Tentative Plan: Diplomacy and Magic
[] Issue Command (Barrow Houses): Establish Shipyards (Barrowtown). Resources provided: 700 Gold, permission to use establish a concrete factory, instructions on how to make and use concrete, along with some of the concrete already produced in our factory, and workers from our concrete factory to train and aid the Dustin effort.
@notbirdofprey My thoughts on this are that we will be giving the house Dustin what they want, the main cost to us beside the gold being that any projects in Wintertown that require concrete (Advanced Roads, Walls, etc) will not be available for... say 2 seasons? So we give them what they want, ask for what we want, and since concrete ought to be useful in making the shipyards, there is also some synergy.
[] Issue Command (Green Men): Send a delegation to the Storms End, and learn what is going on with the planting of the weirwoods and the Storm God symbols. Also attempt to ascertain the state of religion in the Stormlands. Make nice with the Durrandons and feel out whether they would welcome Green Men in their lands. Resources: 100?? Gold, a member of the Septwood faith?
@notbirdofprey Is that the right amount of gold? I think I'd like for it to appear that this a Green Men effort, not a King of Winter effort. And would a member of the Septwood faith help? Probably a rivermen from the more militant minded version (I could see that going over well in Storm's End).
[] 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.
I'd prefer to do this one, as it is 3 seasons long and much less expensive than fortifying the rivers.
[] Speak to Kings (Sealord of Bravoos): 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.
The above was what I was originally planning, but maybe we can wait one more turn on it (we have 3 more seasons before the deadline) and should instead do the below?
@notbirdofprey How time sensitive is the politics of advancing to the Most Devout? A couple seasons? Right now? Or several years?
[] Speak to the Sept: The Snowy Sept has no real influence or power in the North, but they could be useful in gaining leverage with southern houses and kingdoms. Perhaps if the High Septon spoke in your favor, it might even make King Lorren decided to be reasonable. Similarly, there could be information in the Snowy Sept about what exactly is happening in Oldtown. Have Septon Willem, the ambitious septon you have heard about, attend you to speak on his ambitions and the situation in the Starry Sept. Perhaps you could even offer him some support. Time: 1 season. Cost: 25 gold. DC: 15. Reward: Information on Septon Willem and the Starry Sept.
[] FREE ACTION: 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.
Need to do this with our Free Action so that we can get the merchant bonus and avoid the penalty.
[] 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.
-[] DOUBLE DOWN on Strange Magics
Definitely want to do these two. With a Double Down on Strange Magics.
[] 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.
Need to do this one as well.