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

We definitely need to look into someway to kill the dragons or neutralize them atleast. Would be amazing if Griffins or such randomly manifested and came under our control ;)
 
Turn 12
Short Spring, Long Autumn, Year 107 AD

The halls of Winterfell seem like two separate castles at times, you find yourself thinking. Half the time, they are full of light and laughter, as a dozen children from half a dozen houses (Maester Brynden accidentally sent messages to every House Flint in the North) chase each other about the halls, getting into mischief and avoiding lessons. Cregan and Eddard have befriended most of them already, and you have caught them leading the oldest on adventures in Wintertown you suspect would upset their mothers…

The rest of the time, you find yourself noticing gaps in the servants where familiar faces have been replaced by new ones. Old Jenny passed away, along with several others. Serena survived this bout of illness, but she remains sickly and prone to fevers and other diseases, and Jeyne stays by her side whenever she can, almost to the point of neglecting Rodrik and Alys. She has not shared your bed in months, instead preferring to sleep close by Serena, something you refuse to complain about, despite your growing loneliness.

Trying to distract yourself from these melancholy thoughts, you focus on Edwyle, who is delighted with his betrothed, a comely maiden named Sybelle who rides better than him and loves to sing things which edge on scandalous. She is just as fond of spending time in the godswood as he is as well. Eddard is less pleased with his, although Lyanna seems fond of him, even if she does insist he spar with her. He usually ends up with bruises after those matches. He tolerates her certainly, and he is improving, but they are not as close as Edwyle and Sybelle, something you regret.

Jaime brings you a new set of reports from Wintertown and your lands. More land is being planted than ever before, and Wintertown continues to expand, if at a slower pace now. (+50 gold (farming), +50 gold (taxes)). The mines have expanded somewhat as well, following new veins (+20 gold (mining)).

(+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.

[] 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.

[] 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 a small number of men trained and equipped equivalent to Winterfell guard, vassal loyalty increased.

[] Northern Ghosts: One thing Brandon learned from the wildlings is about another tribe who headed south and vanished into the Wolfswood. By all accounts, they are incredibly skilled at ambushes and tracking, able to walk in fresh snow without leaving tracks and find the path a shadowcat took across stone. Brandon wants to seek them out and learn everything he can from them, and possibly even recruit them into your service. Time: 3 seasons. Cost: 50 gold. DC: 75. Reward: New options unlocked

Diplomacy: Jeyne has withdrawn into herself once more, and rarely lets Serena out of her sight. She does her work ably, but without the same enthusiasm she once had. (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

[] 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 1)

[] 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 are 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 that 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. DC: 40. Reward: Increase to farming income.

[] 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. DC: Special. 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. DC: 35 Reward: Logging income, one-time income, new options unlocked.

[] Forest for the Trees: Axyl the Chief (so-called to distinguish him from the other four Axyls in his clan) told Brandon all about how wonderful red yew was for bows. Unfortunately, there isn't that much of it in the Wolfswood, but there are quite a few men who know how to coax trees to grow. Time: 3 seasons. Cost: 600 gold. DC: 50. Reward: More red yew, new options unlocked.

[] City Planning: Wintertown is growing quickly, but haphazardly. Streets zig and zag and stop abruptly where someone decided to build a house or a shop or a tavern, there's no city wall, and many southerners have no idea how to make a building suitable for winter. Hire some men to survey land, mark where roads and walls will go, and generally help building go smoothly. Time: 1 season. Cost: 600 gold. DC: 45. Reward: City more organized, reduction in cost to other options

[] The Wolf's Walls: One of the best ways to distinguish an actual town from a collection of houses and shops is the presence of walls. Only chartered towns may have them, and while your town lacks them it will never quite be seen properly. They also serve the twin functions of defense and helping keep order. Time: 3 seasons. Cost: 2000 gold. DC: 30. Reward: Wintertown gets good walls.

[] Stinking Sewers: Only a few portions of Wintertown have decent sewers, mostly the oldest parts. You will not let your city turn into some stinking shithole. Sewers will be dug, constructed, and maintained. While you are at it, wells will be dug as well, and you will make sure they are well separated. Time: 3 seasons. Cost: 1500 gold. DC: 45 Reward: Wintertown gets sewers and wells, disease risk reduced. Locked 2 seasons.

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 0)

[] 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.

[] Customs of the Clans: The wildlings have peculiar customs which you have never heard of, and possibly scraps of lore no one has ever heard of. Some of the Woodswise can recite stories they claim to be from the Age of Dawn, when the Children of the Forests and other, stranger creatures ruled Westeros. Maester Brynden and his assistants will write down as much as they can. Time: 2 seasons. Cost: 250 gold. DC: 45. Reward: Old lore, ?? Locked 1 season.

[] 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 of 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 2 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

[] 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. Locked 3 turns.

[] 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.

[] The Red Gift: In the blood of the Red Kings there is power, power which lies closest to the surface in all the old bloodlines except for yours. Mighty and terrible were the Red Kings of the Age of Heroes, able to take on the skill and aspect of whatever skin they wore. Allow Frost to try and reawaken these powers in Cregan Bolton. Time: 1 season. Cost: 125 gold. DC: 55. Reward: The Red Gift reawakens in Cregan Bolton.

[] The Gift of Might: The Umbers were kings once as well, and their blood is ancient as the Bolton's. It is said that the hill that the Last Hearth rests on was lifted up and thrown to its current location by one of their many powerful warlords in a fit of rage. Send Frost north to awaken these powers in Lord Umber and his sons. Time: 2 seasons. Cost: 200 gold. DC: 55. Reward: The Giant's Strength reawakens in Lord Umber and his sons.

[] The Barrow Seeking: Whatever Frost has learned from his consultations has filled him with a thirst for more knowledge. He wants to examine the runes in Winterfell, he wants to visit Oldstones and Runestone and Storm's Ends and Casterly Rock…but most of all he wants to enter the Great Barrow, and he wants you to accompany him. Time: 2 seasons. Cost: 150 gold. DC: Special. Reward: Interludes, ??

[] The Old Blessings: Frost introduces you to a dozen newly inducted Green Men and Green Women, from Skagos, from the Neck, from beyond the Wall – all places where weirwoods grow wild and free and the blessings of the Old Gods run strong and deep. He asks your permission to send them wandering across the land, helping to awaken the many blessings of the Old Gods. He warns of potential peril, for the blessings can take many forms, some dangerous, and not all will be obedient to your will. But he is convinced the benefits outweigh the risks, practically and spiritually. Time: 3 seasons. Cost: 0 gold. DC: Special. Reward: Blessings awaken, ???



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 1)

[] 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) Locked 2 seasons.

[] 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.

[] Further Assistance: Lord Blackwood has not yet won, so you will spend more Northern lives and Northern gold to aid him, thereby indebting him to you even further, or wasting even more if he loses. Time: 1 season. Cost: 500 gold. DC: 50. Reward: Further aid to 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: Whenever you wish to enter your wolf's skin, you can do so, and you can enter the skin of other animals with some difficulty. Now, you want to see if there is anything else you can do. Can you bond multiple beasts? Can you be in a creature's skin and your own? Time: 1 season. Cost: 0. DC: 75. 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.

[] Seek a Healer: Maester Brynden has kept Serena alive through her many illnesses with the help of knowledge from the Citadel and what he learned from the woodwitches he spoke to so many years ago, but he has not been able to truly make her better. Go looking for someone who can…Time: 1 season. Cost: 50 gold. DC: 30/60/90. Reward: You find a healer who can truly help Serena.


Treasury: 3585 gold

Income: 505 gold (taxes) + 1250 gold (trade) + 650 gold (farming) + 100 gold (fur) + 25 gold (wool) + 420 gold (mines)

Expenditures: -20 gold (signal towers), -10 gold (stables), -10 gold (scouts), -10 gold (Wolfswood Wardens), - 75 gold (various tariff/tax reductions for houses), -15 gold (Snowcloaks)

Net Income: 3520 gold

Food Supply: Medium surplus
 
hmm I read someone mentioning Penicillin which would really help with a lot here. Also I think planing out the town will be useful. Will take a better look later
 
hmm I read someone mentioning Penicillin which would really help with a lot here. Also I think planing out the town will be useful. Will take a better look later
Uplifting takes time, can't just get a result in one turn. First it takes a turn to see if it might be available, then it takes more time to get the base for the action set up.

I might be wrong though, I've been making mistakes all day.
 
[X] Plan ending the First Night
-[X] 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.
-[X] Northern Ghosts: One thing Brandon learned from the wildlings is about another tribe who headed south and vanished into the Wolfswood. By all accounts, they are incredibly skilled at ambushes and tracking, able to walk in fresh snow without leaving tracks and find the path a shadowcat took across stone. Brandon wants to seek them out and learn everything he can from them, and possibly even recruit them into your service. Time: 3 seasons. Cost: 50 gold. DC: 75. Reward: New options unlocked

-[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 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
--[X] DD in the first night

-[X] 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.
-[X] City Planning: Wintertown is growing quickly, but haphazardly. Streets zig and zag and stop abruptly where someone decided to build a house or a shop or a tavern, there's no city wall, and many southerners have no idea how to make a building suitable for winter. Hire some men to survey land, mark where roads and walls will go, and generally help building go smoothly. Time: 1 season. Cost: 600 gold. DC: 45. Reward: City more organized, reduction in cost to other options

-[X] 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.

-[X] Further Afield (Westerlands/ Kingdom of 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] 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] Seek a Healer: Maester Brynden has kept Serena alive through her many illnesses with the help of knowledge from the Citadel and what he learned from the woodwitches he spoke to so many years ago, but he has not been able to truly make her better. Go looking for someone who can…Time: 1 season. Cost: 50 gold. DC: 30/60/90. Reward: You find a healer who can truly help Serena.

1400+50 + 100+25 + 800+600 + 100 + 100 + 50+50 = 3275 gold spent.

Military: Watchtowers to help control/keep safe the western coast, plus the goats to have better scouts/ spies.
Diplomacy: Talk with vassals, specifically Karstarks to find out why they didn't send their banners or any help when we called them. Plus let's stop the first night, no more raping!
Stewardship: Lets actually make some concrete, plus let's plan our city properly, with some nice big boulevards and squared blocks. Using the free use action here.
Piety: Find our what is carved into our keeps walls.
Intrigue: Find what the Lannister's are doing.
Personal: Spend time with family in this hard time, and look for a good healer.
 
[] Plan ending the First Night

Comes with great risk. But I like it.

I'd prefer if Northern Ghosts was switched out for Guard Training for that boost to vassal opinion, though I understand if we do that next turn with a DD.

On another note, because I forgot how to read the DCs:
The way the DCs are read are as a DC of 35, means roll above 35 to pass?
 
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What does this mean exactly? Like a free action we have to in any category?
Free action in any category.
@Rui doesn't have it in their plan, from a glimpse over, I think.

Adding in the ink learning action, or the water wheel learning action is doable, or Cattle Ranching.

Go with Cattle Ranching, would be my choice as that places us in trying to improve our income.


edit: Wait, nope. The free action is used in the stewardship action slots of the plan.
 
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Free action in any category.
@Rui doesn't have it in their plan, from a glimpse over, I think.

Adding in the ink learning action, or the water wheel learning action is doable, or Cattle Ranching.

Go with Cattle Ranching, would be my choice as that places us in trying to improve our income.

It looks like he put that in concrete construction. Which is good. That is a good material build. We already developed the seed drilll correct?
 
It looks like he put that in concrete construction. Which is good. That is a good material build. We already developed the seed drilll correct?
I want to say no, going through a key-word search gives me only one use of seed drill in the main threadmarks. We applied crop rotation, and are getting a library set up.

We are currently working through a backlog on our uplift projects, such as concrete, and the use of the printing press.

We did get the 3 yield farming system applied.

No, it was attempted, but the roll wasn't a success. You could try again, though.
Are you talking about turn 8 results's attempt at random uplift in agriculture?
 
We definitely need to look into someway to kill the dragons or neutralize them atleast.
As for me, I have zero objections towards kneeling before Targaryens. If they show themself competent, not mad and if they let us use our sweet magical crown.

As for me, the first goal is to uplift Westeros and the second is to defend it against numerous abominational threats. Both goals are far more easier to achieve in the united country and when dragons are on our side.

By the way, I do not think that it is time for First Night yet. It's better to do in Summer and when our country is not surrounded by enemies.

[X] Plan Let's deal with Harren and filth
-[X] 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.
-[X] 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

-[X] Speak to Kings (Vale): 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.
--[X] Try to strengthen the alliance between Vale nobles and friendly clans. Is there something Starks could assist Vale with?
-[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] City Planning: Wintertown is growing quickly, but haphazardly. Streets zig and zag and stop abruptly where someone decided to build a house or a shop or a tavern, there's no city wall, and many southerners have no idea how to make a building suitable for winter. Hire some men to survey land, mark where roads and walls will go, and generally help building go smoothly. Time: 1 season. Cost: 600 gold. DC: 45. Reward: City more organized, reduction in cost to other options

-[X] 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.

-[X] Further Afield (Iron Isles): 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 Assistance: Lord Blackwood has not yet won, so you will spend more Northern lives and Northern gold to aid him, thereby indebting him to you even further, or wasting even more if he loses. Time: 1 season. Cost: 500 gold. DC: 50. Reward: Further aid to Lord Blackwood
--[X] DD on Further Assistance

-[X] Uplift hygiene: 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] Soap at the first hand, may be something more? Sterilisation of medicine instruments, natural antiseptics and so on.
-[X] Seek a Healer: Maester Brynden has kept Serena alive through her many illnesses with the help of knowledge from the Citadel and what he learned from the woodwitches he spoke to so many years ago, but he has not been able to truly make her better. Go looking for someone who can…Time: 1 season. Cost: 50 gold. DC: 30/60/90. Reward: You find a healer who can truly help Serena.

1400+200+ 100+100+600 + 100 + 100 + 500+50 = 3150 gold spent.

Diplomacy: Changed to Arryns. May be a little late, but better late than never. Spreading the Old God faith is good, we should strengthen the alliance between Arryns and friendly clans.
Intrigue: Harren is a problem. He is a huge problem. Better to solve it outside of our borders. And we need to know what is happening on the Iron Isles, too. Unlike Lannisters, they are actual threat.
Personal: Let's not risk another critfail, OK? Let's take some measures against epidemics instead. I have a feeling that in the future they become an issue too.
 
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Diplomacy: Targaryens are important. No, they are super-important. SI knows this. The faster we begin to solve this issue, one way or another, the better.
Intrigue: Harren is a problem. He is a huge problem. Better to solve it outside of our borders. And we need to know what is happening on the Iron Isles, too. Unlike Lannisters, they are actual threat.
Personal: Let's not risk another critfail, OK? Let's take some measures against epidemics instead. I have a feeling that in the future they become an issue too.
I have a few issues with the plan.

Martial
You don't have a reason to take "Northern Ghosts" (it is a DC action of 75, that's roll above 75, sure it's only 50 gold, but taking it for cost isn't logical).
"Wardens of the Road" would be more effective for our safety, and trade at a DC of 30, and cost of 200. Takes 1 turn.
"Guard Training" a bit risky for it's DC of 50, costs 200, so not a complete safe action. Gives a vassal opinion boost, so if it works it's worth the price. Takes two turns.
"Woods Riders" not effective because of it's cost of 500, and DC of 55. Takes two turns.

Diplomacy
Not everyone wants to talk to the Targaryens, I know I don't want to. Choose a different group, Like the Reach, the Rock, the Vale, the Stormlands, Dorne (Dorne would be good for trade opportunities alone), beyond the wall (giants), or one of the free cities.
"Speak with Vassals (North)" is a good choice.

Good choices made in Stewardship, Piety, and Intrigue.

Personal
"Seek a Healer" is a good choice.
"Uplift: Hygiene, washing hands" - That shouldn't work? Our people don't have access to cheap running warm water, but cold water, I think. I'm also kinda foggy on the soap issue for Westeros.
Spending time with the family (to keep memories of the daughter), or going for a different uplift action like a seed drill, or trying for a random hygiene related tech may be best.

Edit: And I told myself I wouldn't make a plan.

[X] Plan First contact with Reach
-[X] More Watchtowers:
-[X] Wardens of the Road:
-[X] Speak to Kings (Reach):
-[X] Speak with Vassals (North):
-[X] City Planning:
-[X] The Old Carvings:
-[X] Further Afield (Iron Isles):
-[X] Further Assistance:
--[X] DD on Further Assistance
-[X] Family Time:
-[X] Seek a Healer:

1400+200+ 50+100 + 600 + 100 + 100+500 +50 = 3100 gold spent.
 
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