- Location
- ?????????
[X] Plan Autumn
Military
-[] 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: 65. Reward: New options unlocked
or
-[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
Diplomacy
-[X] Speak to Kings (Rock): 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] Karstark Investigation: Arnulf Karstark could prove to be tricky to deal with, thanks to both his pride and prickly temperament. And anything which would soothe him might well anger your other lords, making this a delicate balancing act. Still, you have to act, or you may begin to lose the respect of your bannermen. Time: 1 season. Cost: 0 gold. DC: Special. Reward: Interlude.
Learning
-[X] Papermaking: Maester Brynden has been complaining about the cost of paper lately, ever since he started making his library really. The only real papermaking operation is at the Citadel, and there's only a few traders who will bring it all the way to Winterfell. He knows how to do it himself, of course, it's just he lacks the equipment and a supply of rags. Time: 1 season. Cost: 50 gold. DC: 30. Reward: Reduction in cost for writing-related actions.
Intrigue
-[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 in the Blackwood action
Piety
-[X] Less Magical Matters: While the blessings of the Old Gods are potent things, and veneration of them worthy, you want to discuss some of the more mundane matters of faith with Frost. Like what to do about this Sept-Wood Faith, if Green Men can inherit castles, how to prevent more riots in Wintertown…perhaps some manner of conclave should be held. Time: 1 season minimum. Cost: 100 gold. DC: Special. Reward: Interludes.
Personal
-[X] Uplift (Agricultural tools: Seed Drill, Plough) You recall an invention or system, and try to figure out how it worked well enough that someone else can make it a reality. Time: 1 season. Cost: 0. DC: Varies. Reward: New action unlocked
-[X] Family Time: Your daughter is all better now. Your eldest sons are nearly men grown, and acting like it all the time. Your wife seems to have found peace with the blessings of the Old Gods. Your two babes are just beginning to walk. It's good to spend time with them. Time: 1 season. Cost: 0. DC: 50. Reward: You feel better, your family feels better.
I have most of a plan in mind.
For Piety I want to get the succession thing and this new faith done and over with. The longer it takes the worse it is. Rip it out is how I see it. For Intrigue I used the free action to help the Blackwoods with the Riverlands. Harren is giving me anxiety with his magic bullshit. With Learning I did paper making. It is one action and reduces future writing costs which will come in handy after the library comes online next turn. With Diplomacy I want to talk to the Lannisters and the Karstark. If we get a positive relationship with the Lions we might have a future alliance, if not a good neighbour. Open to changing this. The Karstark are non negotiable. They need to be dealt with. No Stewardship because it is all filled obviously. Martial I am thinking either Road Wardens or hunting that lost clan. Which do you guys prefer? Any suggestions?
Edit: Personal actions. uplift for better farming and more family time. After the kids get married I want to start ordering vassals around but not now. Also leaving vote over night.
Edit2: Thanks to @Marlin for calculating this.
Plan Autumn costs: 50+200+50+0+50+500+100+0+0 = 800 + 150 = 950 gold
Military
-[] 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: 65. Reward: New options unlocked
or
-[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
Diplomacy
-[X] Speak to Kings (Rock): 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] Karstark Investigation: Arnulf Karstark could prove to be tricky to deal with, thanks to both his pride and prickly temperament. And anything which would soothe him might well anger your other lords, making this a delicate balancing act. Still, you have to act, or you may begin to lose the respect of your bannermen. Time: 1 season. Cost: 0 gold. DC: Special. Reward: Interlude.
Learning
-[X] Papermaking: Maester Brynden has been complaining about the cost of paper lately, ever since he started making his library really. The only real papermaking operation is at the Citadel, and there's only a few traders who will bring it all the way to Winterfell. He knows how to do it himself, of course, it's just he lacks the equipment and a supply of rags. Time: 1 season. Cost: 50 gold. DC: 30. Reward: Reduction in cost for writing-related actions.
Intrigue
-[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 in the Blackwood action
Piety
-[X] Less Magical Matters: While the blessings of the Old Gods are potent things, and veneration of them worthy, you want to discuss some of the more mundane matters of faith with Frost. Like what to do about this Sept-Wood Faith, if Green Men can inherit castles, how to prevent more riots in Wintertown…perhaps some manner of conclave should be held. Time: 1 season minimum. Cost: 100 gold. DC: Special. Reward: Interludes.
Personal
-[X] Uplift (Agricultural tools: Seed Drill, Plough) You recall an invention or system, and try to figure out how it worked well enough that someone else can make it a reality. Time: 1 season. Cost: 0. DC: Varies. Reward: New action unlocked
-[X] Family Time: Your daughter is all better now. Your eldest sons are nearly men grown, and acting like it all the time. Your wife seems to have found peace with the blessings of the Old Gods. Your two babes are just beginning to walk. It's good to spend time with them. Time: 1 season. Cost: 0. DC: 50. Reward: You feel better, your family feels better.
I have most of a plan in mind.
For Piety I want to get the succession thing and this new faith done and over with. The longer it takes the worse it is. Rip it out is how I see it. For Intrigue I used the free action to help the Blackwoods with the Riverlands. Harren is giving me anxiety with his magic bullshit. With Learning I did paper making. It is one action and reduces future writing costs which will come in handy after the library comes online next turn. With Diplomacy I want to talk to the Lannisters and the Karstark. If we get a positive relationship with the Lions we might have a future alliance, if not a good neighbour. Open to changing this. The Karstark are non negotiable. They need to be dealt with. No Stewardship because it is all filled obviously. Martial I am thinking either Road Wardens or hunting that lost clan. Which do you guys prefer? Any suggestions?
Edit: Personal actions. uplift for better farming and more family time. After the kids get married I want to start ordering vassals around but not now. Also leaving vote over night.
Edit2: Thanks to @Marlin for calculating this.
Plan Autumn costs: 50+200+50+0+50+500+100+0+0 = 800 + 150 = 950 gold
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