
Castle Black Part 2
Chapter 6: Castle Black Part 2 Supplemental
Chapter 6: Discussion
What of the greatest things to me about writing is the worthless trivia gained through research. The North of G.R.R. Martin's ASOIAF is supposed to correspond with Scotland. I know that if I tried to imitate a Scottish Brogue that I just irritate you for no perceptible gain. However I still wanted to acknowledge something about Scotland in this chapter. Hence an oblique reference to a Scots Dumpy, a breed of short-legged chicken.
One of the most memorable memories I retain from when I was a small child was the death of our family dog. I was only 4-5 y.o. at the time. The event was violent and traumatic and was seared into my brain.
Part of the reason for the delay on the posting of this chapter was due to a series of novice writer mistakes. I created several O.C.s (ex. Staunton, Lord Commander Umber) then I created D&D backstories for all of them. My story rapidly diverged into a series of biographies about their various tragic backstories. I ended up deleting 10+ pages in order to get this story headed back toward the right direction.
Regarding the missing wand, which I am sure will not be well received by at least some fans, I am continuing to use a 20-sided die for a lot of major events. I tried to keep the potential results fair and balanced. 1-10 would cause negative results while 11-20 would cause positive results. For this roll, I decided that 11-18 would result in Branwen finding the wand upon her person while 3-10 would result in the wand being at Castle Black and undamaged. I decided that 19 would deposit the wand somewhere in Westeros where Branwen would stumble upon it shortly after leaving Castle Black while 2 would deposit the wand in Westeros but require her to complete a short quest in order to retrieve it. If I had rolled a 1 then the wand would have been destroyed/damaged beyond repair. If I had rolled a 20 then she would have gained the ability to materialize her wand like the weapons and armor of Servants from Type-Moon.
I rolled a 4. While Branwen might not have her wand currently, expect her to regain her it soon.
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Perks System Adjustments
This story is still just starting. I am still making frequent adjustments and modifications. After multiple discussions with readers, reviewing my spreadsheet of possible perks, examination of other Celestial Forge and Jumpchain-based fanfics, and an enlightening debate with another fanfic writer, I have decided to modify my Perk system yet again (Hopefully for the final time). Adjustments include-
1) Rolling for Perks will now occur at the end of each chapter.
2) I have discontinued the ‘weighted’ rolls. The percent likelihood of any of the Perks being selected are now equal.
3) I have added an Option-Option ability, a Pass(x5), and an Option to Hold ability to rolled Perks.
4) I have added a Deferred Manifestation ability to the rolled Perks.
My spreadsheet contains Perks which I need to acquire before I can progress into certain areas of my planned storyline. To give myself more control of the Perk system I will now roll twice then select whichever of the rolls I prefer. I am allotting myself five Pass tickets which I can use if I do not want either of the rolled Perks at that time. I am also adding the ability to ‘Hold’ onto any perks rolled which I want and are nearly in my reach but which I can’t yet afford. Limitations on Holds: the CP cost must be within 100 CP of my current banked CP and it costs an extra 100 CP to use this ability.
There were multiple reasons I wanted the ability to Defer manifesting certain Perks but one of the biggest is simply effective IRL time-management. I have ADHD. Taking a wrong turn at Albuquerque is a daily issue if I don’t manage my schedule carefully. Today’s roll included a very fun tattoo Perk which I ended up spending over four hours of research on without reaching a final decision. I finally realized that Deferring the Perk would work best both for me and those following the story.
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10 CP remaining from Chapter Five
Chapter Six contains over 4350 words. Worth 220 CP.
Total CP available = 230 CP.
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Purchased this Chapter
Wand: Shaman: Vanir Sorcerer [God of War - 2018] for 200 CP
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Wand: Shaman: Shapeshifter [God of War - 2018] (200)
You are now a shapeshifter of some talent, finding that you are able to turn into nearly any singular natural animal and appear to nearly any means of identification that doesn’t involve looking at your soul to be that animal. This comes with the instincts to do what these animals are able to do (knowing how to fly as a bird when taking its form, the best way to swim as a fish, etc).
Bonus Perk: Divine Physiology (Free)
Truly you are beyond mortal kind, you have reached the point that once you have reached your prime you no longer age. It would require something on par with the Leviathan Axe to seriously wound you, and even then you would be able to fight for hours while wounded. You are able to move fast enough that mortals would claim you can teleport short distances.
Bonus Perk: Domain (Discounted - Free)
Should you choose War as your domain you would find that you learn all forms of martial combat easier than usual, you can see the flaws in your opponents fighting style should there be any, you can teach others forms of martial combat easier than usual, etc. If you choose something more elemental in nature, then you would be able to manipulate that element in several ways, for example a domain of Storm would have you being able to create storms, summon lightning strong enough to kill mortals, and more.
Bonus Perk: Magic of the Old World (Discounted - Free)
Your affinity for nature magic is greater than your fellow Vanir. All magic that is based in the natural world costs half as much mana (or whatever energy/component you might require for the spell) then it would for others. Keep in mind that any spell will still cost something unless it was originally free to cast or you have another method to make it free to cast. This also comes with the odd gift of being able to “listen” to the world around you, allowing you to find beings you are looking for should they not take measures to hide from you.
Bonus Perk: Enhanced Senses (Discounted - Free)
You cannot see any better or hear any better, but your senses have been heightened in a particular fashion and the world around you is somehow clearer than it was before. You can now feel the nature of the world around you and the nature of things that would normally be hidden to your other senses through a new sense separate from all others you possess. You may feel the hidden flows of magic or divinity that permeates the world, beings, and objects around you.
Bonus Perk: Like my Brother! (Discounted - Free)
Family can be complicated at times, actions can be misinterpreted, words said that you don’t truly mean. This perk offers a solution to that, so long as you and your family truly care for one another and want to reunite then this perk will help show you what you need to say and do to get there.
Bonus Perk: Acting of the Judge (Free)
In the game, God of War 2018 & God of War Ragnarok, Christopher Judge played the role of Kratos. With this perk you will receive both the general acting skills, and the voice acting skills of Christopher Judge. Maybe in your next Jump they could be put to good use, or you could convince someone who doesn’t see you that your Kratos. Have fun!
Bonus Perk: Tattoos (Free) DEFERRED
Like most characters from God of War you now have the option to gain some excellent ink on your skin. Pick any style that you wish, simple and intimidating like Kratos, artful and complex like Baldur and Freya, or just some small Norse runes like Atreus has. They can become darker and more prominent when using your powers or fighting, while fading out during long times of peace.
Bonus Perk: Mimir (Free) DEFERRED
A talking head! While it is a bit morbid, Mimir is quite happy with this better than being stuck in a tree for eternity at any rate. He gives very good advice and you find that he has a gift for telling funny stories, and stories that often carry a lesson. Furthermore, while he is blind in one eye his other eye is a functional Bifrost Eye. Meaning that while he cannot create portals to other realms, he can show what is happening in nearby realms to others as well as peer into nearby realms himself. You cannot take this eye for yourself. Should you keep him as a head, and he remains on your person, you will find that he is seemingly incapable of being injured. Not that he can’t be hurt but more like any potential injury seems to just miss him. An arrow aimed at him? It will hit the spot right above him. You go tumbling down a hill? He’ll never be caught between you and the hill, though he may be a bit dizzy.
Bonus Perk: Godly Beards and Other Divine Accessories (Free)
As you may notice, many who wander this land have curious looks, complex hairstyles, and of course full, glorious beards! You may also benefit from these minor cosmetic boosters by having easily manageable, luscious hair and great beard genetics, as well as the knowledge on how to manage and style them however you like (this part is toggleable if you don’t want a beard). You can also have any purely cosmetic changes such as the literally ashen-look of a certain god of war, horns like Mimir, or even something like the blue skin of Brok.
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30 CP remaining at end of chapter
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