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A Druid In Game Of Thrones

When a teacher dies to save his student, he is sent to the Game of Thrones universe by a R.O.B. Then he chooses to be a druid. Let's see what he can do when he wakes up as a commoner child. This is going to be a slow-burning series, and this is my first project as an author. He starts as weak as possible then he will get strong. If everything goes right, I'm thinking of writing 500 chapters at the very least, and this will not be a carbon copy of the plot. I m going to change things like the timeline, age and more. The story starts between Robert's Rebellion and Greyjoy's Rebellion. This is an AU. A/N: mc will trade his memories of the book and tv show to gain more power, but he will still remember his life in the modern world and will carry all the knowledge he gained in this world to his new life. I do this because I don't want an omniscient mc, I want him to make mistakes and develop by learning from these mistakes. Disclaimer: I don't own the ASOİAF or the G.O.T. series; they belong to author G.R.R. MARTİN. Cover art is taken from a stock photo site. A/N: there are knights in the north; they are just not called knights. Heavy cavalrymen in the north serve a nearly identical function to knights south of the Neck and are considered knights in all but name. I just don't want to call them cavalrymen. So there are knights in the north, but they don't take their oath to the seven. A/N: English is not my first language, so if there is a grammar issue, please tell me, and I will try to fix it. I will try to release 3-4 chapters a week. If you want to read ahead or donate, you can visit p-a-tre-on/kurowashi

KuroWashi1903 · TV
Not enough ratings
306 Chs

CHAPTER 226

A/N: If you want to donate or read up to 35 chapters ahead, you can visit my p-a-t-r-e-on/kurowashi 

If you see grammar errors, please let me know so I can fix them and I'm always open to constructive criticism. 

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CHAPTER 226

295 AC

POV THIRD PERSON

Aermir reached the Sweetsister after a few days of travel. On this island, five houses held dominion. The Sunderlands, responsible for ruling over all three Sisters, were a force to be reckoned with. House Borrell, in charge of Sweetsister, was another significant power. The remaining three houses were more akin to the previously encountered Ironcrest and Stormcliff – small holdings with a mere thousand men to defend their castles.

Considering his prior strategy, Aermir opted to take a less direct role in the coming battles. Instead, he intended to let his men face the challenges, thereby allowing them to gain valuable combat experience. Ravens were permitted to carry messages between Longsister and Sweetsister, ensuring both Houses were aware of the recent developments. While the defeat of House Stormcliff did cast doubt on the power of the Sistermen, House Sunderlands' long-standing arrogance could not be so easily washed away. They still held steadfast in their belief that they could overpower the Druid, boasting a combined force of nine thousand men which, mostly made out of levies.

Unwilling to concede, the Houses of Sweetsister opted for a unified front. They formed a single, massive army, planning to ambush the Druid despite not fully comprehending the nature of their foe. Aermir, however, had already acquired intelligence on the position of the consolidated army and their intended ambush site from his familiars, entrusting the planning and execution of the upcoming battle to his capable generals: Harlik Greenwood, Jory Flint, and others. His role in this conflict would be limited to providing buffs and healing.

The battlefield, lush and verdant, stretched out before them, and the soldiers of the Sistermen's houses were still marching for the intended ambush location, but when they had the news that Drasil's army had discovered them and was marching towards them, they had no choice but to ready themselves for the impending battle.

The generals' plans were meticulously laid out, emphasizing the importance of discipline and coordination. They knew that the key to victory lay in exploiting the inexperience of the Sistermen troops and disorienting their combined force.

Aermir, watching from the rear, began casting his ritual buffs over his vanguard. A powerful gust of wind swept over the assembled soldiers, invigorating them and preparing them for the battle ahead. The Sistermen, complacent in their belief of numerical superiority, remained blissfully ignorant of the looming threat. Aermir had to leave 2 thousand men behind to keep the Longsisters in control so their numbers were less.

As the battle commenced, the Sistermen charged forward, their forces disorganized and lacking a unified strategy. They didn't recognize the devastating potential of Aermir's army, a lesson they were about to learn firsthand.

His men displayed an almost supernatural discipline, executing military strategies with precision. Pike formations, phalanxes, and testudo formations, renowned for their effectiveness, were expertly employed in different locations on the battlefield.

Like in every battle, Aermir's 200 paladins and Knights of Drasil vanguard became juggernauts, thanks to his buffs. Their stamina and power seemed boundless, making them unstoppable forces on the field. These seasoned warriors, fueled by Aermir's empowering magic, became the core of his formidable army.

The generals led their units like seasoned orchestra conductors. The armies of Harlik and Jory operated in perfect harmony, their maneuvers executed with deft precision. Their seamless coordination exploited the chaos within the Sistermen ranks, leading to a significant advantage.

The Sistermen lords, observing the unfolding catastrophe, attempted to regain control over the situation. They barked orders, desperately rallying their troops and striving to restore discipline among their ranks. House Borrell's commanders took on an especially active role in organizing their forces. The imminent danger had become starkly apparent.

The battle unfolded like a symphony of warfare. Aermir's contribution, although limited to healing, remained crucial. His mending abilities were employed skillfully to ensure that his forces were in peak condition, which allowed them to continue their relentless advance. 

The infantry was organized into tight pike formations that acted as a formidable shield against the charging Sistermen cavalry. As the enemy riders bore down on them, the pikes were lowered, forming an impenetrable wall of spears. The cavalry charge was met with a deafening clash as horses met the bristling wall of pikes. The disciplined foot soldiers stood their ground, their pike formations remaining unbroken.

Among the infantry, Aermir's paladins and Knights of Drasil created a nearly impervious phalanx. They advanced methodically, with their heavily armored ranks presenting an unassailable mountain.

While the infantry held the front lines, skilled ranger units positioned themselves in elevated locations, raining volleys of arrows upon the Sistermen forces. The rangers moved in unison, their deadly shots finding their marks with uncanny accuracy. This consistent barrage disrupted the Sistermen's attempts at regrouping and launching coordinated counterattacks.

When the Sunderland's commander saw they were losing the middle, he started issuing new commands to their troops. Their orders were aimed at creating a coherent defense, but step by step, they were losing their ground.

As the battle raged on, the Sistermen soldiers, initially confident in their victory, grappled with confusion and frustration. In their opinion, their neat formations devolved into a chaotic mass as they tried to adapt to the relentless tactics employed by Aermir's disciplined army, but compared to Aermir's army, they were just a motley bunch.

The Juggernauts' powerful charge tore through the Sistermen's vanguards like a tempest, leaving destruction in their wake. The Sistermen soldiers, caught off guard by this ferocious assault, found themselves facing an impenetrable wall of armored might. The disciplined juggernauts smashed their way through the enemy's formation, rending it apart with every step. The shock of the attack rippled through the Sistermen's army, leading to confusion and disarray. They had lost the center, and their army was split in two.

The broken Sistermen army started to rout; the Sistermen army was thoroughly crushed. They had lost more than half of their troops. Compared to them, thanks to Aermir's healing and superior army, they had only lost 300 men. As the sun dipped below the horizon, it was setting on top of the Houses of Sweetsister, and with the new day, the island would welcome its new ruler.

...

King Robert Baratheon, seated at his ornate desk, listened intently as Jon Arryn laid out the intricacies of the conflict on the Three Sisters. Jon Arryn, his brow furrowed with worry, began, 

"Your Grace, the situation in the Three Sisters is growing dire. The ongoing strife threatens the peace not only on the islands but also throughout the entire kingdom. We must act swiftly to restore order."

Robert, leaning back in his chair, nodded in understanding. "I see your concerns, Jon. We can't have the realm in turmoil. But you know, I've already made my stance clear on this matter. I can't afford to side with House Arryn in this conflict."

Jon Arryn, his eyes filled with desperation, implored, "Your Grace, I understand your position, but surely there must be a way for us to resolve this situation without compromising the integrity of the Crown. We've been staunch supporters of your rule, and now, in our time of need, we seek your assistance."

King Robert looked at Jon with a stern gaze. "Jon, you know I value our friendship and your unwavering loyalty. But I've stated my opinion, and I intend to keep them. Your men are the instigators of this conflict, and they are paying the price for it. I cannot intervene in the Sisters' conflict. I hope you understand."

Jon Arryn kept talking about the broader implications for the stability of the kingdom and the safety of the smallfolk, not explicitly revealing his own vested interest in preserving the lands held by House Arryn, but none of his words were enough to convince Robert.

Jon Arryn, as he received the news, felt a sense of relief knowing that his Vale Knights were already on the move, landing on the Three Sisters to aid in restoring order. He thought to himself, How dare this upstart attempt to claim what is rightfully his through the use of that Druid's power? If it's a war they want, then a war they shall have.

The Lord of the Vale was resolute in his plans. Of course, as the wise hand of the king, the moment he regained control of the Three Sisters, he would sue for peace. At that time, he would be in a strong position to demand war reparations for the conflict. A small price to pay, he mused, for the audacity of this young lord.

Jon Arryn's thoughts then shifted to the North and his dear friend Eddard Stark. Ned, he mused, was a problem. If I want to get what I want, I have to find a way to delay him. If he asks for peace, I have to give it to him since it would be unwise to fight the entirety of the North. I cannot sue for peace with the brat until I recover the islands.

With a sense of determination, Jon Arryn began to set his plans in motion, confident that he could navigate the complexities of this power struggle and protect the interests of his house.