with the aid and permission of House Stark, is labored on day and night. Technically, this is obeying the orders King Torrhen gave, but many lords condemn them for playing such games to their benefit, especially other lords with land on the western coast and House Reed, who have the most to fear from an attack by Ironborn. Even some of the vassals sworn to House Dustin are speaking in protest of their liege lord's decision, although they are being more circumspect.

-According to Snow: The other barrow lords are displeased with House Dustin's decisions, and some are starting to shift their allegiance, but most are watching and waiting to see what your reaction is. Several rival power blocs are pushing for them to be harshly punished.

First Fleets Built: Long ago, Brandon the Burner destroyed the fleets his father built in an outpouring of grief. Since that day, the western coast has been bare before Ironborn. King Torrhen has invested gold and men in defending what his forefather neglected, building strong towers and vast numbers of holdfasts, but with two fleets of ships on the western coast, he has done something no king has done for a long time. +75 Prestige

-According to Snow: The west will be yours for a long time, Your Grace. They are well-aware of who built the wooden and stone walls that they shelter behind.

The Arrival of the Devout: The arrival of a member of the Most Devout with several dozen Warrior's Sons has stirred up a great deal of chaos in White Harbor. The Green Men and the Septwood Faith are both greatly alarmed, as are the septons of the Snowy Sept, who are doing their best to hide their confusion and keep everything going like this is perfectly normal. The Most Devout is speaking in many quiet meetings with the septons of the Snowy Sept.

-According to Snow: The Most Devout wants a meeting with the Green Men and is desperately begging for one while Septon Willem is delaying, both to gain more leverage over the Most Devout and to gain permission from Lord Manderly to arrange that meeting.

The Great Birds: It was not dragons that were seen soaring across the skies, but birds. Dozens of them, many with immense wingspans. No one knows where they came from, except the south, but they have found roosts in the highest trees of the Wolfswood and in mountain peaks and lonely cliffs and other isolated places.

-According to Snow: One dropped a piece of rock with the Old Tongue carved into it. It says "You're welcome."



Rumor Mill (Beyond-the-Wall)

Still Winter: Despite the slackening of winter weather, there are still near-constant blizzards at the Wall. Hours are spent every day clearing away snow, and for weeks at a time, the only way to travel is through tunnels. Little stirs at the end of the world, and we hear of less.



Rumor Mill (The Riverlands)

Friendly Fey: Scattered around the many godswoods guarded by the Horned Men are circles of stones and toadstools, where many minor fey have made their home. Homely brownies and fearsome sprites lay claim to the fairy circles. Many farmers, advised by old stories and Green Men, have offered them bread, milk, and salt and gained useful helpers in turn. Some have failed to listen and quickly regretted their intransigence as their neighbors prospered. Some were idiotic enough to attack the circles and suffered retaliation both brutal and petty. Cows dried up or kicked farmers, milk turned vile or poisonous. The wrath of the fey is unpredictable.

-According to Snow: These…creatures will apparently start appearing in the North at some point in the spring, but those old tales are far more prevalent here. As are Green Men. We will be fine. Admittedly, we have our fair share of idiots who will destroy the circles as well, but I expect they will find some way to give recompense and avert some of the wrath of brownies and sprites. What worries me is the bigger fey…

Blessed Blade, Blessed Bow: Branches were carved from the weirwood tree at Raventree Hall and shaped into stout bows, while the smiths of Stone Hedge labored day and night, forging steel that had been blessed at the sept seven times for seven days. Both sets of weapons were gathered and given to a small but elite force of warriors who have sworn to guard the young king and House Justman. Rumor speaks of blades slicing through Ironborn armor and arrows always finding the gaps in their foes protection.

-According to Snow: The rumors are true. Hostile fey and Ironborn raiders have both fallen before these sacred weapons in great numbers, and it seems that some of them enhance the skill of their wielders along with everything else. Seems like the Seven are good for something.

Winter Raids: After taking Wayfarer's Rest, Harren sent out his men once more. Led by their black-armored champions, accompanied by vicious, inhuman monsters and twisted creatures from the bottom of the sea, Harren's raiders were fought fiercely by smallfolk, armsmen, the sworn warriors of House Justman, Horned Men, fey…even the weather seemed to turn against them. Many raids were defeated, the monsters burned and buried in blessed graves or strung up on weirwoods to invoke the favor of the gods.

-According to Snow: And yet Harren's army seems endless. Admittedly, he is filling his ranks with monsters more and more now as they swarm out from Harrenhal. I am just glad he failed at whatever he was trying to do at the God's Eye. Imagine if that lake became a spawning ground for horrors…



Rumor Mill (The Vale)

Great Falcons Soar: In the highest peaks of the Vale, where the remaining beastmen gather in vast hordes, seemingly feeding off their own savagery, enormous eagles and hawks and falcons soar, slaying vulnerable beastmen when they get the chance, screeching their defiance to the storm-tossed skies. A few brave men and women have sought to climb the peaks to tame them. So far, they have been unsuccessful.

-According to Pyrite: Except for my dear Lady Lya, when a giant eagle decided the tower of our holdfast looked like a good place to nest. This was most definitely not something I planned or anticipated. Honest. Even though she said she would take my flying if she got one. Using the ritual to make sure my wife got a giant eagle would have been wrong.

Shattering Storms: The weather has been foul on the coast of the Vale, immense storms battering castles, waves taller than men sweeping down onto the rocky shores. Many boats have been found smashed on the shore, some with corpses still inside them. All manner of odd sea creatures have been found on the shore as well: small squid with crab claws on their tentacles, two-headed wish, urchins with shark mouths, and stranger things as well.

-According to Pyrite: Flying is terrifying. I don't recommend it. It's especially bad when a giant storm appears out of nowhere. But I think I found what I needed…

Witch Island Plague: A devastating plague ripped through Witch Island, killing the maester, several members of the noble family, clan chiefs they had been entertaining, and numerous smallfolk as well. It was sudden in origin, so sudden that rumors of some foul spell of the Ironborn being the cause have spread. It seems as good an explanation as any. House Royce and House Grafton have established a quarantine as best they can, but the storms have made it difficult.



Rumor Mill (The Westerlands):

The Redeemed: A large band of those miserable penitents who have long labored in the Westerlands. have been judged to have proven themselves worthy. Calling themselves the Righteous Redeemed, they have cloaked themselves in ragged garments and taken up simple weapons as they charge into battle with berserk fury to bring the wrath of the Seven to the unrighteous. Knowing neither pain nor fear, they are unceasing and unrelenting in their holy duty.

-According to Snow: The worthy are taken into the same septs the chains that bind the Blessed Beasts lay. I don't know exactly what happens there, but I can guess.

Battle at Fair Isle: The Ironborn once more gathered a fleet of longships, many made of planks that seemed to belong on the bottom of the sea. They swept south to Fair Isle, with heavy chains and scorpions. When the enormous turtle rose to meet them, barbed shot connected by chain was fired into its flesh and then it was pulled apart. But their arrival at the Fair Island was met by House Farman armsmen, Blessed Ones who slay the monsters of the Ironborn with ease, and the Righteous Redeemed. Together the Ironborn were driven into the sea.

-According to Snow: Actually, they were driven into their ships, which they then took to sea. It's a fairly important difference.

Rumor Mill (The Reach)

The Wild Hunt: The Great Hunt continues to roam along the Mander, slaying any who cross their path or forcing them into the shape of the enormous black hounds who howl and help drive forth pray. Led by the terrible Green King, his antlered head and pale green eyes are the last sight for many unfortunates. From Coldmoat rides the Feybane Knights, Lord Osgrey at their head, to answer the challenge that this hunt offers. Their lances are bright iron with hafts of rowan wood, bags of salt rest on their belts, the juice of rowan berries, holly berries, and ground rose petals circles their eyes to ward away fey glamour.

Murder in the Sept: In what is no longer a shocking turn of events, someone has been killed in the Starry Sept and their blood used to make an obscene painting of a septa and two horses. While the streets of Oldtown are patrolled by the Changelings, who keep the cruelty and mischief of their parents to a minimum, they dare not enter the blood-soaked sept, nor are they allowed to intervene in the siege of the Hightower. Despite the hordes of fey and wild things, the docks of Oldtown still bustle with trade, although many leave with passengers they did not expect.

Gawen's Glory: Once more Prince Gawen triumphed in a hard-fought duel against one of the fey lords, slaying it in single combat with his blade half of bronze and half of steel, rescuing the children it had trapped in a tower and returning them to their grateful families and securing the loyalty of the fey lord's strange vassals, who he sent to defeat the Green King, or steal his cloak failing that.
 
The Arrival of the Devout: The arrival of a member of the Most Devout with several dozen Warrior's Sons has stirred up a great deal of chaos in White Harbor. The Green Men and the Septwood Faith are both greatly alarmed, as are the septons of the Snowy Sept, who are doing their best to hide their confusion and keep everything going like this is perfectly normal. The Most Devout is speaking in many quiet meetings with the septons of the Snowy Sept.

-According to Snow: The Most Devout wants a meeting with the Green Men and is desperately begging for one while Septon Willem is delaying, both to gain more leverage over the Most Devout and to gain permission from Lord Manderly to arrange that meeting.

Definitely need to take the Speak to Sept action next turn.

The Great Birds: It was not dragons that were seen soaring across the skies, but birds. Dozens of them, many with immense wingspans. No one knows where they came from, except the south, but they have found roosts in the highest trees of the Wolfswood and in mountain peaks and lonely cliffs and other isolated places.

-According to Snow: One dropped a piece of rock with the Old Tongue carved into it. It says "You're welcome."

So the mystery has been revealed.

Rumor Mill (The Reach)

The Wild Hunt: The Great Hunt continues to roam along the Mander, slaying any who cross their path or forcing them into the shape of the enormous black hounds who howl and help drive forth pray. Led by the terrible Green King, his antlered head and pale green eyes are the last sight for many unfortunates. From Coldmoat rides the Feybane Knights, Lord Osgrey at their head, to answer the challenge that this hunt offers. Their lances are bright iron with hafts of rowan wood, bags of salt rest on their belts, the juice of rowan berries, holly berries, and ground rose petals circles their eyes to ward away fey glamour.

Murder in the Sept: In what is no longer a shocking turn of events, someone has been killed in the Starry Sept and their blood used to make an obscene painting of a septa and two horses. While the streets of Oldtown are patrolled by the Changelings, who keep the cruelty and mischief of their parents to a minimum, they dare not enter the blood-soaked sept, nor are they allowed to intervene in the siege of the Hightower. Despite the hordes of fey and wild things, the docks of Oldtown still bustle with trade, although many leave with passengers they did not expect.

Gawen's Glory: Once more Prince Gawen triumphed in a hard-fought duel against one of the fey lords, slaying it in single combat with his blade half of bronze and half of steel, rescuing the children it had trapped in a tower and returning them to their grateful families and securing the loyalty of the fey lord's strange vassals, who he sent to defeat the Green King, or steal his cloak failing that.

I don't even know how to react to the madness that the Reach is now.

Looking forward to the more detailed report from the Green Men delegation to the Stormlands.
 
What's the plan for the Dustins?

Most of the Dustin wealth and power comes from having one of two (now three) cities in the North.

I think we build a Shipyard in the Glovers land, grant them a city charter around it as a reward for the faithful aid they gave to the Mormonts at our command.

Then send Edward, Lyanna, Edwyle, and Sybelle to visit Barrowtown to inspect the new concrete factory and shipyard. Start with the concrete factory, and praise Lord Dustin for his speed and effort in establishing it. Then ask to see the progress on the shipyard. Edward and Edwyle can express disappointment, while Lyanna instigates with comments about what her father was able to accomplish at Bear Island despite not having the resources of a large city to aid him. And then Sybelle can drop the bomb that her father was rewarded for his faithful efforts to fulfill the King's command with a city charter.

It's a pretty unsubtle message, but considering how obvious the Dustin's have been in not following orders - orders that increase their own security, well, I think it gets the message across: "You can be replaced."

City charters are a pretty big thing. Basically we are detaching the Western Lords from needing to depend on Barrowtown for commerce.

If we really want to stick it to them, we could approach the Tallharts and see if they can afford to build a second fleet at Torren's Lake, with the offer of a city charter if they succeed. (Maybe they could split the cost with the Crewyn's and the city could positioned on their borders at Torren's Lake so they could share the city?)

Basically give rewards to more faithful lords that undercust the Dustin's position.

@notbirdofprey What would be the expected feeling for doing this sort of thing? I'm assuming that city charters are a huge deal. What is the likely political fallout of such an action?
 
A city charter would seriously piss off the Manderlies and the Dustins, and probably be seen as something of an overreaction, not to mention sending House Glover into a bit of a tizzy as they try to establish the city and make it grow as fast as possible during winter.

A town charter would be seen as much more reasonable, and serve as quite the public slap on the wrist while rewarding the enthusiastic obedience of other houses.
 
So whats going on in the realms these days? Sees: great scott!

Barrowton Foolishness
I dont know if harsh measures are needed but we do need to rebuke them somehow or we'll lose face and let the insubordination lie, which needless to say isnt good.
Ayy this should keep loyality until at least the grandkids unless we mess up somehow.
The Arrival of the Devout
Oh no this aint cool at all, we've been keeping warriors sons out as to not cause problems and now they're here anyway.
I Fecking knew that ritual didnt do nothing!
Ouch, means our giants are gonna be a while longer still, which sucks.
Reminds me of spiderwick chronicles. Im okay with this.
Blessed Blade, Blessed Bow
Sketchy but not in a bad way.
Ironborne man, we really need to deal with them.
Well the arryns are vying for the skies, sadly the fire lizards have them beat.
Sure, i believe you. Yep, 100% trust.
Storm god shenanigans? Maybe drowned god pitching a fit.
Not good, maybe we should offer some help if we can.
Religious berserkers, joy.
Sounds like the ironborne afmre getting weaker or stronger with these bew ships and monsters but i really cant tell which.
Anything called a wildhunt isnt good. We should look into how to appease the bigger fae if possible.
This is the bad kind of sketchy, far magic is weird as hell.
Sounds like the Reach is gonna be in good hands with a strong martial ruler who's resistant to fae.
 
A city charter would seriously piss off the Manderlies and the Dustins, and probably be seen as something of an overreaction, not to mention sending House Glover into a bit of a tizzy as they try to establish the city and make it grow as fast as possible during winter.

A town charter would be seen as much more reasonable, and serve as quite the public slap on the wrist while rewarding the enthusiastic obedience of other houses.

Hmmm... makes me think that a slightly more subtle approach than my original suggestion is needed. So a town charter for the Glovers, and Edward inspecting the works at Barrowtown, but none of the mummery.
 
We could go and start building up the eastern side of the north as well to defend form Ironborn, along with raiders and slavers form Essos. It would also be a slap on the wrist due to us not having confidence in their ablity to defend the cost.
 
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