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