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

Turn 2
Summer turns to fall, although the long season does not change. The smallfolk begin their harvests. Your wife is somewhat cold to you, although she continues doing everything you ask ably enough. Your children seem to have turned towards their studies and lessons, your sons even trying to train with the guard a time or two.

The acolytes you requested appeared, including one from Umber lands who stands nearly six feet tall…and is so shy you thought he was mute at first. You introduce them to Maester Brynden and let him sort out the work they will be doing. You have your own tasks to be about…and dreams which have changed lately. Your hours abed are filled with ice and fire, both held back by some invisible leash. You know what will happen when they are unleashed. You need to prepare...and the North isn't going to run itself while you do so.

Military: Brandon is the Champion of Winter and a skilled commander of soldiers. Most importantly, you trust him with your life and throne. (Locked)

[] Guard Training: The Winterfell Guard consists of about 300 men. Brandon wants to increase the amount of time they spend training and turn them from adequately skilled professionals to true warriors. And weed out any who can't keep up while he's at it. Time: 2 seasons. Cost: 200 gold. DC: 35/70. Reward: More elite Winterfell Guard. 1 Season Left
[] Watchtowers: Ravens and riders are all well and good, but neither is as reliable as Brandon likes. He wants to build and man a series of watchtowers equipped with beacon fires and bronze mirrors, stretching from Moat Caitlin to Winterfell. To start with, anyway. Time: 3 seasons. Cost: 2000 gold. DC: 40. Reward: Watchtower chain from Moat Caitlin to Winterfell. 1 Season Left
[] Build a Fleet (Location): Ironborn and slavers threaten your coasts, and you have gone long enough without a fleet. Order one of your vassals to begin constructing ships, and offer gold and workers to see it done. Time: 2 seasons. Cost: 3000 gold. DC: 45. Reward: A new fleet.
[] More Watchtowers: Bear Isle and many other of your vassal's lands are vulnerable to Ironborn raids. Ships are costly, but a system of watchtowers like the one you are building could help your lords respond to attacks faster. Time: 3 seasons. Cost: 2000 gold. DC: 30. Reward: Watchtower chain along the western coast.
[] War-Flags: Brandon has been trying to create a language of flags for the signal towers, but he thinks he could use it coordinate forces in battle as well. It's not working great…perhaps if he incorporated something to make noise and get attention…if you help him, you can surely come up with something useful. Time: 1 season. Cost: 200 gold. DC: 45. Reward: Signaling system for battle established.

Diplomacy: Your lady wife is not pleased with you, but she is a Stark, even if it is by marriage. She will do her duty to the best of her ability. (Choose 2)

[] Speak to Kings (Kingdom): There are other kings to the south of you. Perhaps you should open up talks with one of them. Though all of them are Andals and ironborn, you doubt any of them would outright refuse you…Time: 1 season. Cost: 50 gold. DC: 50. Reward: Positive diplomatic contact with a kingdom.
[] Speak with vassals(Region): Most of your direct vassals are loyal and trustworthy, but it's good to keep an eye on them all the same. And if any of them have trouble, you might be able to help. Time: 1 season. Cost: 100 gold. DC: 30. Reward: Vassal relations boosted, aware of problems
[] The Honor of the Watch: The Watch provides a valuable service, but not everyone sees that. Southron kings send nothing but rapists and rusty weapons to the Wall, and even many in the north don't care much about it. You think that should change. Time: 2 seasons. Cost: 500 gold. DC: 35. Reward: Northern vassal relations boosted, reputation boost, Night's Watch likes you.
[] Go Beyond: There are no kings or lords beyond the wall, but there are Magnars and chiefs aplenty. And giants, and wargs, and many other things dangerous and useful both. Skagos and the mountain clans might be willing to represent Winterfell, and perhaps you could work some manner of deal with the wildlings. Time: 2 seasons. Cost: 1000 gold. DC:50/75. Reward: Peaceful contact with wildlings, possible vassal/ Night's Watch disapproval.

Stewardship: The Poole's have always served the Starks. You can remember your father telling him that as a boy. Jaime Poole has continued that tradition, and ably. (Choose 1)

[] Purchase Livestock: Most of the smallfolk don't have much in the way of livestock. Some of the poorest have to pull their plows themselves! Poole wants to buy some goats from the mountain clans and some cows and draft horses from the barrowland houses and give them out to your smallfolk. Time: 1 Season. Cost: 1500 gold. DC: 30. Reward: More food produced, increase to farming income, new options unlocked.
[] Hunting and Trapping: Most of the Wolfwood is reserved for your use and for that of other noble houses. While it wouldn't do to completely end those privileges, if you expand the amount of free forest, hunting and trapping would be more profitable. Time: 1 Season. Cost: 0. DC: 45. Reward: Small amount of more food, small new income source, new options unlocked.
[] Expand the Forges: There are a few blacksmiths scattered among the various villages, but there really aren't enough to keep up with all the work needed to make sure everyone has good tools. Again, the poorest have to plow with sticks! Have the Winterfell blacksmiths build some forges out by Wintertown and teach a few boys the basics. Time: 2 seasons. Cost: 500 gold. DC: 50. Reward: More farming income, more food, new options unlocked.
[] Survey the Mountains: The mines of the Westerlands give them incredible wealth, but you have mountains as well. While most of these mountains are in the land of various clans sworn to you, some belong directly to you. Search that portion for resources. Time: 1 season. Cost: 100 gold. DC: 45. Reward: You know what minerals are in the mountains.
[] Expand the Granaries: The granaries of Winterfell are vast, but you still almost ran out last winter. Poole wants to dig the granaries and root cellars deeper, although then preservation becomes a problem. Time: 2 seasons. Cost: 1000 gold. DC: 30. Reward: Can store more food. Locked 1 Season
[] Improve Roads: The roads in Winterfell are little more than mud tracks, and you can quite literally drown in them after a spring thaw. It will take extensive time and lots of gold to make them proper roads, but there's plenty of room for improvement. Time: 1 season. Cost: 1500 gold. DC: 50. Reward: Better (but not good) roads around Winterfell.

Learning: Maester Brynden is an old man who has served your family for many years. And he's not a bad man, for someone born south of the Neck. You gather he's something unusual among the knights of the mind as well. (Choose 2)

[] Request Books: The Citadel library is vast, and the Winterfell library tiny. Maester Brynden wants to get some books from the Citadel. One of the inner towers is largely empty, and he thinks it will be perfect for the beginnings of a library. Time: 1 season. Cost: 500 gold. DC: 60. Reward: Beginnings of a library in Winterfell.
[] Woodwitches and Midwives: The Citadel supposedly knows everything about healing, but Maester Brynden disagrees. He wants your leave to seek knowledge among the midwives and woodwitches and other hedge healers in and around Winterfell. Time: 2 seasons. Cost: 50 gold. DC: 45. Reward: Maester Brynden is better at healing.
[] Grinding Grain: Brynden was apparently born in Riverrun, where they had a giant waterwheel they used to grind grain. He could design and build a similar one for the river by Wintertown. While it's smaller than the White Knife it joins with, it's large enough to rarely freeze. Time: 3 seasons. Cost: 400 gold. DC: 45. Reward: Increase to farming income, new stewardship options.

Piety: Frost is extremely strange. He's so quiet you often don't notice him until he speaks, and you have never seen any hint of his skin or his eyes. There's also a faint sense of weight around him. Especially when he is sitting before the heart tree. (Choose 2)

[] Weirwood Cuttings: Frost wants to grow more Weirwoods. While most castles have a godswood, the common people often have to make do with crude imitations. Let him make a few cuttings and plant them in your lands, and he says the trees will grow tall and strong and be suitable for carving by year's end. Time: 1 season. Cost: 50 gold. DC: 30. Reward: More godswoods, improved peasant relations.
[] Recruit Green Men: There are few enough Green Men left in the world. Aside from those on the Isle of Faces, Frost says he only knows of a dozen others. Grant him leave to wander your lands, and he will recruit more. Time: 2 seasons. Cost: 100 gold. DC: 50. Reward: More Green Men, improved peasant relations.
[] The Sword Crown: The Sword Crown dates back to the days of Brandon the Builder, or possibly even before. The runes on it are of no known language. Frost claims not to recognize them either, but he thinks there is a Green Man in Umber lands who would. Let him go talk to his fellow and see what he can find. Time: 3 seasons. Cost: 75 gold. DC: 35. Reward: More knowledge about the Sword Crown/
[] Winter's Runes: If one looks close enough on the walls of Winterfell, one can find faint carvings. According to legend, they were made by the Children to strengthen the fortress where the Others were defeated. Have Frost examine the runes and see if there ever was any magic to them. Time: 1 season. Cost: 0 gold. DC: 75. Reward: Knowledge of the original runes of Winterfell, hints about the truth…

Intrigue: Rivers does not seem to be especially bright. Good at picking locks and sneaking about, but not bright. Still, he's better than you at dark deeds done in the dark. (Choose 2)

[] Rumors of the North: People hear things, and mention them in passing to other travelers, to farmers, to pretty much everyone but great lords and kings. Pay some men to share what rumors they hear. Time: 1 season. Cost: 25 gold. DC: 20. Reward: Rumor mill (North)
[] Beyond the Neck: Rivers knows a few people who live down south in the Riverlands. Though the ironborn rule them, they don't pay too much attention to their kingdom except to reave and ruin, so there's plenty of opportunities to learn the specifics of what goes on. Time: 1 season. Cost: 50 gold. DC: 25. Reward: Rumor mill (Riverlands)
[] Beyond the Wall: The Night's Watch doesn't always fight the wildlings. Sometimes they talk and trade. Rivers thinks he can get someone to share what they talk about. Time: 2 seasons. Cost: 25 gold. DC: 50. Reward: Rumor mill (Beyond the wall)

Personal: There's always plenty to do when it comes to being a king. Even outside of your official duties, you can make decrees and issue commands. Of course, you can also spend time with your family, help an advisor, or try and explain some of your knowledge to your advisors. (Choose 2)

[] Uplift ____: You recall an invention or system, and try to figure out how it worked well enough that someone else can make it a reality. Time: 1 season. Cost: 0. DC: Varies. Reward: New action unlocked
[] Order a Vassal: You can tell your vassals what to do, although there's no guarantee they will obey and they probably won't like it. Still, it's a way for things to get done without spending your gold on it. Time: 1 season. Cost: Vassal relations. DC: Varies. Reward: Your vassal does what you tell them.
[] Before a Heart Tree: Spend a long night praying before a heart tree, trying to understand why and how you woke up as Torrhen Stark. Time: 1 season. Cost: 0. DC: 55. Reward: Knowledge
[] Speak to an Advisor: You want to know more about the people you work with. Time: 1 season. Cost: 0. DC: 50. Reward: Gain knowledge of an advisor, improved opinion.
[] Family Time: You have a daughter, a wife, and two sons. Even though Torrhen remembers them, you don't. Time to fix that. Time: 1 season. Cost: 0. DC: 50. Reward: You feel better, your family feels better.
 
[X] Plan: Invest In The Future

Military (Locked):
- Guard Training: The Winterfell Guard consists of about 300 men. Brandon wants to increase the amount of time they spend training and turn them from adequately skilled professionals to true warriors. And weed out any who can't keep up while he's at it. Time: 2 seasons. Cost: 200 gold. DC: 35/70. Reward: More elite Winterfell Guard. 1 Season Left
- Watchtowers: Ravens and riders are all well and good, but neither is as reliable as Brandon likes. He wants to build and man a series of watchtowers equipped with beacon fires and bronze mirrors, stretching from Moat Caitlin to Winterfell. To start with, anyway. Time: 3 seasons. Cost: 2000 gold. DC: 40. Reward: Watchtower chain from Moat Caitlin to Winterfell. 1 Season Left

Diplomacy (Choose 2):
- Speak with vassals (North): Most of your direct vassals are loyal and trustworthy, but it's good to keep an eye on them all the same. And if any of them have trouble, you might be able to help. Time: 1 season. Cost: 100 gold. DC: 30. Reward: Vassal relations boosted, aware of problems
- The Honor of the Watch: The Watch provides a valuable service, but not everyone sees that. Southron kings send nothing but rapists and rusty weapons to the Wall, and even many in the north don't care much about it. You think that should change. Time: 2 seasons. Cost: 500 gold. DC: 35. Reward: Northern vassal relations boosted, reputation boost, Night's Watch likes you.

Stewardship (Choose 1):
- Expand the Granaries: The granaries of Winterfell are vast, but you still almost ran out last winter. Poole wants to dig the granaries and root cellars deeper, although then preservation becomes a problem. Time: 2 seasons. Cost: 1000 gold. DC: 30. Reward: Can store more food. Locked 1 Season
- Improve Roads: The roads in Winterfell are little more than mud tracks, and you can quite literally drown in them after a spring thaw. It will take extensive time and lots of gold to make them proper roads, but there's plenty of room for improvement. Time: 1 season. Cost: 1500 gold. DC: 50. Reward: Better (but not good) roads around Winterfell.

Learning (Choose 2):
- Request Books: The Citadel library is vast, and the Winterfell library tiny. Maester Brynden wants to get some books from the Citadel. One of the inner towers is largely empty, and he thinks it will be perfect for the beginnings of a library. Time: 1 season. Cost: 500 gold. DC: 60. Reward: Beginnings of a library in Winterfell.
- Grinding Grain: Brynden was apparently born in Riverrun, where they had a giant waterwheel they used to grind grain. He could design and build a similar one for the river by Wintertown. While it's smaller than the White Knife it joins with, it's large enough to rarely freeze. Time: 3 seasons. Cost: 400 gold. DC: 45. Reward: Increase to farming income, new stewardship options.

Piety (Choose 2):
- Weirwood Cuttings: Frost wants to grow more Weirwoods. While most castles have a godswood, the common people often have to make do with crude imitations. Let him make a few cuttings and plant them in your lands, and he says the trees will grow tall and strong and be suitable for carving by year's end. Time: 1 season. Cost: 50 gold. DC: 30. Reward: More godswoods, improved peasant relations.
- Recruit Green Men: There are few enough Green Men left in the world. Aside from those on the Isle of Faces, Frost says he only knows of a dozen others. Grant him leave to wander your lands, and he will recruit more. Time: 2 seasons. Cost: 100 gold. DC: 50. Reward: More Green Men, improved peasant relations.

Intrigue (Choose 2):
- Rumors of the North: People hear things, and mention them in passing to other travelers, to farmers, to pretty much everyone but great lords and kings. Pay some men to share what rumors they hear. Time: 1 season. Cost: 25 gold. DC: 20. Reward: Rumor mill (North)
- Beyond the Neck: Rivers knows a few people who live down south in the Riverlands. Though the ironborn rule them, they don't pay too much attention to their kingdom except to reave and ruin, so there's plenty of opportunities to learn the specifics of what goes on. Time: 1 season. Cost: 50 gold. DC: 25. Reward: Rumor mill (Riverlands)

Personal (Choose 2):
- Uplift (Crop Rotation/3 Field System): You recall an invention or system, and try to figure out how it worked well enough that someone else can make it a reality. Time: 1 season. Cost: 0. DC: Varies. Reward: New action unlocked
- Family Time: You have a daughter, a wife, and two sons. Even though Torrhen remembers them, you don't. Time to fix that. Time: 1 season. Cost: 0. DC: 50. Reward: You feel better, your family feels better.
 
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You haven't unlocked it yet, but you are one Personal action away from it.
[] Before a Heart Tree: Spend a long night praying before a heart tree, trying to understand why and how you woke up as Torrhen Stark. Time: 1 season. Cost: 0. DC: 55. Reward: Knowledge

I understand correctly that we have to take this action and there will be something in the spirit of "Your mission is to lead the North to prosperity and survive in the coming war (or die trying)" and perhaps we will even be given a period for which we will have to prepare. And so we will be motivated to work hard on the selected projects, which will give us the function of "double down"?
 
Do you have a link to the various regions that would be available for investigation? I'm wiki-trawling, but I'm not very good at it, and its been years since I read the books.
It's just North, South, East, West. I took the simple approach for dividing up the north.
I would vote we just do N, and then go E, S, W. Make it clear it's just methodical. But talking to our Northern vassals at the same time we're giving some focus to the Wall feels like decent synergy.
 
Inserted tally
Adhoc vote count started by notbirdofprey on Oct 22, 2019 at 9:58 AM, finished with 15 posts and 7 votes.

  • [X] Plan: Invest In The Future
    [X] Guard Training: The Winterfell Guard consists of about 300 men. Brandon wants to increase the amount of time they spend training and turn them from adequately skilled professionals to true warriors. And weed out any who can't keep up while he's at it. Time: 2 seasons. Cost: 200 gold. DC: 35/70. Reward: More elite Winterfell Guard. 1 Season Left
    [X] Watchtowers: Ravens and riders are all well and good, but neither is as reliable as Brandon likes. He wants to build and man a series of watchtowers equipped with beacon fires and bronze mirrors, stretching from Moat Caitlin to Winterfell. To start with, anyway. Time: 3 seasons. Cost: 2000 gold. DC: 40. Reward: Watchtower chain from Moat Caitlin to Winterfell. 1 Season Left
    [X] Speak with vassals (North): Most of your direct vassals are loyal and trustworthy, but it's good to keep an eye on them all the same. And if any of them have trouble, you might be able to help. Time: 1 season. Cost: 100 gold. DC: 30. Reward: Vassal relations boosted, aware of problems
    [X] The Honor of the Watch: The Watch provides a valuable service, but not everyone sees that. Southron kings send nothing but rapists and rusty weapons to the Wall, and even many in the north don't care much about it. You think that should change. Time: 2 seasons. Cost: 500 gold. DC: 35. Reward: Northern vassal relations boosted, reputation boost, Night's Watch likes you.
    [X] Expand the Granaries: The granaries of Winterfell are vast, but you still almost ran out last winter. Poole wants to dig the granaries and root cellars deeper, although then preservation becomes a problem. Time: 2 seasons. Cost: 1000 gold. DC: 30. Reward: Can store more food. Locked 1 Season
    [X] Improve Roads: The roads in Winterfell are little more than mud tracks, and you can quite literally drown in them after a spring thaw. It will take extensive time and lots of gold to make them proper roads, but there's plenty of room for improvement. Time: 1 season. Cost: 1500 gold. DC: 50. Reward: Better (but not good) roads around Winterfell.
    [X] Request Books: The Citadel library is vast, and the Winterfell library tiny. Maester Brynden wants to get some books from the Citadel. One of the inner towers is largely empty, and he thinks it will be perfect for the beginnings of a library. Time: 1 season. Cost: 500 gold. DC: 60. Reward: Beginnings of a library in Winterfell.
    [X] Grinding Grain: Brynden was apparently born in Riverrun, where they had a giant waterwheel they used to grind grain. He could design and build a similar one for the river by Wintertown. While it's smaller than the White Knife it joins with, it's large enough to rarely freeze. Time: 3 seasons. Cost: 400 gold. DC: 45. Reward: Increase to farming income, new stewardship options.
    [X] Weirwood Cuttings: Frost wants to grow more Weirwoods. While most castles have a godswood, the common people often have to make do with crude imitations. Let him make a few cuttings and plant them in your lands, and he says the trees will grow tall and strong and be suitable for carving by year's end. Time: 1 season. Cost: 50 gold. DC: 30. Reward: More godswoods, improved peasant relations.
    [X] Recruit Green Men: There are few enough Green Men left in the world. Aside from those on the Isle of Faces, Frost says he only knows of a dozen others. Grant him leave to wander your lands, and he will recruit more. Time: 2 seasons. Cost: 100 gold. DC: 50. Reward: More Green Men, improved peasant relations.
    [X] Rumors of the North: People hear things, and mention them in passing to other travelers, to farmers, to pretty much everyone but great lords and kings. Pay some men to share what rumors they hear. Time: 1 season. Cost: 25 gold. DC: 20. Reward: Rumor mill (North)
    [X] Beyond the Neck: Rivers knows a few people who live down south in the Riverlands. Though the ironborn rule them, they don't pay too much attention to their kingdom except to reave and ruin, so there's plenty of opportunities to learn the specifics of what goes on. Time: 1 season. Cost: 50 gold. DC: 25. Reward: Rumor mill (Riverlands)
    [X] Uplift (Crop Rotation/3 Field System): You recall an invention or system, and try to figure out how it worked well enough that someone else can make it a reality. Time: 1 season. Cost: 0. DC: Varies. Reward: New action unlocked
    [X] Family Time: You have a daughter, a wife, and two sons. Even though Torrhen remembers them, you don't. Time to fix that. Time: 1 season. Cost: 0. DC: 50. Reward: You feel better, your family feels better.
 
...Yeah, I should take out the X's from the action items, make that tally a bit less cluttered.


Pretty much all we can do, though isn't 4 Field Rotation better?
Honestly, if folks say it is, I'll put that in. I'm more familiar with the 3 field system. And its possibly less of a leap for GOT farmers to learn to implement than the 4 field system.
 
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Turn 2 Results
Guard Training: You didn't think it was possible for the training to grow more intense. They break swords sparring each other. They run to Moat Caitlin and back. For a month straight they carry around logs while doing their normal duties and Brandon's training. And yet despite the agony of their bodies, despite their exhaustion, not one flags or fails, and at the end of the season, your guard stands proud. They are pound for pound the strongest fighting force north of the Neck and likely south of it too. Winterfell Guard has become Elite. +20 Prestige.

Watchtowers: The towers are built and now all that is left is staffing them. Brandon goes among the smallfolk, teaching them how to angle the mirrors and adjust the signal arms and everything they need to know to keep the tower running. Keeping them up will be a little costly, but you can tell it's worth it when you hear of Brandon's arrival at the Moat a day sooner than you would have heard it by raven. Signal tower network between Moat Caitlin and Winterfell, -20 gold per season in upkeep.

Speak with vassals (North): 1d100+19 = 95. The Karstarks are eager to reaffirm their loyalty and support, but otherwise have little to say. House Bolton sends a letter discussing fostering. They hope to have one or two of their children spend some time at Winterfell and get to know the future King. Last Hearth also seems to be hoping for a fostering, and Lord Umber also mentions that he has a daughter about your sons' age. "A spirited lass, she's already killed a wildling or two." He says. (It makes you a bit uncomfortable, all things considered.) He is also hoping for some royal aid in building a system of watchtowers to help protect his lands from raiders. Skagos politely asks for a fleet again, while the mountain clans reluctantly ask for any food you can spare – this past winter was hard for them. Aware of vassal opinion and requests.

The Honor of the Watch: 1d100+19 = 71. You write several additional letters, encouraging your vassals to send spare men to the watch. You host some wandering crows in Winterfell and send them away with thick cloaks and good steel when you don't send men. You also write a letter describing your towers to the Lord Commander, which receives a lukewarm response. And the trickle of men northwards grows slightly. 1 season remaining.

Expand the Granaries: The last few pits are dug covered, lined with stone, and then covered. Some smokehouses are built in a few of the richer villages with ampler livestock, and Poole returns to Winterfell, satisfied with his work. Now all that is left is to fill those pits and granaries and storehouses. Food stores expanded, can reach higher levels of Food Supply.

Improve Roads: 1d100+18 = 23. Things start going wrong almost immediately. The first set of workmen you hire don't show up. Then heavy rains ruin the progress you manage to make. Men who go near the Wolfswood find themselves brutally savaged by some sort of beast. If anything, the roads are actually in worse shape now thanks to the weather. Failure, can try again next turn.

Request Books: 1d100+20 = 21. You really don't like maesters, you decide, reading the letter they sent you for the fourth time. It's still enough to make you want to punch something. They practically call you a rutting savage and refuse to send you any books since they are too "valuable to risk in such conditions as exist in Winterfell…" At least they told you that before you sent them the gold. Failure, can try again next turn at higher difficulty. Gold costs recouped.

Grinding Grain: 1d100+20 = 30. Brynden's efforts are also plagued by misfortune. Floods wash away the wood he stocked the site with, forcing him to delay efforts until he can get more material of good quality. Failure, can try again next turn.

Weirwood Cuttings: 1d100+25 = 36. The rains which plagued your construction also hampered Frost's efforts, although to a much smaller extent. Several cuttings are taken from your godswood and planted in various villages. Frost also takes a cutting or two from some of the smaller trees outside Winterfell. These cuttings he plants at crossroads. Weirwoods are healthy and planted, will be ready for carving in two seasons. Peasant relations boosted.

Recruit Green Men: 1d100+25 = 64. He borrows a small horse from you and sets off. You don't hear anything from him for several weeks, and then a series of ravens come in from Last Hearth, from Deepwood Motte, and from Torrhen's Square to name a few, reporting that he has visited and then vanished. Eventually, you get another, although you don't know where it's from. "Found ample with potential, many willing. Will be returning once grove is finished." Locked 1 season.

Rumors of the North: 1d100+16 = 67. You leave Rivers be with the exception of tossing him a purse, and he sets off to make himself a fixture of the local taverns. Within a month, he is a good friend of merchants from Bear Isle to White Harbor, and he has an extensive spy network. It's just that no one knows they are spies, or anything which your vassals are trying to hide. Rumor Mill (North) unlocked.

Beyond the Neck: 1d100+16 = 29. It almost fails. You almost had it fall apart on you, all because Rivers had the bad luck to encounter a couple of ironborn and decided to pick a fight with them. He survived and escaped, but it was a close thing. All the same, he managed to make contact with his friends and for a few drinks, he found everything they knew. Rumor Mill (Riverlands) unlocked.

Uplift (Crop Rotation/3 Field System): 1d100+25 = 70. The concept of crop rotation is familiar to pretty much every farmer in Westeros. However, they use the relatively inefficient two-field system, alternating where they worked, leaving half their land fallow. You quickly sketch out a system where a third is left fallow, a third is planted with wheat, and a third is planted with beans. While you are at it, you also describe the four-field system since you are on the subject, although you are unsure which is superior. Unlocked new actions.

Family Time: 1d100 = 66. You are a busy man. But you make sure you are not too busy to spend time with your family this season. Jeyne is still cold to you, although she gradually warms up, especially when you start having your sons train with you instead of your guards. They are both incredibly fond of swordplay and exercise, with the limitless energy of youth keeping them going for hours on end. You practically have to drag them away if you want them to spend time on something else, especially Edwyle. Eddard is slightly more interested in books and numbers, especially history.

Serena is just a baby, so it's not like she has much of a personality. She seems to tolerate you well enough, although she definitely prefers her mother, Brandon, and her wet nurse, in that order. You like her the best though, especially since you don't have to change her. The sight of you holding court with a baby in your arms begins to gradually grow familiar.

By the end of the season, your resolve has grown firmer. You will continue spending time with your wife and children whenever you can. They are yours just as much as they are Torrhen's, and they barely seem to notice any difference. With that realization, the last piece that was holding back, that was considering just running to the Summer Islands or Yi Ti vanishes. Double down unlocked: can give +20 to one action per turn. Unlocked character sheets for family.
 
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Okay, a mixed turn, but a few goodies in there.

Guard Training: You didn't think it was possible for the training to grow more intense. They break swords sparring each other. They run to Moat Caitlin and back. For a month straight they carry around logs while doing their normal duties and Brandon's training. And yet despite the agony of their bodies, despite their exhaustion, not one flags or fails, and at the end of the season, your guard stands proud. They are pound for pound the strongest fighting force north of the Neck and likely south of it too. Winterfell Guard has become Elite. +20 Prestige.
Awesome, Elite soldiers. Ideally we'll have an action next turn to expand their numbers with recruitment, but at least we'll have better performance in battle from who we have. Maybe we can get them better equipment/armor/weapons? Idk.

Watchtowers: The towers are built and now all that is left is staffing them. Brandon goes among the smallfolk, teaching them how to angle the mirrors and adjust the signal arms and everything they need to know to keep the tower running. Keeping them up will be a little costly, but you can tell it's worth it when you hear of Brandon's arrival at the Moat a day sooner than you would have heard it by raven. Signal tower network between Moat Caitlin and Winterfell, -20 gold per season in upkeep.
Awesome, better communications is critical to expanding our ability to rule. Next, ciphered codes for security!

Speak with vassals (North): 1d100+19 = 95. The Karstarks are eager to reaffirm their loyalty and support, but otherwise have little to say. House Bolton sends a letter discussing fostering. They hope to have one or two of their children spend some time at Winterfell and get to know the future King. Last Hearth also seems to be hoping for a fostering, and Lord Umber also mentions that he has a daughter about your sons' age. "A spirited lass, she's already killed a wildling or two." He says. (It makes you a bit uncomfortable, all things considered.) He is also hoping for some royal aid in building a system of watchtowers to help protect his lands from raiders. Skagos politely asks for a fleet again, while the mountain clans reluctantly ask for any food you can spare – this past winter was hard for them. Aware of vassal opinion and requests.
Hmm, looks like a bunch of vassal options next turn we could do. I'm cool with fostering, maybe avoid the betrothal offer. I'd say the two biggest priorities are in getting that fleet up and running for Skagos, and getting relief aid to the Mountain Clans - as well as food, we can aim to provide medical aid and possibly construction resources, if there's anything they need. Developing them so they're more valuable contributors to our kingdom is a good idea in the long run, and assisting them will engender good will.

The Honor of the Watch: 1d100+19 = 71. You write several additional letters, encouraging your vassals to send spare men to the watch. You host some wandering crows in Winterfell and send them away with thick cloaks and good steel when you don't send men. You also write a letter describing your towers to the Lord Commander, which receives a lukewarm response. And the trickle of men northwards grows slightly. 1 season remaining.
Nice, in progress. Speaking of arms...should upgrade our blacksmith's facilities and gear, then expand them after that.

Expand the Granaries: The last few pits are dug covered, lined with stone, and then covered. Some smokehouses are built in a few of the richer villages with ampler livestock, and Poole returns to Winterfell, satisfied with his work. Now all that is left is to fill those pits and granaries and storehouses. Food stores expanded, can reach higher levels of Food Supply.
Awesome! Now...we need food. Possibly a combination of trading and expanding farms?

Improve Roads: 1d100+18 = 23. Things start going wrong almost immediately. The first set of workmen you hire don't show up. Then heavy rains ruin the progress you manage to make. Men who go near the Wolfswood find themselves brutally savaged by some sort of beast. If anything, the roads are actually in worse shape now thanks to the weather. Failure, can try again next turn.
Well, I'm seeing a new Martial option in hunting that beast down, or recruiting him so we can get our own Combat Werewolves maybe (if we can communicate with them via rolling REALLY well!)! And yes, we'll have to redo the roads option, its too important to be able to travel effectively around the kingdom to avoid.

@notbirdofprey , do we have a map of the Northern Kingdom for OOC/player use? Would it be possible to upgrade stretches of road to higher quality, at the cost of having to do the road network in parts?

Request Books: 1d100+20 = 21. You really don't like maesters, you decide, reading the letter they sent you for the fourth time. It's still enough to make you want to punch something. They practically call you a rutting savage and refuse to send you any books since they are too "valuable to risk in such conditions as exist in Winterfell…" At least they told you that before you sent them the gold. Failure, can try again next turn at higher difficulty. Gold costs recouped.
...Fuck meisters, we definitely need to break their monopolistic grip on knowledge.

I say next turn we should contact all of our vassals and have them send us what they have by way of their tomes, scrolls, etc. We'll compile and possibly merge relevant texts on our own, start off that way. The library will be smaller for awhile, but our vassals are loyal to us. I'd also want to have us extend our request for books and scrolls to merchants and guilds; they might be of service, and we can pay them, even if it's just to borrow the work for duplication and then returning it.

Grinding Grain: 1d100+20 = 30. Brynden's efforts are also plagued by misfortune. Floods wash away the wood he stocked the site with, forcing him to delay efforts until he can get more material of good quality. Failure, can try again next turn.
Well, if the roads failed for the same reason, makes sense a fuckton of rain would ruin this too. Gotta redo it though, will speed up a lot of harvesting and processing issues.

Weirwood Cuttings: 1d100+25 = 36. The rains which plagued your construction also hampered Frost's efforts, although to a much smaller extent. Several cuttings are taken from your godswood and planted in various villages. Frost also takes a cutting or two from some of the smaller trees outside Winterfell. These cuttings he plants at crossroads. Weirwoods are healthy and planted, will be ready for carving in two seasons. Peasant relations boosted.
Good. Maybe we should assign a small security force to patrol and look after the new planted trees, make sure nobody messes with them?

Recruit Green Men: 1d100+25 = 64. He borrows a small horse from you and sets off. You don't hear anything from him for several weeks, and then a series of ravens come in from Last Hearth, from Deepwood Motte, and from Torrhen's Square to name a few, reporting that he has visited and then vanished. Eventually, you get another, although you don't know where it's from. "Found ample with potential, many willing. Will be returning once grove is finished." Locked 1 season.
Awesome, glad to hear there's quite a few candidates.

Rumors of the North: 1d100+16 = 67. You leave Rivers be with the exception of tossing him a purse, and he sets off to make himself a fixture of the local taverns. Within a month, he is a good friend of merchants from Bear Isle to White Harbor, and he has an extensive spy network. It's just that no one knows they are spies, or anything which your vassals are trying to hide. Rumor Mill (North) unlocked.
Yum, more information. Now if only we could RECORD said information reliably... *grumbles*

Beyond the Neck: 1d100+16 = 29. It almost fails. You almost had it fall apart on you, all because Rivers had the bad luck to encounter a couple of ironborn and decided to pick a fight with them. He survived and escaped, but it was a close thing. All the same, he managed to make contact with his friends and for a few drinks, he found everything they knew. Rumor Mill (Riverlands) unlocked.
Very good news, we should reinforce this (via having troops patrol or something) to guarantee free flow of traders and thus info.

Uplift (Crop Rotation/3 Field System): 1d100+25 = 70. The concept of crop rotation is familiar to pretty much every farmer in Westeros. However, they use the relatively inefficient two-field system, alternating where they worked, leaving half their land fallow. You quickly sketch out a system where a third is left fallow, a third is planted with wheat, and a third is planted with beans. While you are at it, you also describe the four-field system since you are on the subject, although you are unsure which is superior. Unlocked new actions.
Cool, interesting how our OOC discussion bled into the game results; makes sense though, it's like we're a hive mind? Idk. Anyways, this is great for agricultural development. I'd want to keep pushing for agriculture for awhile, bc with the North being, well, North, its harder to grow crops, and less available land. We'll have to focus on clearing land, possibly magical assistance in boosting land fertility somehow, and further agri-tech to get our yields up. The North needs more people!

Family Time: 1d100 = 66. You are a busy man. But you make sure you are not too busy to spend time with your family this season. Jeyne is still cold to you, although she gradually warms up, especially when you start having your sons train with you instead of your guards. They are both incredibly fond of swordplay and exercise, with the limitless energy of youth keeping them going for hours on end. You practically have to drag them away if you want them to spend time on something else, especially Edwyle. Eddard is slightly more interested in books and numbers, especially history.

Serena is just a baby, so it's not like she has much of a personality. She seems to tolerate you well enough, although she definitely prefers her mother, Brandon, and her wet nurse, in that order. You like her the best though, especially since you don't have to change her. The sight of you holding court with a baby in your arms begins to gradually grow familiar.

By the end of the season, your resolve has grown firmer. You will continue spending time with your wife and children whenever you can. They are yours just as much as they are Torrhen's, and they barely seem to notice any difference. With that realization, the last piece that was holding back, that was considering just running to the Summer Islands or Yi Ti vanishes. Double down unlocked: can give +20 to one action per turn. Unlocked character sheets for family.
I like this family, they seem nice. Lots of potential for our heirs too. When they reach of age I'd like to get custom gear commissioned for them, whatever they need or want (within reason, no Valeryan Steel yet!).

***

So, mixed, but on second reading and writing up my comments, its not nearly as bad as I first read. Rain screwed over two projects, and we can push past that. All the other results were quite good, even that near miss with the Riverlands rumor mill.

Okay, so future planning is srs business. Here's two links I'll be using for maps we'll need as reference points:

Map of the North - Map 1 (clearer font)

Map of The North - Map 2 (more seen past the Wall)

(Covers Skagos)

Names of various Houses, roughly where they are

***

So, things to work on in the future (a list for my/our consideration):

Put in quotes, I kind of went overboard generating new options:

Martial:
- Expand Winterfell Guard: We have elite badasses, now we need more of them.
- Improve Winterfell Guard Equipment: Go over what they have, standardize it all, high quality everything. Possibly include modified training to suit new weapons/armor/gear.
- Signal Flags: Improve army communications and coordination of various bits of it.
- Expand Royal Stables: The King should have the best horses, right? Can possibly include going out and trying to buy higher-quality bloodlines from overseas or the south to push for higher quality horses.
- Build a Fleet (Skagos): Ironborn and slavers threaten your coasts, and you have gone long enough without a fleet. Order Skagos to begin constructing ships, and offer gold and workers to see it done. Since they desire a fleet so bad, we will work with them on this venture. Time: 2 seasons. Cost: 3000 gold. DC: 45. Reward: A new fleet.

Diplo:
- (Vassals) Fostering: House Bolton sends a letter discussing fostering. They hope to have one or two of their children spend some time at Winterfell and get to know the future King. Last Hearth also seems to be hoping for a fostering.
- (Vassal) Mountain Clan Aid: They reluctantly ask for any food you can spare – this past winter was hard for them. As well as providing food, also include medical supplies and a small amount of timber and other resources commonly used in construction. The goal is to engender goodwill without spitting on their pride; if they don't want any particular part of the aid package, we can subtract it, but it should be offered so they know we care.

Stewardship:
- Royal Library: The Royal Library of Winterfell will require a grand facility to house it, as its ambitions (and those of the North's King) are quite large. As well as patrols of soldiers, the facility will have to be heavily fireproofed as well, so said knowledge is not lost with one, two, or possibly a dozen arsonists sent to destroy it all.
- Dedicated Libraries: Starting a Royal Library is one thing, but this information will need to be freely shared among the people for it to properly benefit the North. Starting with adding fortified Libraries to existing forts (free protection), additional Libraries will be required in each major town or city, requiring a small surcharge to rent reading material. Books can also be bought from said Libraries at greater costs, to generate some form of revenue. Prerequisite: Noble Copies, Merchant Copies, Royal Library complete (optional)
- Dedicated Schools: Classes can be run from barns and stables, you know this, but it is not as efficient as having dedicated facilities. Establishing a design for standardized use will need to be done, and said design will then need to be implemented in every major town and city. Aim to have them nearby Libraries as much as possible, or even attached to them. Prerequisite: Royal Library complete, Designing School CUrriculum, Training Teachers (optional but recommended)

- Harbors of the West: The North has two coastlines, on the west coast and one on the east. The King wishes to expand or build new harbors on the West coast. to promote a larger fleet, as well as greater naval trade revenue. Said harbors will have to have integrated defenses and garrisons to protect them, as well as provide a better lookout for pirate raids or smugglers.
- Harbors of the East: The North has two coastlines, on the west coast and one on the east. The King wishes to expand or build new harbors on the East coast to promote a larger fleet, as well as greater naval trade revenue. Said harbors will have to have integrated defenses and garrisons to protect them, as well as provide a better lookout for Ironborn raids, pirate raids or smugglers.

- (Vassals) Umber Watchtower System: Lord Umber is hoping for some royal aid in building a system of watchtowers to help protect his lands from raiders. Now that we've built our own Watchtowers, repeating the process should be a lot easier. Since his lands are on the way to the Wall, too...why not extend the network all the way to the Wall and Castle Black, as well? A handy way to get rapid word of anything malevolent from the Wall, or Black Watch issues.
- (Vassal) Skagos Harbor: Find out if Skagos has any harbors worth any mention. If they do, assist them in upgrading and enlarging their harbors for the new naval fleet they would like to have, with integrated defenses and garrisons. If they don't have any, build a few harbors for them, with the same integrated defenses.

- Blacksmith Survey: The blacksmiths of the North, whether under royal control or that of our vassals, need to be surveyed, to see where their equipment is non-standardized or otherwise not high quality. Aim for every major settlement in the North to have at least one Blacksmith included in this survey if possible.
- Blacksmith Upgrades: Once the survey of the available blacksmiths is done, implementing what has been learned is critical to expanding production while still also increasing quality. Both the blacksmith's gear and facilities are to be expanded and upgraded, and if they need more apprentices aid them in recruiting more.

- Roads (Winterfell): Improving the roads to a high quality will cost coin, and plenty of it. It makes sense to perform the task on a smaller scale, so as to divide it into more manageable pieces. Improving Winterfell, the seat of the King's power, only makes sense. As well as providing paved roads where there were none at all and improving existing paved roads with new features (drainage ditches on both sides, raised middle portion to promote said drainage), there is a standard to be made – decreed by the King - of leveling and clearing land and cutting trees down up to five meters from the road, as well as flattening any minor environmental obstacles where one can. Doing so should enhance the safety of the roads, as it will increase visibility and thus reduce opportunities for attack. It will make the roads more costly, but vastly improve their lifespan and performance, as well as promoting safety.
- Roads (North): Covers the lands of Lords Umber, Harclay, Knott, Burley, Norrey, and Wull, as well as the lands bequeathed to Castle Black and the Wall. Umber's lands lead directly to Castle Black and the Wall, and thus are a critical part of Northern security. Transit along the Kingsroad should make construction in this region noticeably faster than in other regions of the North. As well as providing paved roads where there were none at all and improving existing paved roads with new features (drainage ditches on both sides, raised middle portion to promote said drainage), there is a standard to be made – decreed by the King - of leveling and clearing land and cutting trees down up to five meters from the road, as well as flattening any minor environmental obstacles where one can. Doing so should enhance the safety of the roads, as it will increase visibility and thus reduce opportunities for attack. It will make the roads more costly, but vastly improve their lifespan and performance, as well as promoting safety.
- Roads (South): Covers the lands of Lors Manderly, Dustin, Reed, and Flint of Flint's Finger. Manderly's lands lead to the south and the Neck, and transit along the Kingsroad should make construction noticeably faster than in other regions of the North. As well as providing paved roads where there were none at all and improving existing paved roads with new features (drainage ditches on both sides, raised middle portion to promote said drainage), there is a standard to be made – decreed by the King - of leveling and clearing land and cutting trees down up to five meters from the road, as well as flattening any minor environmental obstacles where one can. Doing so should enhance the safety of the roads, as it will increase visibility and thus reduce opportunities for attack. It will make the roads more costly, but vastly improve their lifespan and performance, as well as promoting safety.
- Roads (East): Covers the lands of Lords Karstark, Bolton, Flint of Widow's Watch, Hornwood, and Woolfield. As well as providing paved roads where there were none at all and improving existing paved roads with new features (drainage ditches on both sides, raised middle portion to promote said drainage), there is a standard to be made – decreed by the King - of leveling and clearing land and cutting trees down up to five meters from the road, as well as flattening any minor environmental obstacles where one can. Doing so should enhance the safety of the roads, as it will increase visibility and thus reduce opportunities for attack. It will make the roads more costly, but vastly improve their lifespan and performance, as well as promoting safety.
- Roads (West): Covers the lands of Lords Glover, Tallhart, Ryswell, and Dustin. What part of the Wolfswood isn't covered by Winterfell is in the lands of House Glover, on the North's western coast. As well as providing paved roads where there were none at all and improving existing paved roads with new features (drainage ditches on both sides, raised middle portion to promote said drainage), there is a standard to be made – decreed by the King - of leveling and clearing land and cutting trees down up to five meters from the road, as well as flattening any minor environmental obstacles where one can. Doing so should enhance the safety of the roads, as it will increase visibility and thus reduce opportunities for attack. It will make the roads more costly, but vastly improve their lifespan and performance, as well as promoting safety.

Learning:
- Noble Copies: contact all of our vassals and have them send us what they have by way of their tomes, scrolls, etc. The goal will be to copy said texts, compiling and possibly merging relevant fields of interest to provide an enhanced compendium of information. Said borrowed texts will then be returned, with a royal stipend as thanks for borrowing them in the first place. The Royal Library will be smaller for a while, but our vassals are loyal to us and thus likely to comply, especially with payments of gold to assist any misgivings they might have on the subject.
- Merchant Copies: The King will extend our request for books and scrolls to merchants and guilds. They might be of service as they have access to foreign works as well as Westerosi ones. The goal will be to copy said texts, compiling and possibly merging relevant fields of interest to provide an enhanced compendium of information. Said borrowed texts will then be returned, with a royal stipend as thanks for borrowing them in the first place. Or we can buy them, whatever's cheaper ultimately.
- Designing School Curriculums: You as King wish to promote a more educated populace in Winterfell and other royal lands, as you believe this is critical to getting greater productivity out of one's people, as well as vastly increasing economic opportunities in the North and abroad. However, before schools can be run, compiling available knowledge into an easy to understand curriculum is critical to having material to actually use in an easy to understand manner.
- Training Teachers: Not strictly speaking Magisters, dedicated school teachers will need to be trained. Probably best starting from ex-Magisters or ex-healers, progress will be slow, but worth it. This will also weed out the wheat from the chaff, resulting in more sane, stable, and smarter teachers. Without this option schools can still be built, but the actual educational process will be much less standardized and possibly unsafe, depending on the "quality" of some of the teaching candidates.

Piety:
- Fortified Weirwood Temples: The Southern gods, and their followers, have held a long-standing hostility to the gods of the North. Protecting the priests and Weirwood trees is critical to preventing acts of religious vandalism, or worse, sabotage.
- Fertility – Farming/Cultivation: Is there any way that the Northern gods, or their priests, could provide magical or divine assistance in boosting land fertility? Can't hurt to ask, and it is sorely needed for the North to prosper.
- Fertility – Personal: Is there any way that the Northern gods, or their priests, could provide magical or divine assistance in boosting personal fertility? Can't hurt to ask, and it is sorely needed for the North to prosper.

Intrigue:
- Ciphered Code for Watchtowers: Our Watchtowers need to be secure In more ways than the physical. Codes for the Watchtowers will marginally slow down the transmission of information, but will vastly decrease anybody snooping on what is being sent.
- The North's Ravens: The Magisters have a complete monopoly on information spread and control, you wish to challenge that. Establishing a breedable population of ravens loyal to the North, and building the necessary infrastructure for them to be used efficiently, is needed so the North can perform its necessary duties without Magisters peeping over any and all information we send around.
- Found Assassins: You will need trained assassins loyal to the North to compete against the Faceless Men, which will surely be sent against you by – well, a lot of people – with the changes you plan on introducing to the North and in many ways Westeros and the world. Doing so will be quite difficult, but worth it.

Personal:
- Uplift (Roman Roads): "The method varied according to geographic locality, materials available and terrain, but the plan, or ideal at which the engineer aimed was always the same. The roadbed was layered. The road was constructed by filling [a 6 foot, or 2 meter deep] ditch. This was done by layering rock over other stones. Into the ditch was dumped large amounts of rubble, gravel and stone, whatever fill was available. Sometimes a layer of sand was put down, if it could be found. When it came to within 1 yd (1 m) or so of the surface it was covered with gravel and tamped down…It could be used as the road, or additional layers could be constructed. A foundation of flat stones set in cement might support the additional layers. The final steps utilized lime-based concrete. They seem to have mixed the mortar and the stones in the ditch. First a small layer of coarse concrete, then a little layer of fine concrete, the nucleus, went onto the pavement. Into or onto the nucleus went a course of polygonal or square paving stones. The crusta was crowned for drainage." (Roman roads - Wikipedia)
- Uplift (Farming Tools): Seed drills, grain hoists, and scythes/sickles. Improves the quality of farmland, and speed/efficiency of agricultural harvesting.
- Uplift (Aircraft – Balloons): First aerial reconnaissance, lookouts for land armies or encampments (with strong tethers to the ground), etc.
- Uplift (Standardized Measurements): Establishing a universal measurement system will vastly aid commerce, construction, industry, really everything.
- Uplift (Personal Hygiene): Washing one's hands frequently (especially when operating or helping give birth!), bathing at least once per week, regular dental hygiene, etc. Basic stuff. How to make soap if we roll really well/crit?
- Uplift (Paper Making Process): This would be a high difficulty roll, but very worth it if we pass (ie our character knows even a few steps of the process). Probably would take a crit roll for our character to know the entire process in one go, or enough for him to figure it out on his own. Paper would be of VAST help in the school/public education element, plus an obvious precursor to figuring out printing presses.
- Uplift (Pony Express/Courier Service): To assist the watchtowers in getting information where it is needed, a system of high-speed dedicated couriers could be established. One network could be dedicated solely to government operations, shipping message from the King, nobility, and military in time of war, and a smaller one could be a partial postal/small packages service for towns and cities.
- Uplift (Wooden Rails): Even without dedicated steam engines, the idea of rails to reduce the cost of overland shipping isn't a bad one. Wooden Rails and flattened terrain for them would allow horses to carry wagons or carriages at higher speeds than normal roads, and keep the roads clear for individual travel. Plus, this system could relatively easily be integrated into the Road Upgrade plans, as one would expand the amount of cleared and flattened land to provide for the rails parallel to the roads.
- Uplift (Building Fireproofing Measures): Thoughts of a Royal Library also planted nightmares of it burning down, all that effort and knowledge lost. Figuring out measures to reduce the efficacy of fires - through proper building design, internal water cisterns for rapid dousing of fires, nearby wells?, city fire houses?, etc - any and all measures would be appreciated. Such measures could be applied to many buildings in cities and towns, reducing fire hazards by a significant margin, and reducing fire damage during sieges as well.

- Family Time (Jeyne): Spending time with our wife is always a good idea. Plus, more kids maybe?
- Family Time (Edwyle): Getting to know your children better, and having a personal hand in their education, always matters. Possibility of children gaining traits or stat boosts increases the more this is done.
- Family Time (Eddard): Getting to know your children better, and having a personal hand in their education, always matters. Possibility of children gaining traits or stat boosts increases the more this is done.
- Family Time (Serena): Getting to know your children better, and having a personal hand in their education, always matters. Possibility of children gaining traits or stat boosts increases the more this is done.

- Family/Adviser Time (Brandon - Martial): Getting to know your brother better is always a good thing, especially when he commands your troops. Relationship bonus/increase; possibility of trait or stat boosts both ways.
- Adviser Time (Lady Jeyne - Diplomacy): Getting to know your advisers better is a great way to prevent or reduce the possibility of treasonous activities, Adviser dissatisfaction, etc. Relationship bonus/increase; possibility of trait or stat boosts both ways.
- Adviser Time (Poole - Stewardship): Getting to know your advisers better is a great way to prevent or reduce the possibility of treasonous activities, Adviser dissatisfaction, etc. Relationship bonus/increase; possibility of trait or stat boosts both ways.
- Adviser Time (Maester Brynden – Learning): Getting to know your advisers better is a great way to prevent or reduce the possibility of treasonous activities, Adviser dissatisfaction, etc. Relationship bonus/increase; possibility of trait or stat boosts both ways.
- Adviser Time (Forst/Green - Piety): Getting to know your advisers better is a great way to prevent or reduce the possibility of treasonous activities, Adviser dissatisfaction, etc. Relationship bonus/increase; possibility of trait or stat boosts both ways.
- Adviser Time (Kartis Rivers - Intrigue): Getting to know your advisers better is a great way to prevent or reduce the possibility of treasonous activities, Adviser dissatisfaction, etc. Relationship bonus/increase; possibility of trait or stat boosts both ways.

@notbirdofprey , I hope these ideas for game actions help shorten turn design, as a co-GM/game helper I'm aware of how much effort it can take.
 
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