- Location
- Georgia
Interesting I am intrigued
The Romans used volcanic ash, which has a high percentage of rock, minerals, and silicates. Normal ash might not work out quite right, being mostly calcium carbonate, though if Westrosi Ironwood has some special properties I could buy it working as a substitute. In real life "ironwood" is just a term for woods with a reputation for their hardness, so ASOIAF may have special breeds of it that actually incorporate iron or something.You recall it had ash of some kind in it, so you burn a few trees and experiment. And you find ironwood ash makes concrete much stronger. Actions unlocked.
After everything that he did in the Vale we can only mentally throw our hands up in the air and say sure. If there aren't legends centuries from now about what this man did I will eat my foot. As for what he should call himself my money is for the Scottish word for spy: brathadair. I got this from an online translator so this could be wrong.he may have fallen in love with a noblewoman from a cadet branch of the Royces and would you please maybe consider legitimizing him pretty please?
Very good news! Well equipped, and more smiths in our general area. Very happy about the reduced cost, makes sense.Military:
- Guard Equipment: 1d100+22 = 103. Second Roll: 1d100+3 = 67. Steel is expensive, especially when it comes in the form of weapons and armor. But you are insistent that your personal guard will only have the finest of weapons and armor, and you scour the lands for smiths. Several move to Winterfell to take advantage of the increased workload that will be coming out of your castle, some of them offering reduced prices in exchange for your support. The streets of Winter-town ring with hammers. At the end of the season, the three hundred men of your guard stand equipped in identical weapons and armor: one-handed steel axes, broad shields, steel helmets and breastplates and greaves carved with runes of the First Men and images of direwolves. They are an imposing sight. Winterfell guard best-equipped soldiers in the North, reduction in difficulty and cost of Expanding the Forges.
...Okay, I am happy two hugely important Military actions both crit'ed, but this is a bit much. Not complaining though. Horses will be a huge deal, we'll need to get as many breeding ASAP.- Royal Stables: 1d100+22 = 119. 1d100+19 = 94. Most of the land around Winterfell is not really suitable for horses, but a short ride away takes you to some open plains that will serve adequately. Once you have found suitable terrain, you send a letter to House Dustin about how you are interested in establishing a royal horse-breeding program, and they practically fall over themselves to get involved, sending a third son who is apparently their best horseman, a herd consisting of a dozen different breeds, (horses have breeds?) and gold and foremen to ensure the construction of a heated stable and enclosed pastures. Using some of your gold, horses from the Reach and Dorne are both purchased and placed into the stables. All of this comes together with astonishing quickness. Royal stables established, -10 gold per turn, new options, bonus to all horse-related actions.
Nice, glad to see that alliances against mutual enemies only makes sense. Rather have the Vale as my neighbors than the damn Ironborn.Diplomacy:
- Speak to Kings (Kingdom of the Vale): 1d100+19 = 75. The Vale is a kingdom of arrogance, in your opinion. The place where the Andals made their landing, where the Griffin King fell to the Arryns, home to haughty knights who preen about their piety and their pure lineage. To your astonishment, they are at least willing to speak with you. Queen Regent Sharra and the boy King Ronnel reply to your letters with cordial terms, not promising anything but not rejecting anything either. They do note that the ironborn are a scourge upon First Men and Andal however. Relations between the Vale and the North are cordial, the Vale is open to cooperation against the ironborn.
Okay, more support for fostering, so I'm thinking we should aim for that next turn. And more interest in watchtowers too, good options for expansion. We'll have to delay helping Hornwood with their mines bc of our own survey crit, we'll be funneling a lot of resources into building up our own lands instead.- Speak with Vassals (East): 1d100+19 = 97. House Manderly is the first to respond to your ravens, stating that they are always glad to hear from House Stark, and that they are especially heartened by the talks with the Vale. Lord Wylbert is apparently hopeful that trade with Gulltown would bring in substantial wealth. The Flints of Widow's Watch are the next to reply, reaffirming their loyalty and inquiring if you have thought about who you will be fostering at Winterfell. They also ask about the possibilities of additional royal support for watchtowers like those slowly being constructed around Flint's Fingers. House Hornwood is a little slow in their response, and only asks about the possibility of some royal support for mines in the hills around Hornwood. Aware of vassal concerns and vassal opinions.
Good, much better foundations for agriculture. We needed this.Stewardship:
- Purchase Livestock: 1d100+18+10 = 56. Horses and oxen are both expensive beasts, but although the treasury is being strained you manage to shake enough gold loose to buy plenty of both, along with a few sheep and goats the mountain clans are happy to send you. The beasts are distributed among the smallfolk, where they are variously milked, sheared, and put to work pulling plows and powering mills. More land is plowed and planted, and the wool serves both to keep people warm and as an extra trade good. New options unlocked, food surplus increases to Small+, +50 gold(farming) and +20 gold(trading).
Damn fine stuff! Iron+coal=expanded steel and industry. Tin+copper=bronze in larger amounts if need be. Gems are always a good trade resource, as is silver. Limestone will make good building material, great to hear.- Survey the Mountains: 1d100+18= 95. By the Old Gods, you wonder why no one had thought of this before! It was such a simple course of action…look for ores in the massive mountain range! How had every Stark before you not thought of it? Well, no matter. You did. After several weeks of extensive surveying, climbing, and searching, your men found (Mineral presence roll 1d100+?? = 104. Second Roll 1d100+4 = 44) iron, gold, copper and tin, silver, coal, limestone, and a few extremely hard to reach patches of gems. And that is just in what sections of the mountains are in your lands. There's likely to be more in the mountain clan's land, although that will be less accessible. New options unlocked, a frankly ridiculous amount of mineral wealth located. Much is difficult to reach.
Awesome, greater healing is critical in this kind of world.Learning:
- Woodwitches and Midwives: The knowledge has been gathered from what seems like dozens of smallfolk healers from across your lands. Even Rivers contributed with what he recalled from his mother, who apparently held a similar position among the crannogmen. It's been organized, examined for efficacy, and written into a big book with Maester Brynden's name on it. Apparently the Citadel is curious about some of the assertions he made. Bonus to healing efforts in Winterfell.
Awesome, great progress.- Grinding Grain: Now the actual construction begins. It is delayed first by the river briefly freezing during a sudden cold snap, then by the need to establish cofferdams, but it does eventually progress, and the wheel slowly takes shape, rising from above the riverbank. You can see it's wooden skeleton growing increasingly solid every time you ride down to inspect it's progress. "That's the easy part done." Brynden tells you one day. "Now we have to connect it to the mill." Locked 1 Season.
That's some nice abilities, there. One is a anti-magic/protection buff, and the other sounds like it could be really fun to mess with, though I wouldn't want to do a Children of Dune and get possessed by my/our ancestors or something.Piety:
- The Sword Crown: 1d100+25 = 46. While your visit to Castle Green proved informative, they did not know everything. Frost spends the season traveling north and south, visiting Umber and Dustin lands, and comes back with a final scrap of information. In addition, the powers he already mentioned, the crown was said to have two more gifts: it was said to allow the bearer to occasionally access the strength or skill of their ancestors, and it could supposedly reject hostile magic. There are other runes on the crown as well, but they are unknown to everyone Frost has asked. He remarks they are probably nonsense. Definitely nonsense. The Sword Crown supposedly had at least five powers, new options unlocked.
Awesome. Needed more options, should open up a lot of doors.- Ancient Rites: 1d100+25 = 73. Frost spends most of the rest of his time in Castle Green, speaking to his compatriots. They discuss the marriage rite, the making of thanes, offerings to the gods, gratitude for blessings, and a thousand thousand other things. It is dizzying in complexity and scope, for each Green Man has heard of rites for every conceivable activity from birth to death. From these discussions, a few ideas and proposed courses of action emerge. New options unlocked.
His adventures would make a great tv show, it sounds like. Glad it worked though.Intrigue:
- Of the Vale: 1d100+16 = 104. Second Roll: 1d100+4 = 102. Third roll: 1d100+2 = 87. You are genuinely uncertain about what to think of Rivers. On the one hand, he generally acts like a total moron. An imbecile. A cretin. On the other hand, he is clearly brilliant when it comes to secrecy, deception, and the million other skills a good spy or spymaster needs. On the third hand, that's only true when his regular idiocy doesn't rule him. On the fourth hand…sometimes his idiocy proves a boon. You are not exactly sure what happened this time, but apparently things went well at first. Rivers made some friends in Gulltown and on the Three Sisters, and they funneled rumors towards you. Which is how you heard of a mysterious masked man stealing several prized heirlooms from noble families around Gulltown, being chased by a half dozen knights who he defeated with a single thrown rock, finding some sort of long-forgotten treasure, accidentally dropping it, being hailed by the Stone Crows as a hero for returning their chief's ancient crown…at this point, you stop listening. It just gets unbelievable. About a week later Rivers returns with a very sheepish grin, some gold, and the news that he has cultivated an incredibly extensive network of spies, made a positive impression on the mountain clans of the Vale, and that he may have fallen in love with a noblewoman from a cadet branch of the Royces and would you please maybe consider legitimizing him pretty please? Spy Network (The Vale) established, costs partially recouped, new options unlocked.
Yay, we know what our vassals are doing better!- Deeper Secrets: After that excitement, it's nice to see something simple happen. Rivers finishes developing his network, and regular reports appear on your desk, usually with some rather colorful commentary in the margins and occasional musings about what he would take as his name if he was legitimized. Simple Spy Network (The North) established, new options unlocked.
Hey, better than nothing for certain, and future development makes sense.Personal:
- Uplift (Roman-style Roads): 1d100+10 = 67. You know roads are important. You know the Romans built some of the best roads ever. The trouble is figuring out how. You know it involved concrete, and they were topped with gravel…or was it cobblestone? Drainage is important as well. It will take some time and effort to figure out. New options unlocked.
Sweet, the Interludes have been really fun so far.
I don't think small councils existed before AC. Even then, none of the regions had them, only the king.
then we should make one to help usI don't think small councils existed before AC. Even then, none of the regions had them, only the king.