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

[x] Hostages
- [x] Under what terms? "Free Folk leader's children to be nourished, educated and protected as our own, except that: a hostage will be killed for each unprovoked raid resulting in deaths, the King's decision as to provocation being sole, true and final. Seal the promise with a Blood Oath to the Old Gods."
They could start killing even if the wildlings are innocent on any pretended basis, so tats a bad terms you propose and if you know that your sons are in constant danger because anyone from your clan can do supid things, well you will want to save them. You are essentially taking all wildlings as prisoners and take their freedom, they will rebel.
 
They could start killing even if the wildlings are innocent on any pretended basis, so tats a bad terms you propose and if you know that your sons are in constant danger because anyone from your clan can do supid things, well you will want to save them. You are essentially taking all wildlings as prisoners and take their freedom, they will rebel.
LokKi your plan doesn't give them a reason to remain in line. If we don't give them a reason to behave themselves they will start raiding by the end of the week. It's like you said they are hunter gatherers we need to give them a reason or we will look weak not only to them but also to our vassals. By taking hostages we are holding a sword over their heads and the chiefs will know it.

[X]Plan Free folk and Rewards(2.0):
-[X] A combibation
--[X] The Wolfswood
--[X] The Gift
-[X] Oaths and Hostages
--[X] The Children of the major clan chiefs must be sent to Winterfell.
--- [x] Under what terms? "Free Folk leader's children to be nourished, educated and protected as our own, except that: a hostage will be killed for each unprovoked raid resulting in deaths, the King's decision as to provocation being sole, true and final. Seal the promise with a Blood Oath to the Old Gods."
Rewards:
-[X] Mormont: relief from taxes, give a charter for starting the construction of defences against beastmen and pirates attack. Thanehood for berserkers who fought in the battle.
Beastmen can construct crude boats?
-[X] Wull: relief from taxes, as reward for holding against the Beastmen assault give them a charter to found their own cities. Speak with Lord Wull after the meeting about him starting up his own mining operations to aid in increasing the infrastructure of the North.
-[X] Umber: relief from taxes, Speak to Lord Umber (preferably first)personally after the meeting to explain your reasoning and hint to further rewards for keeping the kings peace. Also state that if the Wildlings disturb the peace and return to raiding their neighbors without a good reason you will personal come to ensure that they are stopped. By any means necessary if needed.
-[X] Bolton: Thaneshood, make him a cupbearer of the King. Speak to Lord Bolton later about giving his house a royal edict into the study and hunting of the Beastmen. As well as a charter to expand the Dreadfort to facilitate the construction of an Order to protect the realm of Men.
 
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LokKi your plan doesn't give them a reason to remain in line. If we don't give them a reason to behave themselves they will start raiding by the end of the week. It's like you said they are hunter gatherers we need to give them a reason or we will look weak not only to them but also to our vassals. By taking hostages we are holding a sword over their heads and the chiefs will know it.
Maybe, but they do swear to old gods and they're very faithfull, you won't survive beyond the wall if you aren't.
 
Inserted tally
Adhoc vote count started by notbirdofprey on Dec 19, 2019 at 11:18 PM, finished with 20 posts and 11 votes.

  • [X]Plan Free folk and Rewards:
    -[X] A combibation
    --[X] The Wolfswood
    --[X] The Gift
    -[X] Oaths and nothing more
    -[X] Mormont: relief from taxes, give money for starting constructing defences against beastmen and pirates attack
    -[X] Wull and Umber: relief from taxes
    -[X] Bolton: Thaneshood, make him a cupbearer of the King
    [X]Plan Free folk and Rewards(2.0):
    -[X] A combibation
    --[X] The Wolfswood
    --[X] The Gift
    -[X] Oaths and Hostages
    --[X] The Children of the major clan chiefs must be sent to Winterfell.
    --- [x] Under what terms? "Free Folk leader's children to be nourished, educated and protected as our own, except that: a hostage will be killed for each unprovoked raid resulting in deaths, the King's decision as to provocation being sole, true and final. Seal the promise with a Blood Oath to the Old Gods."
    -[X] Mormont: relief from taxes, give a charter for starting the construction of defences against beastmen and pirates attack. Thanehood for berserkers who fought in the battle.
    -[X] Wull: relief from taxes, as reward for holding against the Beastmen assault give them a charter to found their own cities. Speak with Lord Wull after the meeting about him starting up his own mining operations to aid in increasing the infrastructure of the North.
    -[X] Umber: relief from taxes, Speak to Lord Umber (preferably first)personally after the meeting to explain your reasoning and hint to further rewards for keeping the kings peace. Also state that if the Wildlings disturb the peace and return to raiding their neighbors without a good reason you will personal come to ensure that they are stopped. By any means necessary if needed.
    -[X] Bolton: Thaneshood, make him a cupbearer of the King. Speak to Lord Bolton later about giving his house a royal edict into the study and hunting of the Beastmen. As well as a charter to expand the Dreadfort to facilitate the construction of an Order to protect the realm of Men.
 
The Battle with the Beastmen, Finale
You turn your attention back to the map. It's much more detailed south of the Wall than it is to the north, which you suppose is only to be expected. You begin to sketch on it, picking some of the more isolated sections of the Wolfswood and the regions which have been most damaged by the beastmen, although you are careful to avoid including any lands which belonged to the former House Whitehill. Considering the respect you men have for Lord Bolton, and the debt you owe him, partitioning his lands like that strikes you as an unwise course of action. Then, you turn back to the Lord Commander. "While I, of course, have no authority regarding the decisions the Night's Watch makes with the Gift, I thought I might make some suggestions." Having said that, you lightly sketch a few more lines on the map, picking regions of the Gift which are furthest from Umber lands. Lord Umber, seeing this, lets out an approving grunt, although he continues casting wary eyes at the wildlings. "Now, as for assurances…I think that is best done in the godswood." Everyone files out of the halls, seeming at least slightly more relaxed than before.

The godswood at the Nightfort is about the size of the one at Winterfell. The branches of the weirwoods rise high, long twigs festooned with red leaves dangling from their sides, creating a thick curtain of blood-red leaves. The path is narrow and twisting, slowly rising until you reach the center of the godswood. There are four trees arrayed in a rough circle, each with stern and resolute faces staring out at you. In the center is a weirwood stump longer than some men are tall. Sitting on it, much to your surprise is Frost. With him are two other Green Men, both without masks, tall and broad-shouldered, their solemn faces painted with red and white stripes. You notice Frost has a dagger at his waist, ancient but still wickedly sharp. In his lap is a bowl with blood-red sap. He speaks, his voice resonating throughout the clearing as the lords and chiefs and the Woodswise all file in, slowly filling the space. "You have come to swear sacred oaths before the eyes of the gods, to claim a man as Magnar and to claim yourselves as Sveinn. There are not words to speak lightly, and the wrath of the gods will be terrible to one who breaks them." As his words fade, the air seems eerily still. Your wolf sits up, ears pricking. Giantsblood steps forwards, drawing his hammer. Your lords tense, and then he lays it at your feet. "Lord of Winterfell. King of all the lands between Wall and Neck. I claim you as my Magnar and myself as your Sveinn. Hearth and heart I yield to you, in battle you shall command my hammer, in peace I follow your word. Grant me justice and grant me aid, and I shall never fail you. So I swear by earth and stone and water. So I swear by bronze and bone and iron. So I swear by ice and fire and my own blood. So I swear before the gods." He takes his hammer back. One of the other chiefs tosses a knife at your feet and swears his own oath, then a third steps forth and lays a spear at your feet. None of them kneel. Many of them spit the oaths at you, but they say the words, all the same, the heavy air lending weight to them no matter the tone of the way they hold themselves. And you can see their eyes as they speak. You don't expect too many of them to break their oaths.

Next comes a matter of rewards. To House Mormont you promise to reduce their burdens and to send gold and workers to help them build and man a better fleet to protect themselves from ironborn and pirates. To the Wull, you first congratulate him on his skilled and stalwart defense and promise to reduce his burden as well while he rebuilds his lands. Next, you turn to Lord Umber, whispering a few reassuring words in his ears about the wildlings before promising to relieve his taxes as well. You wince a little on the inside at the thought of how your treasury will look after this, but hide it. Loyal service must be rewarded. Then, last but not least, you turn to Lord Bolton, who has been watching the proceedings with his cold, cold eyes. First, you offer to take his youngest son as a personal ward and squire and cupbearer, an honor which has your other bannermen glancing at him with jealousy. He accepts with a nod and a faint smile. Then you draw Ice and lift it to his throat. "Who comes before the Old Gods of earth and sky?" You ask, your sword drawing the slightest drop of blood as he replies "One who desires to be judged" with his head held high and his voice steady. Frost comes forwards and once more you make a thane. He is not the only thane made that night, as several others are given that honor as well, including the berserkers from Bear Isle and two of the men from Skagos. The ranger you made a thane so long ago gives that honor to two of his brothers and, much to your surprise, a spearwife. It is some hours before all the oaths are taken and you and those not standing vigil retire to their rooms in the Nightfort.

Come morning, you and the lords who followed you begin marching back south, the Free Folk going to the Wolfswood following along. The air is cold, with a hint of winter in the breeze, but the sun shines brightly and the North is safe once more. You find yourself rather cheerful, although your arm still twinges. Brandon rides alongside you, his face smooth and calm. He looks at you and murmurs a short sentence. "Winter is coming."

Unless I have forgotten something, this will be the last part of this series of interludes and normal turns will resume...whenever I get the chance to write next, I guess. This is my first time doing such a long series of interludes. What did you guys think?
 
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Somewhat disappointing my plan didn't win, but hey I should have written my plan earlier. At the end of the day that's just how the cards fell. Though I will be waiting for this to blow up in our face, still a good chapter though.
 
There will probably be a decision to chose in the diplomacy section to secure the loyalty of our new vassals, or recheck the loyalty of our more northern vassals.
The next turn we will have to chose the cheapest options that will also make money for us, because we are going to have less cash on hand for a while.

Also, how long will these houses get reduced taxes? 1 year maybe 2?
 
Great! I am very glad that, despite Winter is Coming, it did not win, and this fic did not go into the Lands of the Eternal Frost! :)
 
This is my first time doing such a long series of interludes. What did you guys think?

I really enjoyed the series. There was a good balance between detail and abstraction, with a nice cinematic style of writing that let me envision what was going on - and even being a little confused in the chaos of battle. I think the breakpoints were well done. All in all a rollicking good time.
 
Rumor Mill Turn 9
Rumor Mill (The North):
Beastmen Threat Destroyed: The lords of the North rallied to their king's command. Even the most distant houses like Crowl and Reed sent a great host of men, and the combined army swept through the beastmen, slaughtering them like so many cows. Great deeds were done by many men, including the heroic defenders of Wullton, Bolton the Beastbane, and King Torrhen himself. The vile creatures were crushed between unyielding soldiers and unyielding stone, trampled by raging berserkers and heavily armored knights, and hunted down by wargs and archers as they fled in helpless terror. With the beastmen smashed, the army proceeded northwards to help secure the Wall against this new threat.
-According to Snow: The people celebrate this victory, and the lords of the North have been impressed by your leadership and the effectiveness of your guard. All of them are eager for your friendship and fearful of your wrath now. But many houses are resentful of House Manderly and House Karstark, especially House Karstark – the Manderlys at least sent enough silver to supply your force. Men grumble about it, but they are infuriated by how few were sent from Karhold.

Wildlings Kneel: Jon Giantsblood, King-Beyond-The-Wall, has bent the knee, as has every chief which follows him. They have settled in abandoned lands in the Wolfswood and in the Gift they once raided and ravaged, with many – including three hundred savage spearwives – taking the black. Oaths have been sworn before heart trees, witnessed by the Green Men. Some are confident that is enough to bind the savages, while others fear they hold nothing sacred, not even their word given before the eyes of the gods.
-According to Snow: A lot of people are angry now, more at each other than at you. It hasn't gone beyond the level of insults, but in the Gift, many of the Watch find themselves patrolling outside farms instead of patrolling along the wall. The chiefs are at least making an effort to keep things quiet, and thanks to the emptiness of the Wolfswood, the situation is quiet there.

The Green Men of Skagos: The island of Skagos is a mysterious place with a fell and savage reputation. Stories speak of bloodthirsty cannibals, vicious raiders as fierce as ironborn, skinchangers and blood-drinkers and curseweavers. Many came at the call of the King in the North, bringing with them wargs and strange, skilled healers both. Some have remained, departing with the Green Men instead of leaving for their isle. None know what the Green Men seek from the Skagosi, but many lurid tales have been silenced by the evident good the Green Men do. Surely they would be involved with nothing foul…
-According to Snow: Every man I send to Castle Green returns with a blank spot in his memory.

Rumor Mill (Beyond-the-Wall)

Beastmen Attack: Bare days after the King Torrhen departed the Nightfort, a vicious horde of beastmen attacked the Wall under the cover of night. Despite the best efforts of the Watch, they were able to climb to the top of the Wall, many climbing even as their flesh was burned off by boiling tar. However, once they gained the Wall they were quickly pushed back as reinforcements arrived and the horde was driven back into the wood. From Long Barrow to Sable Hall, beastmen heads now line the icy ramparts, leering down at the Haunted Forest. Some recruits claim that they can hear the heads whispering or singing.

Wildlings in Black: Many wildlings now wear black cloaks and stand watch atop the Wall. The last of the abandoned castles have been rebuilt, with some given entirely over to wildlings except for a few builders and stewards. The masters-at-arms have been working nonstop hammering some semblance of discipline into everyone they can make listen, and their efforts have been bearing fruit. So many have joined the Night's Watch that there are not enough cloaks for everyone, and some must make do with black armbands.

The Grand Ranging: Denys Seawyn, Commander of the Shadow Tower, has begun preparations for a Grand Ranging along the Milkwater, with the goal of finding out what happened to the Thenns and the giants and the other wildling clans who chose to go north instead of south. With the resources of the Watch stretched to the breaking point by castle repairs and training and equipping the new recruits, he has turned to the nobility for support.

Rumor Mill (The Riverlands)
Bloody Waters: The number of savage beasts in the Riverlands has only increased. Vast swarms of sharks and squids have filled the waters, some throwing themselves on land in a desperate bid to slaughter and slay. Despite the plagues which ravage them, many rivermen have fallen to these beasts, and some of the Blackwood allies have returned home in an attempt to help protect their smallfolk from these savage depredations.
-According to Snow: The number of attacks increases constantly, and the rivers are beginning to turn red as more and more men are killed. Even being in a boat isn't enough to secure your safety, as some of the creatures seem willing to work together to capsize anything too large for them to attack more directly.

War of Reavers: The war has turned even more savage. King Harren, confident that the Blackwood army would not attack him, has sent many of his men away to raid and reave all along the Trident. His men, always cruel and vicious, have grown even more bloodthirsty and savage, slaughtering men and women and children by the hundreds and decorating their longships with the corpses. The wood of their boats have been stained black with innocent blood, and savage beasts follow the fleets wherever they go.
-According to Snow: The boats are moving incredibly quickly, almost like something is pulling them along from one massacre to the next. There is no pattern to where they strike, except that they avoid anywhere where they could be confronted by a superior force.

Mysterious Aid: Even as the ironborn wreak havoc from the Twins to Stoney Sept, many of their raiding bands in the southwestern Riverlands have been slaughtered in turn by a mysterious band of warriors. Reports of them are scattered, as they wander with neither rhyme nor reason but find their way into bands of ironborn with remarkable ease, destroying their foes with the same apparent lack of effort.
-According to Snow: This band of knights dresses all in green and red, and none of them have been seen without their helmets. They ride graceful horses which seem almost like sand steeds, and their banners are unfamiliar to everyone who sees them. I do not know who they are or why they are killing ironborn, and it troubles me.

Rumor Mill (The Vale)
Runestone Besieged: Runestone was attacked by a horde of Burned Men and their allies, who almost gained the gates through sheer suddenness and savagery, attacking just as the gates were opened with the rising of the sun. The hounds in the Runestone kennels have been howling nonstop since the moment of the attack, their keening driving the defenders to distraction as hordes of Burned Men and Painted Dogs and their vassal clans attack the walls, again and again, bloodying the beleaguered guardsmen before being driven back. Ravens have been sent to every house nearby, and the armies of the Vale muster in preparation for what will surely be a fierce battle.
-According to Rivers: It's a bloody mess. Prince Jonos is rallying every man he can get his hands on, riding as fast as he can for Runestone, while King Ronnel expresses concerns that this attack might be a feint. "Where are the other clans who war against men? If they are not attacking Runestone, what are they planning?" While some call this caution wisdom, others name it cowardice. As for me? I go to war. Kartis Pyrite of House Pyrite rides to the call of his liege.

Heads on the High Road: The Sons of the Mist have proclaimed a blood feud against the Ghoul Men who support the Burned Men, and their heads have been appearing along the High Road, usually disfigured horrifically in the process. The Ghoul Men have apparently subverted men in several Vale Houses including House Upcliff, and the Sons of the Mist have not been shy about slaying those they claim as traitors, despite the protests of many noble houses.
-According to Rivers: It's even more of a mess now, with some houses shutting their gates for fear of treachery and others riding out to slaughter any clansmen they can find. Even the actual nobles of the Vale are clashing and killing each other, and there's no way of knowing how any of this will end. But the Sons of the Mist have vanished into the mountains, apparently content with the chaos they have unleashed.
 
Welp...we have a massive clustfuck of events going on and it's all looking like a barrel thats gonna burst, spilling its contents into all the surrounding lands.
 
Really enjoying the story so far. Also, Skaggos with their 4/10 opinion of us (lowest of all vassals) is going to be a problem unless we diplomance them sooner rather than later
 
Turn 10
Short Fall, Long Autumn, Year 106 AD

The castle has returned to normal…more or less. There are a few wildlings who decided to join your staff, a few empty slots in the guards, and you hear occasional rumors of beastmen in the Wolfswood being killed handily by the Wardens. Peace has returned to the North, hopefully, to stay.

You can see your sons playing in the yard, their lessons done for the day. Your daughter toddles after them, asking to join in. A little off to the side is your new ward, Cregan Bolton, who seems to have volunteered or been volunteered as the opposition for whatever game this is as he tries to catch Eddard and Edwyle, nearly succeeding several times, his face a mask of concentration eerily like his fathers. The direwolf pups lie nearby, seemingly more interested in soaking up what few rays of sunlight are still striking the ground than anything else.

Nearby, Brandon is dueling several young men who are hoping to join your guard, knocking practice weapons out of hands and cracking limbs. If you didn't know him better, you would think he is enjoying hurting the prospective guards by the fierce smile that stretches across his face, but you are aware that he is simply enjoying the opportunity to fight without worrying about either of you dying. You will have to make sure anyone he approves to join the guard is also aware of that. They will consider Brandon enough of a sadist after the training without anything else to suggest it.

As you watch, you notice the three boys have turned their attention from their game to the sparring matches, Edwyle cheering on the recruits, Eddard and Cregan both shouting for Brandon.

(+1 Free Action)

Military: Brandon is the Champion of Winter and a skilled commander of soldiers. Most importantly, you trust him with your life and throne. (Choose 2)
[] 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: 1400 gold. DC: 30. Reward: Watchtower chain along the western coast.
[] Bear Island Towers: Watchtowers are expensive things, even if they are very useful. While some of your vassals have successfully built their own, an infusion of coin, laborers, and men-at-arms to guard them would do wonders for helping out others, like the Mormonts. Time: 2 seasons. Cost: 400 gold. DC: 30. Reward: Watchtower chain along Bear Island
[] Woods Riders: Since you now have monsters in the forest to deal with, you need another type of soldier, one better equipped for patrolling the paths and roads of the Wolfswood. Use some of the lighter horses and hire some soldiers to create lightly equipped, mobile cavalry. They won't have the same weight as knights or heavy horse, but hopefully, that won't matter too much. It's not like they can really charge well in the woods. Although perhaps if they could shoot a bow from horseback…Time: 2 seasons. Cost: 500 gold. DC: 55. Reward: Wolfswood riders begin patrolling around the Wolfswood and along the roads inside it, new options unlocked.
[] Expand the Patrols: The Wardens have been doing a good job, but they could do better. Considering the threat beastmen have proven themselves to be, it would be wise to make sure they do not receive another such opportunity. Send more men to join them, get them better equipment, perhaps expand House Forrester's fortifications some. Your people shall not have to live in fear of these beasts! Time: 1 season. Cost: 800 gold. DC: 45. Reward: Wolfswood Wardens expanded, better trained, better equipped.
[] Wardens of the Road: The beastmen probably aren't a significant threat anymore. Most of the Wardens have had minimal encounters, and there have been no reports of beastmen attacks from any of your subjects, new or old. Have some of them patrol the roads around the Wolfswood and help deal with any bandits of other threats instead. Time: 1 season. Cost: 200 gold. DC: 30. Reward: Potential increase to trade income
[] Guard Training: Brandon has replaced all the dead or severely wounded guardsmen by now, or at least selected men who will serve as adequate replacements after their training is done. With some of his spare time, he could train other men to a similar standard for other houses. And naturally, he will encourage those men to remember their loyalties to Winterfell should the unthinkable happen…Time: 2 seasons. Cost: 200 gold. DC: 50. Reward: Other houses gain small number of men trained and equipped equivalent to Winterfell guard, vassal loyalty increased.
[] Wildling Warriors: The wildlings have many fierce warriors among them. Brandon wants to see if they have any unique insights for battle, whether it's special tactics for fighting in beastmen or a way to use those elk they ride sometimes as cavalry. Time: 1 season. Cost: 50 gold. DC: 65. Reward: ??
[] The Grand Ranging: You do want to know what happened to the giants, and get a better idea of what's north of the Wall. Sending some men and supplies to the Shadow Tower will cost you a little, and it has potential for great rewards. Time: 1 season. Cost: 400 gold. DC: 30. Reward: Better chances of success for the Grand Ranging.

Diplomacy: Jeyne has relaxed now. You are home, you are safe, and you are mostly unchanged by the war. (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.
[] 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 First Night: The right of the First Night is a barbaric thing, in your opinion, and you knew many of your vassals and all of the smallfolk agree. Banning it would be a good deed, but it might upset even those who disapprove of the practice. Time: 1 season. Cost: 25 gold. DC: 20/40/60/80. Reward: First Night banned, chance of change in vassal/peasant opinion
[] Speak With the Clans: Even the mountain clans know of the Stark in Winterfell. Your word carries weight. Use that to make contact with the clans and hear what they have to say. Of course, if the Vale finds out they might be unhappy with you. Time: 2 seasons. Cost: 150 gold. DC: 25/50. Reward: Make contact with the mountain clans of the Vale, chance of Vale opinion loss
[] Wildling Troubles: Many are displeased by the presence of wildlings in your kingdom, on both sides. The oaths sworn by the chiefs have kept the bloodshed to a minimum, but you see no reason to let this tension fester. Remind the chiefs of their oaths, remind the nobles of witnessing the oaths, remind the smallfolk on both sides that they have better things to do than killing each other. Perhaps make a few examples…Time: 2 seasons. Cost: 200 gold. DC: 30/60/90. Reward: Reduced tensions in the North.
[] For the Watch: The North knows the threat of the beastmen now, and the Night's Watch swells with recruits. But you see no reason to let the North bare this burden alone. Send beastmen corpses south with men willing to help the Watch recruit from the South. Time: 2 seasons. Cost: 150 gold. DC: 50. Reward: Night's Watch is stronger.

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 2)
[] Improve Roads (Basic): 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: 1200 gold. DC: 50. Reward: Better (but not good) roads around Winterfell.
[] Concrete Construction: Concrete will be an extremely useful material, but unlike stone it cannot be simply carved out of the ground. You must set up a building for it to be mixed, train some people in how to make it and use it, and then you will be able to use it. Time: 3 seasons. Cost: 800 gold. DC: 35. Reward: New options unlocked, increase to trade.
[] Cattle Ranching: There's lots of cows now on your land. There's lots of land without any people. Put the two together to begin expanding your cattle herds and selling the meat and leather and milk. Time: 2 seasons. Cost: 400 gold. DC: 45. Reward: New options unlocked, increase to trade.
[] From Wool To Yarn: You have arranged for a sheep farming business which is doing well enough, but you want to improve it. Selling yarn is much more valuable than selling raw wool. Hire some more workers and have them scour and card the raw wool and make it into yarn to sell. Time: 2 seasons. Cost: 400 gold. DC: 65. Reward: Increase to trade.
[] Mines (Difficult): It will be expensive in blood, in time, in labor, in coin. Perhaps it is foolish, perhaps not. But all the most valuable ores are on the highest peaks, and you need the income these mines will provide. Time: 5 seasons. Cost: 1800 gold. DC: 75. Reward: Major new income source.
[] Expand the Surveys: The mountains clans have heard about the wealth you found in the mountains. Now they spend what time they can spare searching for ores and gems in their land. Hire the prospectors again and have them search through the rest of the mountains. Time: 2 seasons. Cost: 300 gold. DC: 45. Reward: Knowledge of resources in the rest of the mountains.
[] New Mills: Build more water wheels and set them up with grindstones. Free up livestock and grind grain faster. Poole gets quite the gleam in his eye when he talks about all the things he could do with more waterwheels. Time: 2 seasons. Cost: 500 gold. Reward: Increase to farming income.
[] A Proper Town: Between the forges, an influx of smallfolk from across the north, and the increased prosperity on your lands, there are enough people in Winter-town that you can reasonably declare it a town and give them a charter. It will be a long process to make it more than just ink on parchment, but the results will be worth it. Time: 1 season. Cost: 200 gold. Reward: Town charter given out, new options unlocked.
[] Other Artisans: The forges are already bringing in wealth, and the amount will certainly grow. But people need more than iron and steel. They need houses and furniture and carts and all manner of things. Some will come naturally, but more will come if you encourage them some. Time: 1 season. Cost: 400 gold. Reward: Increase to trade.
[] Logging Camps: The Wolfswood is a wild place, but some sections of it are safe enough that you can set up logging camps and not expect major problems. The wood will fuel fires and make houses and probably serve a number of other purposes as well. Time: 2 seasons. Cost: 500 gold. Reward: Logging income, one time income, new options unlocked.

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 1)
[] 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: 65. Reward: Beginnings of a library in Winterfell.
[] Strange Wood: The gray wood is an unusual material. It reminds you of weirwood in the grain, but other than that it is completely unfamiliar. Have Maester Brynden study it. Perhaps it is something significant… Time: 1 season. Cost: 50 gold. DC: 55. Reward: Information
[] Road Building: You remember quite a bit about roads, but you aren't entirely certain about Roman roads were made. Talk to Maester Brynden about how roads were built, see if he can remember anything useful, and maybe let him run a couple small-scale tests. Time: 3 seasons. Cost: 600 gold. DC: 50. Reward: New stewardship option unlocked.
[] The Power of Water: Water is an amazing thing, Brynden says, and you definitely agree. It's truer than he knows, really. And the North has plenty of streams which flow fast enough to never freeze. You can use them to grind grain, but what else can you do a waterwheel? Time: 2 seasons. Cost: 300 gold. DC: 30/60/90. Reward: New options unlocked.
[] Northern Library: So the Citadel will not send you books again, huh? Will no matter, you will just have to do it yourself. Tell your vassals to copy what books they have and send them to you. Time: 6 seasons. Cost: 800 gold. DC: 30. Reward: Beginnings of library. Locked 4 seasons.
[] New Ink: The ink Maester Brynden purchases from the south doesn't always work properly with the printing press. He wants to do some testing to see what batches work better and why so he can stop having to redo pages because the ink didn't stick again…Time: 1 season. Cost: 300 gold. DC: 45. Reward: Printing press projects reduced in time, difficulty, expense.

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. The sense of weight around his has grown stronger ever since the Oath-swearing at the Nightfort. (Choose 1)
[] The Old Carvings: There is power in the ancient carvings that line the walls of Winterfell. Of that, there can be no doubt. But it is a silent, distant power, grown weak from long neglect and fading strength. Restoring their power will be a long and difficult process. First, the old carvings must be renewed and deepened, so that they are more than barely visible scratches in stone. Time: 2 Seasons. Cost: 100 gold. DC: 65. Reward: Runes in Winterfell actually visible.
[] The Horned Men: On the Isle of Faces, it is said that the Horned Man slays all who trespass on that sacred soil. Frost wishes to create a less…brutal version for the North by making an order of thanes. They will be no different from other thanes except for an additional oath: To protect the sacred sites of the Old Gods from those who would do it harm. Time: 2 seasons. Cost: 250 gold. Reward: Order of the Horned Men formed
[] More Weirwoods: There are many godswoods in the North now. Nearly every castle has one in fact, even if some lack true heart trees. Frost wants to make more weirwood cuttings and see to it that every castle has a carved weirwood, and perhaps plant a few more in marketplaces and crossroads and other such sights. Time: 2 seasons. Cost: 100 gold. DC: 35. Reward: More weirwoods in the North. Locked 1 season.
[] Rites of the Field: The First Men and the Children of the Forest learned much from each other once the Pact was sworn, but much has been forgotten. Frost and his brethren will begin to seek the rites of the field and grove and attempt to recreate them. Time: 4 seasons. Cost: 50 gold. DC: 75. Reward: New magic unlocked
[] Rites of the Wild: The First Men and the Children of the Forest learned much from each other once the Pact was sworn, but much has been forgotten. Frost and his brethren will begin to seek the rites of the wood and waters and attempt to recreate them. Time: 4 seasons. Cost: 50 gold. DC: 75. Reward: New magic unlocked
[] Rites of the Flesh: The First Men and the Children of the Forest learned much from each other once the Pact was sworn, but much has been forgotten. Frost and his brethren will begin to seek the rites of the man, woman, and child and attempt to recreate them. Time: 4 seasons. Cost: 50 gold. DC: 75. Reward: New magic unlocked
[] Rites of Battle: The First Men and the Children of the Forest learned much from each other once the Pact was sworn, but much has been forgotten. Frost and his brethren will begin to seek the rites of the battle-luck and blood-fury and attempt to recreate them. Time: 4 seasons. Cost: 50 gold. DC: 75. Reward: New magic unlocked.
[] From Skagos to the Neck: What does Frost want with all those wargs and healers and wise men? Why have they gone to Castle Green? And how can you get the North to benefit from their presence? You have seen the power of wargs, and the healers from Skagos saved many lives and limbs with their strange herbs and unicorn horns. Time: 2 seasons. Cost: 0 gold. DC: 55. Reward: New actions unlocked.


Intrigue: Snow is in many ways the total opposite of Rivers. Calm where he is excitable, nondescript where he is distinctive. You can't imagine Snow having any of his predecessor's escapades, although he is most definitely equally competent. (Choose 2)
[] Beyond the Wall Part 2: Snow is unnerved by the news from the North. He considers it something unnatural and unusual, which means he wants to know more about it. Let him bribe wildlings into spilling their secrets with him, and he promises to get to the bottom of the matter. Time: 3 seasons. Cost: 200 gold. DC: 65. Reward: Simple Spy Network (Beyond the Wall)
[] From Valley to Peak: Snow knows almost everything that happens in the Vale. There are still a few exceptions, however. Send Snow back to the Vale and have him fill in the last few gaps in his network. Time: 4 seasons. Cost: 800 gold. DC: 65. Reward: Advanced Spy Network (The Vale)
[] Even Deeper Secrets: Snow has people in every house in the North. He has people in every town and city too. But you want more. If your lords meet, you want to know. If anything happens, you want to know. Time: 3 seasons. Cost: 600 gold. DC: 55. Reward: Spy Network (The North).
[] Further Afield (Kingdom): You have ways of hearing what happens in the immediate south, but now you find yourself concerned with what's happening even further away. Pick a kingdom or nation and let Rivers get to work. Time: 2 seasons. Cost: 100 gold. DC: Varies. Reward: Rumor mill for chosen location
[] Deeper Rivers Part 2: The ironborn are clearly up to something. You don't like it, and you don't like then. Have Rivers dig even deeper, buy even more tongues, and see to it that Black Harren can't cough without you knowing. Time: 2 seasons. Cost: 600 gold. DC: 60. Reward: Spy Network (The Riverlands).
[] Create an Organization: While Rivers would happily break into the Dreadfort or assassinate a rebel with nothing more than a frog spear and guts, Snow prefers a more methodical approach. He wants to hire some men to create a special organization, dedicated purely to…"direct action" as he so calmly puts it. Time: 3 seasons. Cost: 1000 gold. DC: 50. Reward: Group of assassins/spies/smugglers/saboteurs available for use.
[] Blackwood Aid, Part Two: Now that you know the Blackwoods are interested in working with you, further steps can be taken. Sending men south in the guise of a sellsword company will help, especially if they bring extra equipment with them. It's not as much as the riverlords would like, but you cannot afford another war at the moment. Time: 1 season. Cost: 1000 gold. DC: 45. Reward: "Sellswords" with extra equipment sent to aid Lord Blackwood.
[] A Little Help: You are desperately strapped for gold and silver, even with the new mines. You do have some extra weapons though. Send them south past the ironborn armies and hopefully it will be enough to give Lord Blackwood some momentum. Time: 1 season. Cost: 300 gold. DC: 45. Reward: Extra weapons sent to aid Lord Blackwood.

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.
[] Propose Fostering/Betrothal: It's a simple matter for you to agree to the proposals you received about fostering and betrothals, either in whole or in part. Time: 1 season. Cost: None. DC: Varies. Reward: Betrothal and/or Fostering(s) arranged
[] Warging Practice: You know that you are a warg now, if it wasn't obvious beforehand. You have had the occasional wolf dream, but you want to practice it with greater focus and effort and actively try to slip into the skin of your wolf. Time: 1 season. Cost: 0. DC: 55. Reward: You get more skilled at warging.
[] 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.

Treasury: 4405 gold
Income: 300 gold (taxes) + 1100 gold (trade) + 560 gold (farming) + 100 gold (fur) + 25 gold (wool) + 400 gold (mines)
Expenditures: -20 gold (signal towers), -10 gold (stables), -10 gold (scouts), -10 gold (Wolfswood Wardens), - 80 gold (various tariff/tax reductions for houses)
Net Income: 2965 gold
Food Supply: Medium surplus
 
[x]plan Black Wolves
(+1 Free Action to personal)
Military
[x] Bear Island Towers: Time: 2 seasons. Cost: 400 gold. DC: 30. Reward: Watchtower chain along Bear Island
[x] The Grand Ranging: Time: 1 season. Cost: 400 gold. DC: 30. Reward: Better chances of success for the Grand Ranging.

Diplomacy:
[x] Wildling Troubles:Time: 2 seasons. Cost: 200 gold. DC: 30/60/90. Reward: Reduced tensions in the North.
[x] For the Watch:Time: 2 seasons. Cost: 150 gold. DC: 50. Reward: Night's Watch is stronger.

Stewardship:
[x] A Proper Town:Time: 1 season. Cost: 200 gold. Reward: Town charter given out, new options unlocked.
[x] Other Artisans: Time: 1 season. Cost: 400 gold. Reward: Increase to trade.

Learning:
[x] Strange Wood: Time: 1 season. Cost: 50 gold. DC: 55. Reward: Information

Piety:
[x] From Skagos to the Neck: Time: 2 seasons. Cost: 0 gold. DC: 55. Reward: New actions unlocked.

Intrigue:
[x] Create an Organization: Time: 3 seasons. Cost: 1000 gold. DC: 50. Reward: Group of assassins/spies/smugglers/saboteurs available for use.
[x] A Little Help:Time: 1 season. Cost: 300 gold. DC: 45. Reward: Extra weapons sent to aid Lord Blackwood.

Personal:
[x] Uplift Seed Drill: Time: 1 season. Cost: 0. DC: Varies. Reward: New action unlocked
[x] Warging Practice: Time: 1 season. Cost: 0. DC: 55. Reward: You get more skilled at warging.
[x] Family Time: Time: 1 season. Cost: 0. DC: 50. Reward: You feel better, your family feels better.

Treasury: 4405 gold
Expenditure 3100
Net Income: 2965 gold
Food Supply: Medium surplus

It's going to eat at our gold, but we'll make it up later
 
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[X] Plan: Lower Risk
-[X] +1 Free Action
--[X] Intrigue
-[X] Bear Island Towers: Watchtowers are expensive things, even if they are very useful. While some of your vassals have successfully built their own, an infusion of coin, laborers, and men-at-arms to guard them would do wonders for helping out others, like the Mormonts. Time: 2 seasons. Cost: 400 gold. DC: 30. Reward: Watchtower chain along Bear Island
-[X] Expand the Patrols: The Wardens have been doing a good job, but they could do better. Considering the threat beastmen have proven themselves to be, it would be wise to make sure they do not receive another such opportunity. Send more men to join them, get them better equipment, perhaps expand House Forrester's fortifications some. Your people shall not have to live in fear of these beasts! Time: 1 season. Cost: 800 gold. DC: 45. Reward: Wolfswood Wardens expanded, better trained, better equipped.

-[X] Speak with Vassals (East): 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] Wildling Troubles: Many are displeased by the presence of wildlings in your kingdom, on both sides. The oaths sworn by the chiefs have kept the bloodshed to a minimum, but you see no reason to let this tension fester. Remind the chiefs of their oaths, remind the nobles of witnessing the oaths, remind the smallfolk on both sides that they have better things to do than killing each other. Perhaps make a few examples…Time: 2 seasons. Cost: 200 gold. DC: 30/60/90. Reward: Reduced tensions in the North.

-[X] Cattle Ranching: There's lots of cows now on your land. There's lots of land without any people. Put the two together to begin expanding your cattle herds and selling the meat and leather and milk. Time: 2 seasons. Cost: 400 gold. DC: 45. Reward: New options unlocked, increase to trade.
--[X] Apply DD to Cattle Ranching
-[X] New Mills: Build more water wheels and set them up with grindstones. Free up livestock and grind grain faster. Poole gets quite the gleam in his eye when he talks about all the things he could do with more waterwheels. Time: 2 seasons. Cost: 500 gold. Reward: Increase to farming income.

-[X] Strange Wood: The gray wood is an unusual material. It reminds you of weirwood in the grain, but other than that it is completely unfamiliar. Have Maester Brynden study it. Perhaps it is something significant… Time: 1 season. Cost: 50 gold. DC: 55. Reward: Information

-[X] Further Afield (The Rock): You have ways of hearing what happens in the immediate south, but now you find yourself concerned with what's happening even further away. Pick a kingdom or nation and let Rivers get to work. Time: 2 seasons. Cost: 100 gold. DC: Varies. Reward: Rumor mill for chosen location
-[X] Further Afield (Iron Islands): You have ways of hearing what happens in the immediate south, but now you find yourself concerned with what's happening even further away. Pick a kingdom or nation and let Rivers get to work. Time: 2 seasons. Cost: 100 gold. DC: Varies. Reward: Rumor mill for chosen location
-[X] A Little Help: You are desperately strapped for gold and silver, even with the new mines. You do have some extra weapons though. Send them south past the ironborn armies and hopefully it will be enough to give Lord Blackwood some momentum. Time: 1 season. Cost: 300 gold. DC: 45. Reward: Extra weapons sent to aid Lord Blackwood.

-[X] Warging Practice: You know that you are a warg now, if it wasn't obvious beforehand. You have had the occasional wolf dream, but you want to practice it with greater focus and effort and actively try to slip into the skin of your wolf. Time: 1 season. Cost: 0. DC: 55. Reward: You get more skilled at warging.
-[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.

Total Cost = [1200+300+900+50+500+0] = 2950

Explanation:
Martial - Expanded patrols to make sure the Beastman threat can be dealt with if it is still here. Went with the towers for Bear island cause they were less expensive than the whole western coast, and less time consuming.
Diplomacy - Speak with vassals to try and improve opinion. The wildling situation to try and clean things up. Didn't go with the Watch, because internal issues are immediate.
Stewardship - These look possible, raise our income.
Piety - cheap
Intrigue - More rumor mills of other kingdoms would be nice.
Personal - We have the time to try.
 
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[X] Plan Cheap but Important!
(+1 Free Action to Martial)

-[X] Guard Training: Brandon has replaced all the dead or severely wounded guardsmen by now, or at least selected men who will serve as adequate replacements after their training is done. With some of his spare time, he could train other men to a similar standard for other houses. And naturally, he will encourage those men to remember their loyalties to Winterfell should the unthinkable happen…Time: 2 seasons. Cost: 200 gold. DC: 50. Reward: Other houses gain small number of men trained and equipped equivalent to Winterfell guard, vassal loyalty increased.
-[X] Wildling Warriors: The wildlings have many fierce warriors among them. Brandon wants to see if they have any unique insights for battle, whether it's special tactics for fighting in beastmen or a way to use those elk they ride sometimes as cavalry. Time: 1 season. Cost: 50 gold. DC: 65. Reward: ??
-[X] The Grand Ranging: You do want to know what happened to the giants, and get a better idea of what's north of the Wall. Sending some men and supplies to the Shadow Tower will cost you a little, and it has potential for great rewards. Time: 1 season. Cost: 400 gold. DC: 30. Reward: Better chances of success for the Grand Ranging.

-[X] Speak with Vassals (East): 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] Wildling Troubles: Many are displeased by the presence of wildlings in your kingdom, on both sides. The oaths sworn by the chiefs have kept the bloodshed to a minimum, but you see no reason to let this tension fester. Remind the chiefs of their oaths, remind the nobles of witnessing the oaths, remind the smallfolk on both sides that they have better things to do than killing each other. Perhaps make a few examples…Time: 2 seasons. Cost: 200 gold. DC: 30/60/90. Reward: Reduced tensions in the North.
--[X] Apply DD to Wildling Troubles.

-[X] A Proper Town: Between the forges, an influx of smallfolk from across the north, and the increased prosperity on your lands, there are enough people in Winter-town that you can reasonably declare it a town and give them a charter. It will be a long process to make it more than just ink on parchment, but the results will be worth it. Time: 1 season. Cost: 200 gold. Reward: Town charter given out, new options unlocked.
-[X] Other Artisans: The forges are already bringing in wealth, and the amount will certainly grow. But people need more than iron and steel. They need houses and furniture and carts and all manner of things. Some will come naturally, but more will come if you encourage them some. Time: 1 season. Cost: 400 gold. Reward: Increase to trade.

-[X] Strange Wood: The gray wood is an unusual material. It reminds you of weirwood in the grain, but other than that it is completely unfamiliar. Have Maester Brynden study it. Perhaps it is something significant… Time: 1 season. Cost: 50 gold. DC: 55. Reward: Information

-[X] From Skagos to the Neck: What does Frost want with all those wargs and healers and wise men? Why have they gone to Castle Green? And how can you get the North to benefit from their presence? You have seen the power of wargs, and the healers from Skagos saved many lives and limbs with their strange herbs and unicorn horns. Time: 2 seasons. Cost: 0 gold. DC: 55. Reward: New actions unlocked.

-[X] Blackwood Aid, Part Two: Now that you know the Blackwoods are interested in working with you, further steps can be taken. Sending men south in the guise of a sellsword company will help, especially if they bring extra equipment with them. It's not as much as the riverlords would like, but you cannot afford another war at the moment. Time: 1 season. Cost: 1000 gold. DC: 45. Reward: "Sellswords" with extra equipment sent to aid Lord Blackwood.
-[X] A Little Help: You are desperately strapped for gold and silver, even with the new mines. You do have some extra weapons though. Send them south past the ironborn armies and hopefully it will be enough to give Lord Blackwood some momentum. Time: 1 season. Cost: 300 gold. DC: 45. Reward: Extra weapons sent to aid Lord Blackwood.

-[X] Warging Practice: You know that you are a warg now, if it wasn't obvious beforehand. You have had the occasional wolf dream, but you want to practice it with greater focus and effort and actively try to slip into the skin of your wolf. Time: 1 season. Cost: 0. DC: 55. Reward: You get more skilled at warging.
-[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.

Total Cost: 200+50+400 + 100+200 + 200+400 + 50 + 1000+300 = 2900

Martial: We increase Vassal loyalty while learning about our new subjects, with helping the ranging to find out what is happening up north.

Diplomacy: We speak with the East, mainly Karhold and maybe the Umbers, find out what is wrong with the Karstarks that they missed all the fighting, while checking up on the Umbers.The wildling situation needs to be dealt with as fast as possible.

Stewardship: Finally make winterfell a town while increasing the artisans there to get more trade income.

Learning: Hopefully finally find out about this strange wood!

Piety: Find our what is happening at the Green Castle.

Intrigue: Help the Blackwoods... Doubly.

Personal: Learn about our magical ability to control animals. And be with our family, we did just survive a war, after all.
 
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[X] Plan Cheap but Important!
Well, I agree with all this issues.
@Rui , did you forgot DD, or I simply can not notice it?
 
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