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 unwritten, and a game where you play a lord in Westeros is a very good place to write it.
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1.1.3 — The Player Reports
Everything you reported on the Workshop and the Discord this month, traced and fixed. Safe to add to a running game. An existing save repairs itself, most of it within a month and the rest within a year.
Every change note on Steam →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.
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 thirty-one updates since 8 August 2026, most of them built from what players reported in the Discord and the comments. The current version is 1.1.1.
The invasion is a struggle in four phases that you can watch coming for decades. When it arrives, the Night King is a character with a court, a culture, a faith and a realm of his own, and every lord he beats gets back up wearing his own face, keeping his own title and 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 fight with the Night King is no longer a dice roll. Reaching him opens the Last Hour, a Trial-of-Seven melee in the snow: you and the people who were there with you 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, 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 the men who were standing there when it ended.
This page is the overview. The wiki is the complete reference, every mechanic with the numbers on one page; the Workshop page is the short version, and the GitHub wiki carries the full version history.
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. Sorting them below this one is not enough; they have to be 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. This mod replaces both, so you can unsubscribe from them entirely.
The dead get back up
This is an invasion with characters, politics and a body count you recognise, and the lords you lose come back as the enemy.



Wights are characters, not troops
Every man you lose can rise wearing his own face. Wights keep their own portraits, their own titles and their own rot, and rule their own realms under the Night King.
They raise what they kill
Bring a dragon down over the Haunted Forest and it comes back with the same name and the same face, the wrong colour and the wrong rider.
The Wall comes down on camera
The collapse at Castle Black is a scripted scene rather than a pop-up notification, and thirty days later a card 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.
The Night King is fought on foot
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, so 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. The numbers are in the wiki.
Only a bane destroys him
Dragonglass, Valyrian steel, Lightbringer or dragonfire. Ordinary steel only casts him down: within days he rises again, the same face and the same name, 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 taken, not killed, 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 a Get up button to press when he pays. Each return needs a fresh priest and takes more out of you. How to set it up, step by step.
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 standing there, and only the men who were in the fight make the list.
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 you can plan your preparations against something you can see.
Peace, a +5% county modifier, and a counter you can see from day one. This is the window you get to spend.
−5% county modifier. Length is unknown, and your own losses shorten it.
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.
A ruined North to rebuild, and one crown-level choice that outlasts the war.

A quiet century still ends on schedule. A bad one ends early.
Azor Ahai has a whole system behind it
There is no Azor Ahai trait to 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 and four are earned. Two of them 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, since 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
- The man who ends it is called the Prince That Was Promised, the Dawnbringer if he did it with a Lightbringer he forged, or, failing both, the Dawn
- 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

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.
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 choice, and it sticks for the rest of the game. By default a player in the North is asked before the AI crown.
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, and your northern vassals will remember that you did.

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 appears on its own, or never
- The Iron Throne: whether it reforms afterward
- Recurrence: once, or The Cycle, in which 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, the Watch and the Dawn: six 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
- The Question of the North: a player in the North is asked first (default), or the crown decides
Rules are baked in when a save is created. Changing them means a new campaign.
Load order
- A Game of Thrones (required)
- AGOT submods: AGOT+, Valyrian Steel, Submod Core, Nobility, model packs…
- AGOT: The Long Night & Azor Ahai (this mod)
- Optional: Supernatural
- If you run Supernatural: AGOT: Supernatural & The Long Night Compatibility Patch, always last
If you don't use 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.
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.
1.1.3 — The Player Reports
There is one Night King. Cast down by anything but a bane, he rises again within days in the same face and name, and every player is told so; dragon battle events can no longer pick him out of the line. Every dead lord now serves him, and no living ruler can fight on his side. The invasion's stages wait only on land he can attack, and wars on the Watch and the Iron Throne need more than held ground. Fixed: the freeze when the dead reach the Wall, Take the Black breaking your council, a Valyrian goblet becoming Lightbringer, Send for a Red Priest ignoring the priest already in your hall, raw trigger text under decisions, free folk resettling as feudal, and dead courts filling with thousands of new characters a year. A new rule asks a player in the North the Question of the North first.
1.1.2 — The Cold Does Not Fall
The Night King no longer dies by accident: the commander pool, a lost dragon duel and the melee's own engine could all kill him outside a scene. The Others are no longer handed to the Iron Throne after a mega-war, and the dead no longer turn up as guests in living courts. Spanish and French added, with every line in all four languages.
1.1.1 — The Watch Keeps No Land
A sworn brother renounces any land he inherits outside the Wall, the Lord Commander included; the exemption was how the Watch ended up holding a random county in the North. The dead answer to nobody living. Stannis gets Melisandre when he sends for a priest, and the lord of Dragonstone usually does. The Others cannot run schemes. Every county the dead take is set to full control so their own peasants never rise against them, and their land recovers control after a siege instead of never, which also stops the invasion stalling on its own revolts. The Crown of the Others no longer refuses its own king, and a load error on the house of the Others is gone.
1.1.0b — Keeping pace with A Game of Thrones
A hotfix for AGOT's 0.5.2 hotfix. An invasion war counts its goal as held once the dead occupy six tenths of it, so held ground plus a won field closes a war inside a season instead of a second winter. The seventy-two named dragons look the way AGOT now paints them, a camp with a dragon in it cannot be moved beyond an intact Wall, and dragon eggs are held by the right people.
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 there with you. 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, from 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 run at all.
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 now 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.
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.
Twenty 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)
- Four scripted effects: how rulers are named (wights, ranging captains, wardens and the Others 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), AGOT's dragon battle events (a dragon in battle cannot pick the Night King out of the line), and the melee's scene (snow, not a tourney ground)
- One decision, one casus belli: Restore the Night's Watch (refounded only when there is no Watch left), 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+.
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 how it was built.
Everything you need is below. Nothing below is a lie.
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. The ship is the big one.
It needs no console, no save editing and no downloads, only a character sheet built a particular way.
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. They have to be disabled, not sorted lower. 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. CK3 1.20 came out on 30 September 2026, but A Game of Thrones has not been updated for it yet, so keep the game on 1.19.0.6 for now. How to stay on 1.19.
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. Bring companions, because losing has a worse outcome than dying: he raises you as one of his, and no priest can argue with that.
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 is complete. The Russian translation covers most of the mod; the newest events (the Last Hour, the encounter, the spear, consecration, travel danger) are still in English.
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.
What it looks like in game
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.




