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

@notbirdofprey

I was wondering if we could have an action to send some shipwrights to the Mormonts to aid them in their ship construction? Would that be a diplomatic action?

It just seems to me that if we have a bannerman building a fleet where we are going to need a fleet, but we are getting rumors that they are struggling with it, that perhaps we ought to send word about how pleased we are, and oh, we are so please that we decided to help you to, so here is a shipwright.

And that way a bunch of trouble is avoided.

Also, I'm very concerned about this skein we've seen in the sea. Having the Drowned God sink all our ships sounds like a bad thing. (Although... I sort of wonder if Harren might be worshiping the Storm God instead of the Drowned God?)

Anyways, so I'd really like to get some Greem Men working on figuring out some sea water ritual magic. Particularly on how to calm the waves. (Ought to be possible, since the Children did call down the Hammer of Waters, so they must have some sea water powers).

Is this the option to take for that:
[] 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.

Or can we do something more targeted?
 
Reading through the wiki supposedly the Others themselves arent actually vulnerable to fire just 'dismayed by it'. Its much more useful for the legion of dead they'll probably cart around.
ya but thats regular fire! Dragonfire is a different story. Magical fire -> regular fire.


can aprove of getting rid of them but the two above things I dont know about.

Their magic is powerful but its also very nuch fire and blood and its implied that style of magic had some hand in The Doom.

And the Blood is already tainted as is, i know its kind of a thing to tie them in for legitimacy but its not like we need their blood to have dragons, i mean after all we know the dragons had to be tamed in the past before the Mighty Magical Empire of theirs rose up so assumedly its just a dangerous and longer processe without.

That said I still feel like i should bow out, its going nowhere and its fraying my nerves more than id like.
oh no you misunderstand. keeping the targ's around (at least a couple of them) will make it easier to control the Dragons since they already got the knowledge plus they are already bonded with their dragons. Plus they have a magic that is in fact useful even if its not perfect. All we have to do is make sure it is limited in how we use it once we get it and not take massive risks and we should be fine.



also is anyone willing to make a plan that involves getting gunpowder so we can work towards Hwacha and gunpowder arrows? I will vote for it!
 
Strange Magics or improving the God's Eyes would help you deal with foreign magic.

And issuing a command and spending some gold or Influence would let you help the Mormonts - you could spend gold to buy them supplies, or spend Influence/gold to have House Manderly send them shipwrights, or...
 
Strange Magics or improving the God's Eyes would help you deal with foreign magic.

And issuing a command and spending some gold or Influence would let you help the Mormonts - you could spend gold to buy them supplies, or spend Influence/gold to have House Manderly send them shipwrights, or...

Oooh... what if we had Eddard send a request to Lord Manderly (his grandfather) to send shipwrights to help Lord Mormont (his goodfather). We of course would send along a letter expressing our support of this action and spending some influence/gold to have it done. But I was just thinking that it would be a good way to involve our heir in the diplomacy aspects of ruling, while also making use of the marriage alliances we have.

Thoughts on what that would cost us?
 
[] 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.
I'm afraid I don't quite understand the mechanic here. Is this meant as like a free action on top of the one we acquired, or something else?
 
Yes. Basically you are telling one of your vassals to use actions instead of using one of your own. Which has the benefit of not taking one of your actions and could theoretically have 0 cost.

It's a free action that you can take multiple times in a turn.
 
@notbirdofprey
I had another idea. Right now there are a bunch of first men in the Westerlands who are in hiding and fleeing. Could we offer them sanctuary in the North? Possibly the same to Riverlanders who lack food this winter?

I'm assuming this would be some sort of intrigue action? Spreading word among the smallfolk of the Westerlands and Riverlands that they can find sanctuary in the North at Winterfell?

Just thinking about it, pretty soon the main constraint we are going to have is manpower, and right now we have an excess of food. I know it's strange to do this in winter, but... isn't that actually the perfect time to get people to come North of their own freewill?
 
There are still a few Riverlanders fleeing North, but most are involved with the fighting, dead, or just keeping their heads down. Unless things take a massive turn for the worse, that well is pretty tapped out.

Trying to tell people that the North is safe might work, but you don't have a good way of getting a large number of refugees out and most would flee to the Reach. Just because they don't like Lorren doesn't mean they are going to want to live with tree-worshipping barbarians barely more than wildlings...
 
So this is a tentative plan, with some alternatives. Any feedback would be appreciated.

[X] Plan Preparations for Spring

@notbirdofprey
-[X] Issue Command (House Manderly): To send shipwrights to aid House Mormont in their fleet construction. Resources devoted to this: Eddard to make the most of his relationship to Lord Manderly (his grandfather) and Lord Mormont (father of his betrothed); 300 Gold, 1 influence.

-[X] Issue Command (Western Lords): Establish Shipyards at (Bear Island). Resources devoted to this: Edwyle to make the most of his relationship with Lord Glover (father of his betrothed); 750 Gold.

-[X] 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.

In think next turn we will want to build a fleet at Torren's Lake. @notbirdofprey Will that still meet the deadline for their Power Block quest?

-[X] 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.

-[X] 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.
--[X] DOUBLE DOWN on Speaking to Pyrite

Matters of Trade has the side benefit of helping the Manderlys achieve their goal which should help with gaining better artisans, plus they should be happy with us, making them more amenable to our command to help the Mormonts. Try and get a little more info on what is happening in the Vale. We might also want to consider how we can do something to benefit Pyrite, or at least benefit the Royces, which Pyrite can take credit for.

-[X] 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.

-[X] 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.

Tis not the season to focus on trees, seed drills, etc. Making yarn, and improving our steelyards seem the best plan. Prepare for eventually developing a textile mill, and expand the use of water power.

-[X] 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.

-[X] 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.

I think we should continue along the water power path, we actually have a loot of rivers, so it should be good for us.

-[X] 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.

-[X] Further Afield (Essos): 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.

-[X] Further Afield (Iron Islands): You have ways of hearing what happens in the immediate south, but now you find yourself concerned with what's happening even further away. Pick a kingdom or nation and let Snow get to work. Time: 2 seasons. Cost: 100 gold. DC: Varies. Reward: Rumor mill for chosen location.

Lets start getting our rumor mills set up more broadly.

-[X] 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.

-[X] Train Your Children (Diplomacy): 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.

Picking Diplomacy since it's one of the few places Eddard is weak, plus it will also help strengthen Edwyle (giving him a place to serve as his brother's diplomacy adviser). Also hopefully it will synergize with what we are doing with the Manderlys and Mormonts. Plus we get to spend time with our wife while doing it. Just a win win all around.

Picked God's Eyes and Strange Magics since that skin on the water is a sure sign we will have to deal with hostile magic during the attack on the Iron Isles.

-[X] FREE ACTION: Uplift Anti-Fouling Sheathing: 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

Total Cost: 2860
 
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Okay, that sounds good. Then tentative plan for next turn would be to begin building the fleet at Torren's Square, and then probably in diplomacy see if we can bring the Stornlands into the anti-ironborn alliance (give the Vale some support in attacking the Riverlands). Can then double down on the search for prophecies action, and probably start Rites of the Wild. That should put us around 3200 in cost for that turn, which we should be able to cover.
 
[X] When winter first begins to bite
and stones crack in the frosty night


-[X] Issue Command (Western Lords): 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.
--[X] Establish Shipyards (Bear Island) Cost: 750 gold, 1 Influence

Military: (Choose 1) (+1 Free Action)
-[X] Build a Fleet (Torrhen's Square): 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
-[X] 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: (Choose 2)
-[X] 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.
-[X] 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: (Choose 2)
-[X] 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.
-[X] 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.

Learning: (Choose 2)
-[X] 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
-[X] 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: (Choose 1)
-[X] 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.

Intrigue: (Choose 2)
-[X] Further Afield (The Reach): 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 the chosen location.
-[X] Make a Prophecy (The Wolf and the Dragon*): 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.
--[X] Doubledown

Personal: (Choose 2)
-[X] Uplift (Anti-Fouling Sheathing): 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] Train Your Children (Diplomacy): 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.

Cost: approx. 5550 gold

Burns through a chunk of treasury, but the bulk of that cost is in the new fleet. I included the anti-fouling measures previously suggested (seems a great time when we're starting one fleet and building another shipyard). I think if we go for getting some Ironborn armor this turn (and hopefully some intel) we can try the Intrigue action of attacking the Westerlands in a round or two. With regard to the other actions, I'm happy to talk through any questions or concerns that might be had.

If having this false prophecy already composed interests you, @notbirdofprey -- I fiddled with some Yeats for a suitably "fuck this up and everything's doomed" message for the Targs
Eight on a table, eight equal and proud
Balanced together, but disunited are easily felled.
Join and we may stand equal, speaks out the wolf,
Knowing when the snows fall and the white wind blows,
The loner dies, but the pack survives -- together, or not at all.
Kneel and you may cower below, the dragon roars,
Heedless of the balance he throws;
The dragon knows only fire and blood, and foolishly fears not man nor cold.
The dragon tries to move to the centre to climb above,
And in crushing the others, tips the table o'er.

Burning and burning in the river-swept fields
The dragon cannot hear the cry of the wolf;
Things fall apart; the centre cannot hold;
Mere anarchy is loosed upon the world,
The blood-chilled tide is loosed, and everywhere
The ceremony of innocence is drowned;
The best lack all conviction, while the worst
Are full of frigid intensity.

Surely some revelation is at hand;
Surely the Long Night is at hand.
The Long Night! Hardly are those words out
When a vast image out of darkest nightmare
Troubles my sight: somewhere in snows beyond walls
Armies with frozen bodies and the faces of no man,
Gazes blank and pitiless as the ice,
Are moving in slow fall, while all about it
Reel shadows of the indignant midnight birds.
The darkness drops again; but now I know
That hundred centuries of stony sleep
Were vexed to nightmare by a rocking cradle,
And what rough beast, its hour come round at last,
Slouches towards the land of Men to be born?
 
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[X] When winter first begins to bite
and stones crack in the frosty night


This plan seems to be better in the long term. Though @Marlowe310811 the Targs may take the false prophecy and take it in a very weird direction.
 
-[X] Issue Command (Western Lords): 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.
--[X] Establish Shipyards (Bear Island)

Just want to understand, is this supposed to be the same action as I'm proposing? Or is it supposed to do something different, because right now I read it as being different. Also, how much gold and influence are you expending on it? Depending on the difficulty it could have a greater expenditure.

I asked, and @notbirdofprey answered that my plan would cost 300 gold and 1 influence to achieve without loss of opinion. Since I think your plan is trying to do more I suspect it will cost more.

-[X] Make a Prophecy (The Wolf and the Dragon*): 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.
--[X] Doubledown

I'm a little nervous about attempting this without more preparation. Why don't we double down on the find prophecies action first, and then once we have some real prophecies, we can mix the fake one in with the real ones we want to forward on to the Targs?
 
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Well, that's a really good prophecy. Good enough to give you a bonus on the roll.
I headcanon that the SI, every so often, will anonymously write some poetry from home (Shakespeare, Dickinson, Yeats, Tennyson, etc.) and it somedays sneaks its way into the Winterfell library
Just want to understand, is this supposed to be the same action as I'm proposing? Or is it supposed to do something different, because right now I read it as being different. Also, how much gold and influence are you expending on it? Depending on the difficulty it could have a greater expenditure.

I asked, and @notbirdofprey answered that my plan would cost 300 gold and 1 influence to achieve without loss of opinion. Since I think your plan is trying to do more I suspect it will cost more.



I'm a little nervous about attempting this without more preparation. Why don't we double down on the find prophecies action first, and then once we have some real prophecies, we can mix the fake one in with the real ones we want to forward on to the Targs?
To the first; the action without being an order costs 750 gold. If it's lessened by being an order, that's fine by me, especially as it's going hand in hand with the shipbuilding that they're already working on.

To the second; the plan includes also looking for, and into, real prophecies. But OOC I know it was good enough to get a bonus to the roll, so I feel pretty good about our chances there. I don't want to forward actual prophecies to the Targaryens yet if at all -- that will depend entirely on what we find. If there's prophecy that says, "don't trust the unassuming-looking wolf, he's from another world and you should kill him NOW" I don't want that leaving the room, let alone the North.
 
The make a prophecy action includes forwarding it by default, just so you know. That's part of the reason the DC is so high and it costs 100 gold and it takes two seasons.
 
just binge read this and it is brilliant

I was expecting a fun SI crackfic but instead I got some of the best GoT fiction ive read
 
I like this one

[X] Plan Preparations for Spring

If we're going to war with the Ironborn we need info on the Iron islands, and I really don't like the prophecy plan. The only downside is the speaking to Pyrite action, which I honestly don't think is necessary... But doing it won't hurt anything much either.

Concerning kneeling for the Targs... When the targaryens didn't have this habit of going crazy, they produced some solid rulers. As is, I feel that a reactionary view of this is better. We know too little, bluntly put.
 
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