The Long Night & Azor Ahai mod icon A CK3 mod for A Game of Thrones

The Long Night & Azor Ahai

"There is only one war that matters. The Great War. And it is here."

Eight seasons promised us the Long Night. We got one dark episode and a knife. The best version of that story is still sitting there unwritten — and a game where you play a lord in Westeros is a very good place to write it.

Version 1.1.0aRequires A Game of ThronesCK3 1.19.0.6English & RussianMid-save safe

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The mod in full

What this is, start to finish

The Long Night & Azor Ahai is a submod for A Game of Thrones, the Crusader Kings III total conversion, and it does one thing: it builds the Long Night out into the endgame the setting always pointed at. It is free, it lives on the Steam Workshop, and it has shipped twenty-nine updates since 8 August 2026, most of them built from what players reported in the Discord and the comments. The current version is 1.1.0a.

The invasion is a struggle in four phases that you can watch coming for decades. When it arrives, the Night King is a character — a court, a culture, a faith, a realm of his own — and every lord he beats gets back up wearing his own face, keeping his own title, answering to a new liege. Dragons that die over his ground come back on his side. The Wall comes down at Castle Black with the camera on it. His host grows with what he takes: twenty thousand beyond the Wall, fifty once the far north is his, a hundred thousand when the Wall falls, two hundred thousand when the North does, scaled by the difficulty you chose and capped at half a million — the population of King's Landing.

The living have a lot to do about it. You can take the black and mean it: lay down your lands, hand the realm to your heir, and hold one of the Wall's castles or ride with one of eight ranging companies as a landless captain. As Lord Commander you can call a Great Ranging and pay two hundred brothers for the answer, or send a sworn brother down the length of Westeros asking every lord how full his dungeons are. Southern lords can send men and grain north, empty their cells onto the Wall in one order, mine dragonglass, bring a red priest into the hall, and ask him for the one blessing a priest can give once in his life.

Since 1.1.0 the Night King is not a dice roll. Reaching him opens the Last Hour, a Trial-of-Seven melee in the snow: you and the people who were actually there against him and his White Walkers, blow by blow. Castle steel does not bite. Lightbringer, Valyrian steel and dragonglass each open their own way through the fight, a red priest can pull you back from it, and kin can take the blow meant for you. Only a bane destroys him; ordinary steel casts him down and the dark crowns another. Lose, and he keeps you — your character is raised as one of his, and a later champion may find you standing on the wrong side of the line.

Underneath all of it runs the prophecy. Every character in the world is measured against nine marks, continuously, and the AI competes for the naming as hard as you do. Red priests, witches and greenseers say the name out loud; Lightbringer can be forged at the price every version of the tale agrees on; and whether the one they named was ever the prince is decided behind the curtain and revealed once, at the end. Then comes the Dawn: a scoured North, the Question of the North, colonists and free folk filling the empty land, and a record of who was actually standing there when it ended.

This page is the reference. The Workshop page is the short version, and the GitHub wiki mirrors this page with the full version history.

The showcase

Watch it play out first

The whole mod in one video — the invasion, the Watch, the prophecy, and what the map looks like when it's over.

The Long Night & Azor Ahai — Full CK3 AGOT Mod Showcase. Plays here, or watch it on YouTube.

Read this part

Before you play: one rule

Disable every other Long Night mod

AGOT: The Long Night and The Long Night+ must be unchecked in your playset — not sorted below this one, disabled.

This mod grew out of both and ships files at the same paths. Either of them loaded anywhere in your list overrides this mod with older code and brings back the see-through dragon bug. You can unsubscribe from them entirely — this mod replaces both.

What you'll play

The dead get back up

Not a doom counter and a stack of skeletons. An invasion that has characters, politics and a body count you recognise.

A wight in Crusader Kings III — a risen lord keeping his own face, titles and vassals under the Night King
A risen lord — same face, same title, new liege.
An Other in Crusader Kings III, ruling as a character within the Long Night realm
An Other. Not a troop type — a character.
The Night King character view in Crusader Kings III, ruler of The Others with the Ever Winter faith
The Night King himself, with 288K men behind him.

Wights are characters, not troops

Every man you lose can rise wearing his own face — wights with their own portraits, their own titles, their own rot, ruling their own realms under the Night King.

They raise what they kill

Bring a dragon down over the Haunted Forest and it comes back. Same name, same face. The wrong colour, and the wrong rider.

The Wall comes down on camera

A scripted collapse at Castle Black, not a pop-up notification — and thirty days later a card that opens in your own station, whether you were a sworn brother on the Wall that morning, a free folk chief, a dragonrider, a northman, a red priest, a lord, or nobody at all.

Take the black, and mean it

Lay down your lands, hand the realm to your heir, and serve. Hold one of the Wall's nineteen castles as a sworn brother — or ride out with one of eight ranging companies, landless and oathbound, each with a real camp on the map from day one. Captains compete for First Ranger.

Decisions only the Lord Commander gets

Call a Great Ranging north for word, and pay two hundred brothers for it. Or send a sworn brother gate to gate down the length of Westeros, asking every great lord the old question: how full are your dungeons, and what were you planning to do with the men inside them?

Southern lords have a stake

Send Men and Grain to the Watch — a cart, a season's stores, or your whole vault. The Watch keeps a list, and it decides what they'll do for you later. Or send the dungeons to the Wall in one order: every prisoner who can take the black, and a reason for each one who cannot.

How it ends

The Night King is fought, not rolled

Added in 1.1.0. Beating the dead in the field once opens the War for the Dawn; reaching him opens this.

The Last Hour

A Trial-of-Seven melee in the snow: you and your companions against him and his White Walkers, blow by blow. Prowess counts for half against them — a great swordsman with castle steel loses eventually. Lightbringer, Valyrian steel and dragonglass each open their own option and change the fight. Kin and friends on your line can take the blow meant for you.

Only a bane destroys him

Dragonglass, Valyrian steel, Lightbringer or dragonfire. Ordinary steel casts him down and the dark crowns another, and the Long Night goes on. Whoever lands the killing blow is Azor Ahai Reborn — marks or no marks, named or not.

Lose, and he keeps you

Your character is raised as one of his before the card even opens, tells you what it felt like, and is his from then on. You play on as your heir. A later champion may find you standing on his side of the line.

The spear

If the dead field no dragon of their own, he can bring one down in battle — every rider present is a target, the odds run from about forty percent against a hatchling to five against something Balerion's size, and they climb beyond the Wall. The rider rolls to live. The dragon is not killed; it is taken, and comes back under him with its own name and history.

The Wall is a ward

A rider can force a dragon across a standing Wall anyway — the AI is likelier to try it the less it knows — and a Night King met beyond an intact Wall is near-certain to take that dragon. Once the Wall is breached, the ward is gone and dragons fly where they like.

White Walkers before the Long Night

During Winter Is Coming, rangers and northern lords can meet a lone Walker before the dead have taken a single county: a small melee, one Walker against a handful of men, with the Sam Tarly outcome in the deck.

Died, and came back

A red priest can spend himself on one person, once, ever. A blessed man who falls in battle gets the argument — a card when you go down, the priest's decision two days later, and coming back is your button to press. Each return needs a fresh priest and takes more out of you.

The record

The character page remembers it: the Walker you killed, the night you faced him and lived, the steel that broke in your hand, the day the Wall fell, who paid to bring you back, and the day the dark won or lifted. When it ends, the game writes down who was actually standing there — only the men who were in the fight.

The struggle

The invasion is a four-phase struggle

Each phase changes what your counties produce and how close the dead are. Dead dragons, lost rangings and a hollowed-out Watch all move the tracker — so preparing is a strategy you can actually plan, not a guess.

THE LONG SUMMER

Peace, a +5% county modifier, and a counter you can see from day one. This is the window you get to spend.

WINTER IS COMING

−5% county modifier. Length is unknown, and your own losses shorten it.

THE LONG NIGHT

The invasion, at a −10% county modifier. Dragonglass in the cellars and men sent north is the whole difference between surviving it and being surprised by it.

THE DAWN

A ruined North to rebuild, and one crown-level choice that outlasts the war.

The Long Night struggle screen in Crusader Kings III showing the Long Summer, Winter Is Coming and Long Night phases with their catalysts
The same tracker in the Long Summer, Winter Is Coming and the Long Night. The catalyst list underneath is what moved it.

A quiet century still ends on schedule. A bad one ends early.

The prophecy

Azor Ahai has a whole system behind it

Not a trait you tick in the ruler designer. Every character in the world is measured against the prophecy continuously, their standing moves as marks are earned and lost, and the AI is competing for it too.

Nine marks — and you never need all nine

  • Dragon dreams, and greensight
  • Born in salt and smoke, or beneath a bleeding star
  • Hidden blood — a Valyrian bastard raised inside a great house
  • Walking among the dead and surviving it
  • Carrying spellforged steel
  • Waking dragons from stone
  • Dying, and not staying dead

Five are decided at birth, four are earned — and two are checked continuously: lose the sword or the dragon and the claim goes with it. Read the Signs tells you which you carry, and costs nothing.

And the realm decides what it means

  • Deeds need validating by a red priest, a witch or a greenseer — an unwitnessed miracle counts for nothing
  • Two deeds make you Favored of R'hllor; four make you Chosen — a game rule can make it one and three, or three and six
  • Lightbringer can be forged, at the price every version of the tale agrees on
  • Claimants carry the Prince That Was Promised as a nickname
  • Kill the Night King and you are Azor Ahai Reborn — marks or no marks
  • The AI plays all of it — rival claimants meet, and sometimes ally
The Lightbringer artifact in Crusader Kings III — the red sword of heroes, forged three times
Lightbringer, once it is finally out of the third quench.

Whether the one they named was ever the prince is decided behind the curtain, and the world only finds out at the end. There are four ways that can land.

After

The North is left in ruins

Surviving the invasion starts a second game: an emptied North, and decisions about it that stick for the rest of the campaign.

The Question of the North

Restore the Night's Watch, or open the Gift to the free folk. One crown, one choice, and it sticks for the rest of the game.

The land refills

Wildling clans migrate into the empty North year by year. Landless survivors walk the Kingsroad home to rebuild their ancestral seats.

Sell the ashes

Sell colonisation rights to the Free Cities — then watch your northern vassals remember that you did.

The Men Who Were There event in Crusader Kings III — the end-of-war card naming every character who stood at the final battle
When it ends, the game writes down who was actually standing there — and gets it right before the singers get it wrong.
Your apocalypse, your rules

Make it happen when you want it

The invasion — eight rules

  • Chance — certain, near-certain, even odds, remote, or never
  • Moment — a random summer, immediately, in fifty, one hundred or one hundred fifty years, historical, full random, or only when you say so
  • Strength — weak, standard, strong or insane. Each tier sets the size of his host, his advantage, damage and toughness, how fast he re-arms between wars, and how much he takes per war
  • War tier — duchy (a slow grind), march (recommended), or empire (a rapid onslaught)
  • Resolution — his death ends it, or the War for the Dawn does
  • His dragon — he raises what he kills (default), one simply appears, or never
  • The Iron Throne — whether it reforms afterward
  • Recurrence — once, or The Cycle: the Wall is raised anew, the veterans of the first dawn are known by name, and the second night comes heavier than the first

The prophecy and the Watch — five more

  • Was there ever a prince? — let the flames decide (a hidden coin, tossed once at game start), there is a prince, or there is no prince and every naming is a priest reading his own hopes
  • Naming — as the books have it (two marks to be Favored, four to be Chosen), the flames are loud (one and three), the Citadel's reading (three and six), or nobody is ever named
  • Claimants — anyone at all, players only, or one Chosen at a time
  • The ranging companies — the Watch fills them itself, leaves them for players, or all eight ride from day one
  • Send the Prisoners — whether the Wall takes counts and below, or any rank

Rules are baked in when a save is created. Changing them means a new campaign.

Setup

Load order

  1. A Game of Thrones — required
  2. AGOT submods — AGOT+, Valyrian Steel, Submod Core, Nobility, model packs…
  3. AGOT: The Long Night & Azor Ahai (this mod)
  4. Optional: Supernatural
  5. If you run Supernatural: AGOT: Supernatural & The Long Night Compatibility Patch — always last

Not on Steam? There's a manual install guide covering GOG, Epic and Game Pass copies.

One note for dragon-mod users

Dead dragons' looks are baked into your save against the exact list of portrait genes your mods add. Adding or removing any gene-adding mod mid-save — this one included — can scramble dragons that are already dead. Living ones are safe. Pick your dragon mods at campaign start and keep them.

What's changed

Every release, newest first

The newest first, each in a sentence or two. The complete notes for every release, with reporter credits, are on the Workshop change-notes page and in the GitHub wiki.

1.1.0a — One Host

A hotfix, no new content. The dead stop fighting the dead: the Others no longer declare de jure wars, a war with the dead on both sides cannot be declared on thirteen casus belli, and the Night King's own invasion can no longer be aimed at his own. Nobody keeps an alliance with the dead, and the living no longer serve them. From a full playthrough log: the Trial of Seven no longer carves one name three times, the spear card shows its portraits, and the two cards that could land on the same day no longer contradict each other. Twelve fixes.

1.1.0 — The Last Hour

The Night King is fought on foot, in the snow, by you and the people who were actually there. Lose and he keeps you. White Walkers can be met during Winter Is Coming. The character page records the war. A rider can force a dragon over a standing Wall. The Wall's fall is told to everyone in their own station. His host grows with his conquest — twenty thousand beyond the Wall to two hundred thousand once the North falls — and a field kill no longer ends the Long Night; only a bane does. Underneath it, the largest fix pass the mod has had, including three overrides that had never actually run.

1.0.16a — The Wanderer

The Night King keeps his land on older saves, answers to nobody, and can pay his men again. Beating a small detachment no longer ends the Long Night. One new decision: Send the Dungeons to the Wall. A limit on how many people the red priests can bring back — asking for yourself is never refused.

1.0.16 — The Dead That Frighten You

The Others became a real army: a culture with traditions and innovations, a strength rule that carries advantage, damage and toughness instead of a levy number, Insane's headcount cut fivefold and its power raised. The invasion moves at the pace the difficulty promises. The Last Hour is a duel, not a button. The War for the Dawn can only be declared by an independent ruler, and only once the dead have lost a war. The red priest you sent for actually turns up.

1.0.15a

Rulers added by other submods no longer read "Missing Title Loc". Essos Expanded, Legacy of Valyria, Nobility of Westeros and anything else that names its own rulers work alongside this mod with no patch from either side.

1.0.15 — The Repair Release

Killing the Night King wins the War for the Dawn instead of invalidating it. Azor Ahai Reborn goes to whoever earned it. The ending happens on screen every time, and only dragonglass, Valyrian steel or dragonfire can destroy him — ordinary steel casts him down. The Beric track: being returned by R'hllor is no longer once per lifetime. The Night King has a face. Undead dragons breathe blue fire.

1.0.14

Being brought back by a red priest had never worked for a player; four separate reasons, all fixed. Ask for the Lord's Blessing as a decision. AGOT 5.0 and 5.1 compatibility. The dead now clear the North before going south, and Winterfell falls last.

1.0.13

Compatibility with A Game of Thrones 0.5.1: river travel restored, eight royal titles named again, raised dragons resemble the dragon that died. The mod stopped shipping its own copy of AGOT's rules file, so their changes reach you directly from here on.

1.0.12

A second road to Lightbringer — consecrate a Valyrian blade you already carry. The Night King's spear. Travel danger in lands the dead hold, visible in the planner before you commit a route, and two events for crossing that ground. The Great Ranging reworked.

1.0.11a

The three cards that mark the turn of the age are written for your place in the world — Watch, free folk, North, dragon blood, R'hllor, lord or adventurer — and the priest who names you is a person with a face.

1.0.4 through 1.0.11 — August 2026

The struggle, the ranging companies and the Wall's castles, the Great Ranging, Send Men and Grain, the aftermath and the Question of the North, wights keeping their faces, the Wall's collapse on camera, the blue-eyed dead, the Russian translation, and a great many fixes. Those notes live on the Workshop change-notes page.

Full disclosure

What this overrides from AGOT

You deserve to know what a submod touches, so here is the whole list. Every entry is a same-name override of exactly one AGOT definition: their body copied in full, one documented change, re-checked against their current version every release. It is longer than it used to be, because the mod is.

Nineteen definitions

  • Six scripted rules — alliances (nothing living keeps an alliance with the dead), who may be played (a character raised as one of the dead hands off to an heir), the second chance at a natural death (the red priest's last kiss), who may be a guest, who may be regent (never a sworn brother, never for a wight), and who may move a camp (ranging captains, like the First Ranger)
  • Eight scripted triggers — knights, court positions, councillors and commanders (the living do not serve the dead, and the Night King may lead his own host), capture (he is imprisoned rather than randomly slain in a siege), regency for personal reasons, who may become a landless adventurer (never one of the dead), and one check thirteen AGOT casus belli share (the dead cannot declare war on the dead)
  • Three scripted effects — how rulers are named (wights, ranging captains and wardens get their titles; every other mod's titles pass straight through), what happens when a dragon dies in a dragon duel (the dead may claim it), and the melee's scene (snow, not a tourney ground)
  • One decision, one casus belli — Restore the Night's Watch (refounded only when the Watch is genuinely gone), and the independence war (a sworn brother cannot secede from the Lord Commander)

And two that merge rather than replace

The ranger-camp domicile, so a ranging captain can hold a camp at all, and the Night's Watch title-gain handler, so appointing one doesn't force a government change on him.

Everything else sits alongside AGOT rather than on top of it. The mod is safe to add and to update mid-save — though game rules are baked in when a save is created, so an existing campaign keeps whatever rules it started with.

Built on the work of others. This is a fork standing on Freeholder's original Long Night, Tehaen's 1.19 update, and Wepo94's The Long Night+.

For the ones who read this far

There is a door in this mod

It has no handle on the outside. It opens for one kind of lord, it is checked exactly once — at the moment your character first draws breath — and nobody has ever stumbled into it by accident.

The riddle of the household ledger

Three decisions sit behind it. They do not appear greyed out with their requirements listed; if you are not the one it is waiting for, they do not exist. That is deliberate.

Everything you need is below. Nothing below is a lie.

Found your own house — and answer to no one above you.
Take the sin the septons put in the flesh,
and the virtue they put in the work. Both.
They sit oddly together. That is rather the point.
Then set your sword-arm at three fives
not one more, and not one less.

Do all of it in the ruler designer, before the first snow. The door is checked once and never again, so a build that drifts into shape later will find nothing waiting.

What's behind it: a household to put in order, a house to write down, and a ship that came back from somewhere ships do not come back from. That last one is not small.

No console, no save editing, no downloads. Just a character sheet built a particular way.

Common questions

Before you subscribe

Do I really have to disable the other Long Night mods?

Yes, and it's the single most common cause of something being broken. This mod is a fork of both AGOT: The Long Night and The Long Night+, and it ships files at the same paths. Load order won't save you — either of them enabled anywhere in your playset overrides this mod with older code. Disabled, not sorted. You can unsubscribe from them entirely.

Do I need to start a new game?

No. It's safe to add and to update mid-save. The one caveat is that CK3 bakes game rules in when a save is created, so an existing campaign keeps whatever rules it started with — if you want to change the invasion timing or difficulty, that needs a fresh save.

Does it work with Supernatural?

Yes, with the compatibility patch. Load this mod, then Supernatural, then AGOT: Supernatural & The Long Night Compatibility Patch last. Supernatural has its own page here if you haven't seen it.

What if I use other dragon mods?

Pick them at campaign start and keep them. Dead dragons' appearances are stored against the exact set of portrait genes loaded at the time, so adding or removing any gene-adding mod mid-save can scramble dragons that have already died. Living dragons are unaffected.

What version of CK3 is it for?

CK3 1.19.0.6, built against the current release of A Game of Thrones.

How do I actually kill the Night King?

Beat the dead in the field once — that opens the War for the Dawn, which only an independent ruler can declare. Reach him, and the confrontation is the Last Hour: a Trial-of-Seven melee, you and your companions against him and his Walkers. Bring a bane. Dragonglass, Valyrian steel, Lightbringer or dragonfire destroy him; anything else casts him down and the dark crowns another. Prowess counts for half against them, so a great swordsman with castle steel loses eventually. Have a red priest in your court before you go, because losing has a worse outcome than dying: he raises you as one of his.

What did 1.1.0 change?

The ending. The Night King is fought on foot in a melee instead of rolled; lose and you are raised as an Other; White Walkers can be met during Winter Is Coming; the character page remembers the war; a rider can force a dragon over a standing Wall; and his host now grows with his conquest instead of arriving at full size. The 1.1.0a hotfix that followed stopped the dead declaring wars on each other and keeping allies among the living. The full notes are in What's changed below.

Is it translated?

English and Russian, both complete.

Where do I report a bug or suggest something?

The Long Night Discord is the fastest route — bug reports, ideas and questions all land there, and player input has driven a lot of what's in the mod. The Steam Workshop comments work too.

Screenshots

What it actually looks like

All in-game, all from a live campaign. There's a full video showcase further up the page as well, and more on the YouTube channel.

The Winter Is Coming phase card in Crusader Kings III, announcing the turn of the age
Winter Is Coming — the warning nobody takes seriously the first time.
Take the Black and Forge Lightbringer decision windows in Crusader Kings III, showing their costs and effects
Two of the decisions: laying down your titles for the Wall, and lighting the forge.
The moment the Night King falls in Crusader Kings III, ending the Long Night
The blow that ends it — dragonglass, Valyrian steel or Lightbringer. Ordinary steel only casts him down.
The Long Night title card in Crusader Kings III as the invasion begins
And the card that means the quiet century is over.