Short Winter, Long Winter, Year 108 AD
The white raven you had been dreading for so long came at last. With it came a storm that buried the roads and fields of the North in snows ten feet deep. Many rivers where you could have built waterwheels froze. What crops still grew died, crushed under the weight of ice and slain by cold. Though you cannot see it you know that across the North, babes and elders will be dying, the chill tearing the frail, thin breath from their bodies. And this is only the beginning. Many more will die before the season ends. Despite all this the spirits are high in Winterfell and Winter-town. The granaries are filled with grains and salted meats and other preserved foods literally to their ceilings – nearly twice as much as there would be in ordinary times. Diets will be monotonous for most of the winter, but your people will survive. With that in mind, you have Eddard bring you the accounts as you sit and speak with him about how winter affects your duties and powers. Coin becomes harder to come by, although the lack is somewhat made up by those willing to work to increase their rations somewhat. But food must be carefully husbanded, for little enough can be grown or hunted. "Not everything ceases though. Good still move, albeit on sleighs instead of wagons. And that means food is traded too." He comments. "True enough. But our ties with the south are weak enough that not all that can be bought will be sold, especially since they need their food as well. Winter might not be as harsh, but it still comes and they have many more mouths to feed." You explain. He nods, then rises to scan through a ledger. "And we do not have much to trade, even if the amount is growing." You share discussions on other matters that winter will affect, including debt, for many northern houses must pay in promises when the snow is piling as high as their castle walls.
Your conversation is interrupted by Frost, who is practically stumbling as he walks, his normally serene bearing gone and replaced by near-panic. "Your Grace, I apologize for this unseemly interruption, but I need to speak with you urgently." You nod, waiting for him to begin, but you feel his gaze shifting to Eddard. You are reluctant to send him away, but he seems to understand nonetheless. "I believe Lyanna is in the yard. I and Watcher will join her." He bows to you, nods to Frost, and then leaves, his direwolf getting up from beside yours. As Eddard leaves, Frost closes the door behind him and turns to you, taking off his weirwood mask. His skin is nutbrown and heavily wrinkled. One eye is as blue as the sky, the other blood-red. Both loom large, seeming to take up half his face, making it hard to focus on any of his other features except an immense silvery slash that runs like a second mouth across his face. "You're a Child of the Forest." You whisper, and lets out a bitter laugh. "I was old when Winterfell was built, and yet I am called a child. But yes, you are correct Your Grace. And you know what will come to Westeros. Not the dragons, what comes later." There is a silence in the room, heavy enough that it feels hard to breathe. At last you let out a whispered response. "The Others." Frost nods. "I have dreamed many dreams of what will come to pass and sought to avert them by bringing you hear. And now I have dreamed another." He takes a deep breath. "Should the dragon kneel to the direwolf or the direwolf kneel to the dragon, it matters not. As long as the ancient blood still flows when the last winter comes and the kingdoms stand together, dawn shall return. Who leads the unified kingdoms is dust on the winds. That the kingdoms are unified matters is everything." With that warning his mask is replaced and his serenity returns. "Your Grace." He says, bowing deeply and then leaving.
Well, that's something you will have to deal with.
(+1 Free Action)
[] Issue Command (Power Bloc): Give a command to those under your command, spending gold and favors to ensure that they will do so without dragging their feet. Even with the best of wills, failure is still possible of course. Time: Varies. Cost: Varies. DC: Varies. Reward: Varies. Please @ me when doing this action, which is a free action that can be done as many times as you want. Possible resources to spend include gold, Influence, upkeep, the services of your advisor (actions), and special resources. The difficulty will vary based off power, opinion, what the actual command is, and how much you spend.
Military: Brandon is the Champion of Winter and a skilled commander of soldiers. He has gotten scarily stealthy. Brandon Cassel isn't quite as good, but he fills in the gaps well enough. Eddard tries to help too, and does a pretty good job of it. (Choose 1)
[] 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
[] Extra Forts: There are several forts of varying size and quality on your western coast now, along with any previously existing holdfasts. Brandon thinks that they could use more to better ensure that the villages there are protected, especially since some of the more vulnerable ones are either in what is technically your lands or in the lands of your petty vassals. Send some masons and carpenters out to build wooden and rough stone holdfasts near villages which don't have them. Time: 2 seasons. Cost: 1000 gold. DC: 35. Reward: More fortifications along the western coast
Locked 1 Season
[] 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: 150 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: 150 gold. DC: 45. Reward: Other houses gain small number of men trained and equipped equivalent to Winterfell guard, vassal loyalty increased.
[] The Royal Order: The Wolfswood Wardens proved to be a substantial boon, hunting bandits across your lands and those of House Glover and Tallhart. Even with their limited numbers, the benefits were immense. Brandon envisions an order of men dedicated to patrolling and protecting your loyal subjects all across the North, all sworn directly to House Stark and the King of Winter. It would be an incredibly expensive proposition, in influence to found and persuade your vassals to accept this massive increase in royal authority, and in gold to upkeep and provide for. You would need to find and equip a vast amount of men, pay them…but having such a force would be incredibly useful, for a variety of reasons, especially if you burned your brain and remembered what the best armies in history did. Time: 2 seasons. Cost: 900 gold. DC: 70. Reward: Influence Interludes
[] Improve the Wardens: The Wolfsguard do not quite have the strength or heavy equipment of the Winterfell Guard. Adding a small force of heavily trained and well armored men to their ranks would be a substantial force multiplier. It might be a bit upsetting to some of your vassals however – creating such a force implies that you think they will need them, and not everyone knows about your plans for the Ironborn. Time: 1 season. Cost: 800 gold, vassal approval, medium upkeep increase. DC: 40. Reward: Force roughly equivalent to Winterfell Guard added to the Wardens
[] Expand the Guard: Alternately, you could directly expand the Winterfell Guard. Increasing their size will upset your vassals less, since the cost will be borne entirely by you, and having the entire under your direct command is a comfort as well. If you increase the size of the guard anymore after this, you will likely need to build new barracks for them though. Time: 1 season. Cost: 800 gold, chance of vassal approval, high upkeep increase. DC: 45. Reward: Winterfell Guard increased in size.
[] Review Levies: It has been some time since Brandon had the opportunity to ride your immediate lands and make sure that the levies are in order and ready to come when called, and he has never done so for the newly expanded Wintertown. Have him take a few guards and make sure the sergeants are doing their jobs and that there aren't any villages or hamlets slacking on the number they will send. Time: 2 season. Cost: 250 gold. DC: 40. Reward: Levy readiness improved, ??
[] Train the Scouts: Brandon and the Ghost-folk are incredibly stealthy. It seems likely that this has something to do with those cloaks you see sometimes, but it's also at least partly mundane skill. Have them show this to your Scouts and make them even stealthier. Time: 1 season. Cost: 150 gold. DC: 55. Reward: Winterfell Scouts better trained, more recruits.
[] Gifted Warriors: There are nearly a thousand wargs in Wintertown, and more scattered about your lands. There are a few hundred men and women blessed with incredible strength, albeit not to the level of the Mormont berserkers. There are people who can heal with a touch, people who can steal the courage of their foes with a song…the blessings of the Old Gods are many and mighty. Brandon intends to organize some of the Gifted into a force to be reckoned with upon the battlefield, or possibly in the more strategic sense. He has filled papers with possible uses for wargs alone – everything from delivering messages to using armored bulls as living battering rams. Time: 3 seasons. Cost: 600 gold, upkeep. DC: 55. Reward: Some sort of Gifted force attached to Winterfell guard. Type will be determined by dice rolls.
[] Ironborn Raid: You don't have the ships to attack the Iron Islands, but there are Ironborn in much easier reach. Sending a small force through the Neck to launch attacks on parties of Ironborn will serve as a minor, probably insignificant distraction to Harren, but it could also allow you to capture some of these mysterious hulks or black armored warriors and gain some insight into the magics of the Drowned God…and they could have a more mundane use as well. Time: 1 season. Cost: 100 gold, Ironborn attention. DC: 50/80. Reward: Ironborn killed/captured. Bonus to Strange Magics, bonus to Deceptive Attack.
Diplomacy: Jeyne has regained her warmth, especially when Edwyle or Eddard helps them. Of late, she alternates between one of the newer septwoods and the sept itself. (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: 50 gold. DC: 30. Reward: Vassal relations boosted, aware of problems
[] Throw a Feast: Ordinarily, you would not throw a feast this close to winter, but given the state of the stores you are willing. It will be grander than normal, serving as an enormous statement of your power and wealth, and it will make a very solid impression on your vassals and allow you an opportunity to politick and persuade and make a few subtle deals on one matter or another. Time: 1 season. Cost: 1750 gold, Surplus goes down one level. DC: 25. Reward: 2d6 Influence, chance of increased vassal opinion
[] Play Nice: Write some letters, send a gift or two, make some minor arrangements and deals with some of your vassals. The political game is not one most would associate with Northmen, but it is played, even if it very different than it is south of the Neck. Time: 1 season. Cost: 300 gold. DC: 55. Reward: 1d4-1 Influence, small chance of increased vassal opinion
[] Show Favor(House): There are many ways for a king to show his favor to his bannermen. Positions can be given, tithes restructured, minor aid offered. And of course there are always gifts – a horse from the royal stables or a Winterfell hound would be highly prized even by the greatest houses of the North. Even simple praise would see some hold their heads higher and answer your call prompter. If you have need of a particular House's aid, showing your favor to them may make persuading them far easier, especially if you are not blatantly obvious about your reasons for doing so. If you are extremely skillful in showing your favor, you may even inspire others to strive higher in hopes of earning similar rewards. Time: 1 season. Cost: 100 gold, 1 Influence. DC: 25/50/75. Reward: House opinion boost, 1d2-1 Influence/Large house opinion boost , 1d2+1 Influence/Large house opinion boost, general vassal opinion boost, 1d4+1 Influence.
[] Matters of Trade: Some of the other peoples of the world are amenable to trading with you at least. Northern steel and wool crosses the Narrow Sea and travels southward, and food and salt and fine goods from Essos and Westeros come north. House Manderly has grown fat off this trade and your coffers benefit as well. Formalizing your relationships with your trading partners and ensuring dockyard inspectors are not being…problematic will strengthen the flow, although you suspect for the moment value is leaving the north rather than coming to it – wool returns as cloth and fine tapestries, timber as furniture. Only steel and silver and copper and gold arrives in a form less valuable then it leaves. Time: 2 seasons. Cost: 200 gold. DC: 40/80. Reward: Formalized, normalized trade agreements. Increase to trade/ Favorable trade agreements. Substantial increase to trade.
[] Speak to Pyrite: The Rite in the Vale is something of a concern, as is the sudden presence of beastmen and House Upcliff. While your relationship with the Vale is generally fairly good, it is not good enough to get the sort of information you need by going through Queen Sharra, so you must speak to Pyrite, who is still loyal to you in many ways. Even though he has been reluctant to broach many of these subjects in detail, if you ask he will surely tell you, right? Time: 1 season. Cost: 20 gold. DC: 70. Reward: Partial information about the Vale ritual, Lord Upcliff, and the beastmen.
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. Lately, Alen Locksely has been taking on more of his work in Wintertown and Eddard has been helping the aging steward with his work. (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: 500 gold. DC: 40. Reward: Better (but not good) roads around Winterfell.
[] 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: 200 gold. DC: 30. 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: 300 gold. DC: 55. Reward: Increase to trade.
[] Setting Standards: You have designed your standard weight and measure system and found semi-logical reasons for them. Now comes the difficult part: getting others to use them. While everyone can see the benefit, deciding who needs to change tends to be troublesome. Fortunately, you are the king and can simply order people to use your system, although that's only really practical in Wintertown thanks to the Snowcloaks and your civil service being so efficient. Arrange a meeting with the not-quite guildmasters and the head of the smith's guild, give your orders to the King's Men in Wintertown who run the bureaucracy, and have the standard system spread across Wintertown and some of the immediate neighborhood. Time: 2 seasons. Cost: 300 gold. DC: 55. Reward: Standard weights and measures system used in Wintertown and surrounding areas. Note: may cause temporary issues with 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: 70. 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: 400 gold. DC: 30. 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. Having the carpenter's guild will certainly accelerate the process, and the civil service attracts some as well. But if you want to rival Barrowton or White Harbor or the great cities of the south, you will need to do more. Time: 1 season. Cost: 300 gold. DC: Special. Reward: Increase to trade, increased chance of guilds forming, chance of new 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: 800 gold. DC: 25. Reward: Wintertown gets good walls.
[] New Farm Tools: Begin paying artisans to create seed drills, and arrange for them to be used by some of the farmers around Wintertown. Given the season, they probably won't see much use, and you don't have the industry to make very many, but it will be a start. Time: 1 season. Cost: 750 gold. DC: 40. Reward: Small increase to farming income, will increase in later turns. Small increase to food surplus.
[] Establish Shipyards (Location): Before building a fleet, you need to establish the groundwork. Barrowton has docks, but they are not particularly large. All Bear Island has are a few piers for fishing boats, and the same is true for Torrhen's Lake. White Harbor is really the only place in the North with the facilities to construct large ships. It's time to change that. Begin constructing docks, gathering timber and rope and tar, and establishing all the things you will need to build and service a powerful fleet. Time: 2 seasons. Cost: 750 gold. DC: 50. Reward: Cost reduction for shipbuilding, improved results and chance of success for shipbuilding actions, possible increase to trade.
[] Improve Roads (Advanced): Use the concrete and hard labor to build Roman roads all around Winterfell and Wintertown, greatly facilitating trade and increasing the speed of travel all throughout your domain. Costly, but certainly worth it. Time: 5 seasons. Cost: 1700 gold, upkeep. DC: 50. Reward: Really good roads all through your lands, increase to trade.
[] More Logging Camps: When logging camps were first set up, nearly a dozen sites were surveyed, but only a few were selected in the end. There simply wasn't enough gold to build all the shelters and purchase all the tools needed. Fortunately, this means that with some more gold more logging camps can be established in very little time. Really, the only preparation required will be building shelters and then the woodsmen can get to cutting trees and sending them back to Wintertown. Time: 1 season. Cost: 300 gold. DC: 25. Reward: One-time income, increase to logging income, increase to trade.
[] Water and Steel: Construct waterwheels by the Royal Forges, and link them to enormous hammers, allowing the metal to be beaten with greater force and more regularity than is humanly possible. Most likely the main use will be for helping to process ore for the smelters and for producing more wrought iron. It will not revolutionize smithing, but it will make iron cheaper and increase the amount of good quality metal in the North, and neither is a bad thing. Time: 2 seasons. Cost: 200 gold. DC: 30. Reward: Increase to trade income, increase to farming income.
[] Fruit Trees: There are some scattered apple trees in the Wolfswood and some chestnut trees just outside Winterfell. There are probably other fruit trees as well in the North. Begin growing them to help provide food for some of the poorer families and trade goods for the richer. Perhaps you could seek the aid of the Green Men in ensuring that the trees grow swiftly and healthily too. You know they have a ritual for it, and such deeds seems to be part of their duties, according to the Green Book. Time: 2 seasons. Cost: 100 gold. DC: 45. Reward: More fruit trees, small increase to food supply, small increase to trade.
[] Building on Gifts: Many Gifts are useful for construction. While some might claim it blasphemy to use the blessings of the Old Gods for something so mundane, you think that improving the lives of your subjects is hardly mundane. Shapers would be the most useful for this…hire some from across the North to assists you in building projects. Hopefully, stone shapers can work with concrete, it would be less useful otherwise. Time: 2 seasons. Cost: 300 gold. DC: 50. Reward: Decreased cost for building projects.
[] Purchase Food: Food is going to become scarcer and scarcer in the North, although you feel comfortable with how much you have at the moment - it's twice as much as you had last winter. Still, the Reach will have more, and Dorne, and the Vale, and the Stormlands. Send them gold and timber and steel and they will send you food to help fill your granaries. Much of the wealth of White Harbor and Barrowton was built off this sort of trade. Time: 1 season. Cost: 1000 gold. DC: 20. Reward: Food supply increases.
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, but he's heartened by word from Archmaester Wyllym. Eddard and Edwyle have mostly stopped attending his lessons, but they visit the library often. (Choose 2)
[] Copy Books: Create some copies of books for the Citadel. They will pay you a good price for it, but they will also be trying to figure out how you do it, and saying yes risks your monopoly. Saying no will get their attention as well though. Time: 1 season. Cost: 25 gold. DC: 35. Reward: Increased attention from the Citadel, one-time income.
[] What about Wind?: Water can be harnessed in a variety of ways, but wind has power too. Could it be harnessed to spin millstones or saw trees into usable lumber? It will be a difficult process, but between a couple of theories discussed in some of the newly copied books and the aid of the acolytes, Maester Brynden thinks he has good odds of developing something useful. Time: 3 seasons. Cost: 600 gold. DC: 60. Reward: Windmills. New actions unlocked
[] Improving Rivers: Not all rivers are suitable to place waterwheels on. Some don't have the necessary current to drive a wheel, some don't have a steep enough drop, some are simply to narrow. There are beasts which can shape the water to their needs – most prominently beavers, which are admittedly rare through much of the North. But if they can do it, surely men can as well? Time: 3 seasons. Cost: 600 gold. DC: 65. Reward: Dams, weirs, and mill ponds. New actions unlocked.
[] Valyrian Steel Link: Have Archmaester Wyllym send you some trustworthy acolytes with a Valyrian steel link or two to help make sense of all these new magics and study some of the examples of more hostile magic such as the skin you found on the sea. Time: 1 season. Cost: 300 gold. DC: 70. Reward: New actions unlocked, bonus to some Piety and Learning actions, further attention from Citadel.
[] Search for Prophecies: Greensight allows for men to see glimpses of the future, even if they are strange visions that are notoriously difficult to interpret. Many of the books in the library were not fully read through, just studied enough to organize the library somewhat, so it's entirely possible prophecies could have been written down in some of the older books and then copied into the newer ones. Searching through every book would take some time, but a real prophecy would be an invaluable aid in dealing with the dragonlords. Time: 3 seasons. Cost: 25 gold. DC: 30/60/90. Reward: Prophecy found.
Piety: Frost is extremely strange. Which makes sense since he is a Child of the Forest. Now that you think about it, that was rather obvious. He seems haunted by the prophecy he has shared with you. Edwyle has been helping him sometimes, although not too much. He does not wish to become a Green Man if it means giving up being a lord. (Choose 1)
[] More Field Rites: A few new (or old) rituals have been (re-)discovered and are being taught to those who are capable. In time you will see your fields growing more fertile, and weirwoods growing from saplings to mighty trees ready to be carved in a matter of weeks. You suspect there is more to be learned though. Time: 4 seasons. Cost: 100 gold. DC: 70. 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.
Locked 1 Seasons
[] 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 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.
[] Blood of the Bear: House Mormont were never kings, and they have been conquered many times. Umber blood runs in their veins, as does the salty blood of Ironborn. Nevertheless, they have their own gift. Some could call bears to their side, some could become them. Have Frost try and awaken this in Lyanna Mormont. Time: 1 season. Cost: 150 gold. DC: 55. Reward: The Gift of the Bear-kin reawakens in Lyanna Mormont.
[] 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 urgently wants to enter the Great Barrow, and he wants you to accompany him. Time: 2 seasons. Cost: 150 gold. DC: Special. Reward: Interludes, ??
[] Strange Magics: Frost has heard reports of strange and dangerous magic in the Westerlands and on the sea, not to mention whatever is going on in Harrenhal and the Riverlands in general. And of course, there is the ritual in the Vale, although that is probably far less hostile than the other examples. He does not know them, or how to counter them, and so he intends to retreat to Castle Green for a time to contemplate what they could be and visit the sea to try and make his own judgment on this skin as well. You have your suspicions, which you have shared, but unless you examine it again you will not be able to confirm them. And you need more skill for that…Time: 3 seasons. Cost: 50 gold. DC: 60. Reward: Information about the Beasts of the Westerlands and the skin on the ocean.
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. He's actually rather terrifying, especially with Janna and the Huntsmen helping him with the more physical side of things. You are fairly certain he is giving Eddard lessons. (Choose 2)
[] 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 Snow get to work. Time: 2 seasons. Cost: 100 gold. DC: Varies. Reward: Rumor mill for chosen location.
[] Deeper Rivers Part 3: Every time you hear new information about the Ironborn in the Riverlands, it's something disturbing. Still, you need to get as much advanced warning as possible. There's almost nothing left for Snow to try and co-opt, but he can try and solidify his network at least a little. Time: 3 seasons. Cost: 800 gold. DC: 85. Reward: Advanced Spy Network (The Riverlands).
[] In the West, Part 3: You are almost as reluctant to send people to the Westerlands as you are to the Riverlands, but you want word if King Lorren starts planning a crusade or something equally significant happens. You have men in enough places to have a fair warning of anything like that, but you will want more, especially if you are planning to use the Huntsmen in any significant capacity. Establishing safe houses for them would be extremely important. Time: 3 seasons. Cost: 900 gold. DC: 90. Reward: Advanced Spy Network (The Westerlands)
[] Harrenhal: The network in Harrenhal has been devastated by Harren's sudden assault on it and by the sheer slaughter he has wreaked in and around his accursed castle. Some say even the very stones are whispering to him, identifying traitors, and that blood drips from the walls instead of dew. You are uncertain just how true that is…but you need to find out. Having advanced warning of anything he is planning could mean the difference between victory and defeat. Fortunately, you have some fairly expendable agents to send south. The Hunters are best at killing, but some could handle spying. Especially since the castle is half empty, meaning they have plenty of space to hide. Time: 2 seasons. Cost: 200 gold. DC: 70. Reward: Get another spy in Harrenhal, information.
[] Kill Someone (Target): Name your target and spend the necessary amount on supplies, and give both to Janna. They will die, although it's unlikely to be subtle. And if they are caught, there will be retaliation. Best be careful. Time: Varies. Cost: Varies: DC: Varies. Reward: A corpse. Please @ me when you use this action so I can give you the numbers.
[] What's going on in Essos?: You have been hearing reports from Essos every so often, but nothing credible. Have Snow collect rumors and sailor's tales and try and spin them together into something coherent and at least a little accurate, although it will be vague as well. Time: 1 season. Cost: 25 gold. DC: 58. Reward: Mostly accurate but very general description of what's going on in Essos.
[] Deceptive Attack: Instead of using the Hunters to assassinate a specific lord or king, you will have them unleash havoc near the Golden Tooth, trying to make it look like Harren's reavers are the ones responsible. Bandits will be given gold to attack farms and caravans, villages will be slaughtered, and scraps of black cloth will be left behind. Attempts will be made at suggesting it was the Ironborn through other methods, such as shouting about the Drowned God and making sure there are survivors. Time: 2 seasons. Cost: 100 gold. DC: 75. Reward: Loren grows more hostile to Ironborn.
[] Spy on Pyrite: Snow is reluctant to do this, for personal reasons and professional ones. Pyrite is the one who taught him everything he knows and they still keep up a friendly correspondence when they exchange information. And almost every man you have in the Vale passes his information through Pyrite, including the ones who watch the watchers. Getting someone new without his notice will be extremely difficult. But you need the information he is keeping from you and you can't trust that he will just give it to you. Time: 2 seasons. Cost: 150 gold, possibly the relationship with Pyrite. DC: 80. Reward: Everything Pyrite knows on the Rite, the beastmen, and Lord Upcliff.
[] Make a Prophecy (Topic): Why find a prophecy when you can just take some parchment, stain it so it looks old, and then write down whatever nonsense you want? Whether to persuade the dragonlords to go to Essos or to suggest that they should tread carefully around the direwolf, make up a prophecy and pass it off as the real thing to Aegon and his sisters, hopefully convincing them that whatever you wrote is real. Or at least that you were fooled by the "prophecy" too. Fortunately, given the way Rhaenys talked, it shouldn't take too much to persuade her of its veracity. She seemed quite obsessed with them. Time: 2 season. Cost: 100 gold. DC: 65. Reward: Fake prophecy about chosen topic.
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
[] 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: There are very few things you can't do when it comes to warging. There is one challenge you have left to face. It will not be easy, you can be certain of that, even though it is a simple progression of your splitting yourself between your direwolf and yourself. You will split yourself between multiple animals at once. Time: 1 season. Cost: 0. DC: 85. Reward: You get more skilled at warging.
[] Beast Bonding: Go riding in the Wolfswood and find a worthy beast to bond with. You aren't entirely certain what the side effects would be. Time: 1 season. Cost: 0. DC: Special. Reward: You get some sort of beast bond, possible side effects.
[] The God's Eyes: While you can open the God's Eyes more or less at will now, it can be difficult to keep them open, especially in places full of magic like Winterfell. You also suspect you are missing a great deal of nuance when you look at people or more complicated items like your crown, which just looks like plain metal. Or that skin, which makes you shudder whenever you think of it. Further practice could also extend how long you can use this gift. Time: 1 season. Cost: 0. DC: 70. Reward: Greater control and skill with the God's Eyes, more information about the skin.
[] 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: Your sons are less than pleased with each other and with you. Your wife is unhappy with you, and you suspect her tolerance of magic is being tested, especially when you can sometimes see her emotions. Try to mend fences, reconcile your sons, and reassure your wife. Bend all your diplomatic skills to doing so. Time: 1 season. Cost: 0. DC: 40. Reward: You feel better, your family feels better.
[] Train Your Children (Stat): You have been making your sons go to lessons like green boys. Now it is time to teach them like men. Have them learn by shadowing you, by leading their own projects, and by discussion. You'll probably rely a lot on history for those discussions, ones you remember having with your own father as he taught you the arts of persuasion and deception. You will have to decide what to focus on teaching your sons of course. Time: 3 seasons. Cost: 0. DC: 55. Reward: Eddard's and Edwyle's stats improve, chance of trait, chance of your stats improving.
Economy:
Treasury: 6200 gold
Income: 1105 gold (taxes) + 1250 gold (trade) + 350 gold (farming) + 100 gold (fur) + 25 gold (wool) + 420 gold (mines) + 100 gold (paper) + 50 gold (logging)
Expenditures: -20 gold (signal towers), -10 gold (stables), -10 gold (scouts), - 75 gold (various tariff/tax reductions for houses), -15 gold (Snowcloaks), -500 gold(Kingly things), - 10 gold (civil service), - 25 gold (Wardens)
Net Income: 3255 gold
Food Supply: High- surplus
Attitudes and Power Blocs
State of the Realm