-Issue Command (Western Lords): 1d100+20 = 46. House Glover is naturally eager to begin constructing a shipyard, especially with the promise of a town charter for it and the area surrounding it. Despite several practical concerns, they set about fulfilling you orders with steady determination. Diplomacy DC: 10. Action DC: 50. Establish a Shipyard on the Bay of Ice in the Glover lands, with easy access to the Wolfswood. Resources: Gold: 550, a town charter at the selected location.
-- 1d100+18 = 95. Almost immediately, they run into a series of problems: the best place to build a shipyard – indeed, the place where the closest thing to one on Glover lands already exists – belongs to one of the less-settled wildling clans. Just finding them is an obstacle, and Master Glover barely manages to conceal his disdain long enough to win an agreement before the heart tree with Tolgett the Burned. The wildlings will certainly be growing wealthy off this new town and shipyard, although they are quite willing to contribute, fascinated by the steadily growing docks. Shipyard construction begun.
-Issue Command (Manderly): 1d100+20 = 33. The death of Lord Manderly is still casting a pall over White Harbor, but that is perhaps to your benefit, as his younger brother and youngest son are both willing to assist Edwyle as he crosses the Narrow Sea. Diplomacy DC: 15. Action DC: 45. Trade delegation to Braavos to secure a trade agreement. Resources: Gold: 300, Influence 1, Edwyle dispatched with them to provide the weight of his title, and any assistance he can offer. Ask Edwyle to visit the Isle of the Gods while he is there and see what he can learn, also make any contacts he can with various Braavosi artisans and engineers.
--1d100+18 = 110. 1d100+10 = 75. It is rare for princes to visit Braavos, rarer still for Westerosi ones to do so. Edwyle makes a dashing impression as he strides down the dock into the secret city, no doubt helped by the enormous direwolf which strides alongside him. His days are filled with meetings, with the Sealord and lesser, but still significant members of the Braavosi government, with Keyholders of the Iron Bank, and with the heads of various powerful houses. His nights are spent sampling the delights of the Secret City, attending elegant parties where the real work of the city is done and apparently dueling with several bravos, defeating them fairly easily. It is difficult to defeat a direwolf with water dancing, although Edwyle does gain an appreciation for the art. The trade agreement is quickly secured, for the fleet of Braavos needs wood in vast amounts and the Royal Forges produce enough weapons to meet half the needs of the Braavosi marines. Favorable trade agreement secured, +300 gold (trade), extremely positive impression made on Braavos.
-Expand the Guard: 1d100+23 = 58. The newest members of your guard are largely made of mountain clansmen, but some are refugees from the Riverlands and there are even a score of wildlings. All of them have great loyalty to House Stark and to you personally, all of them have taken to the stern discipline and hard training well, and all wear the heavy armor of the Winterfell Guard with pride. Where three hundred stout warriors once served as your elite household men, six hundred steadfast soldiers have now sworn vows before the heart tree to now and forever be Stark men. +300 members of the Winterfell Guard, -200 gold per turn. No vassal opinion loss.
-Train the Scouts: 1d100+23 = 107. 1d100+7 = 106. 1d00+6 = 30. The Ghost-folk are not just skilled in stealth, but they know how to weave shadow and mist into cloaks which let them step as lightly as a fogbank upon the earth and pass by with just as much noise. Brandon persuades them to not just give the Winterfell Scouts mundane lessons, but also a great number of these cloaks, enough that each member of the expanded organization receives one. +25 Winterfell Scouts, quality improved.
-A Polite Punishment (Dustin):1d100+20+20 = 94. You are the King of Winter. In your veins flows the blood of Brandon the Builder and many other mighty kings. Your ancestors conquered the North through steel and strength and loyalty, both taken by force and freely given. Many other kings bent the knee to you or were humbled by your ancestor's strength. The Barrow Kings were one of those houses. A fact which you remind them of. A scathing letter is sent to them, and only them, first. Gifts are offered to their loyal bannermen but not to House Dustin, not until they have corrected their errors. Small stretches of land are stripped away and given to House Ryswell, House Cerwyn, and House Tallhart in a blatant rebuke. The whispers claiming you weak are silenced utterly. In their place are frantic apologies from House Dustin, apologies you do not yet accept. Vassal opinion boost, small House Dustin opinion boost, +3 Influence.
-Speak to the Sept: 1d100+20 =39. The Snowy Sept is not a place you bothered to focus your attention on before. They are completely lacking in power outside of House Manderly and a few thousand smallfolk, both of whom are bound far tighter to you than to the Faith. And they are well aware of this. So when you send a letter asking for a meeting, the response is swift and so accommodating you might call it obsequious. Septon Willem is ushered into your solar, where he kneels and is careful to keep his manner as perfect as possible, a far cry from his barely respectful behavior at the Conclave. He is extremely eager to speak on the events of the Starry Sept. It seems that unlike every other sept, the holy ground there is no barrier to them, and indeed it seems to attract them. Beneath the roof, fey are not even bound by their given word. As such, many have been slain by the crueler among them, including every High Septon or member of the Most Devout who set themselves against the strange creatures. Rumors have spread that no such harm has befallen the North, and that the Snowy Sept may have some way of defending against dark powers. He also reveals that a septa has received some sort of blessing: with a prayer to the Maiden, she can soothe the hurts of children. He asks your leave to allow Warrior's Sons to escort her about Manderly lands, although he is careful to make it clear that this would be a unique exception only for her. Fey are attracted to Starry Sept, the Most Devout are looking for someone who can deal with them. A septa in White Harbor has received the blessing of the Seven.
-From Wool To Yarn: 1d100+18 = 118. 1d100+18 = 53. While ordinarily, winter is a harsh season for any task at all, it does have on advantage: there are plenty of idle hands. These idle hands, led by the Gifted, are set to work first building a large factory only slightly smaller than the paper mill, then constructing large basins and carding brushes for the workers to handle in groups. As an experiment, a few are set up so that they are rotated by cranks, one crank turning two drums in opposing directions. Everything is swiftly completed, the factory almost completed, but for one obstacle: the amount of sheep nearby is not enough to justify running such a large facility. It will take a month or so to gather enough sheep and wool. But once they are gathered, you can just hear the sound of your coffers filling…Locked 1 Season.
-Improve Roads (Advanced): 1d100+18 = 106. 1d100+6 = 18. The use of the Gifted is the main expense, especially as their time and power are needed in several other places, but it's concrete that is the primary bottleneck. Roads are laid down with all but the very top layer of concrete in place, the rest positioned by teams of gifted. In a few places, the concrete is poured and smoothed over to make a sturdy and smooth road, raised and sloped so water runs off and marked with high black and white posts to make it obvious where the road in. The rest is simply covered with broad stones or smoothed earth as a temporary measure. Locked 3 seasons.
-Search for Prophecies: The prophecy is translated, although much to your shock it seems less like an esoteric, vague description of events which will come to pass and more of a checklist, describing the signs of the Long Night: the birth of dragons from fire and treachery, a long summer, a great storm from the west. And it briefly describes what will be needed to oppose it: dragon's steel and black glass and eight ancient bloodlines standing as one. Maester Brynden is almost disappointed to read it, so lacking in drama and excitement is it. Prophecy translated, information about the Long Night gained.
-Copper on Ships: 1d100+20 = 76. His efforts at finding a way to copper ships go fairly well. With your half-clear memories – he looks askance at when you try and explain how you thought of this – he manages to work out that it is what metal that attaches the copper that matters, and creates a long simulation of a ship's hull, immersing it in artificial saltwater and using nails of seven different metals to attach sections of copper sheathing to the wood. Locked 1 season.
-Further Afield (Iron Isles): 1d100+19 = 82. The Iron Islands are a troublesome land and a troublesome land to spy on, but rumors are simple enough to gather. You hear word of rebellions put down by sword and dread sorcery, of great krakens and other sea monsters shattering rebellious keeps, of the "glory" of the Drowned God and the Iron Price. Only a few houses seem to have embraced it less than wholeheartedly, Harlaw and Farwynd among them. Locked 1 season.
-Beast Bonding: 1d100+20 = 88. Your eyes show you much in the Wolfswood now as faint currents of magic run hither and yon, many arcing towards Castle Green, merging and thickening, while others are shifted around it. The power surges and ebbs on strange tides, but you spot some pattern of it that leads you on half-remembered instinct to guide yourself and those who follow you towards a large den of rock coated in greenery. Inside is an immense shadowcat with strangely knowing eyes. You reach out to it…and it accepts you. Strange shadowcat bonded.
-Train Your Children (Diplomacy): The work you have put into training your children has paid off. While you can't quite guess at how Edwyle has improved from your lessons and his time in Braavos, you suspect it to be slightly less than Eddard did, based off your recollection of how he took to your lessons. Of course, perhaps he simply improved in a different direction… +2 to Eddard's Diplomacy, Eddard gains trait Storyteller. Unknown benefits for Edwyle.
[] Write-in: Permit it but ensure that it is the horned men who guard her.
Edit:
[X] Write-in. The septa may travel, with one Warrior's Son, one Green Man, one Horned Man, and a maester/acolyte.
there are still 6 free Cities that are on the coast we can reach, and the other 2 are in land so it might be hard to reach. There is also Saath and the Ibbenese, so there is a lot of good to be earn from trade with them
Should we make a big diplomacy push for the Reach next round? As in, contacting the Gardeners, offering our assistance with the fey issues, etc.? My instinct would be to wait a round, until we have actionable intelligence, but if we want to move quickly on things I could be persuaded to that course.
i know that they are slaver cities but there is nothing we can do about it, so we can either accept and make some gold or not accept and not make any goldPentos, Myr, Tyrosh, Lys, and Volantis are all slavers. Not saying we shouldn't reach out to them, but a complication.
Even so there is still gold to be made by sell them things they dont haveLorath is the poorest of the Free Cites. Mainly serving as a trade port between the west and Ibbon. Whale bone, seal skins, salt cod. Items we already have available from Skagos.
Also i think we should make a new port city on the East side of the north, maybe on Skagos
4 seasons if I remember right.[X] Permit it with supervision.
-[X] At least one of the Horned Men to ride with the party
I think we should start building the next fleet now. We don't know how much longer the winter will last, and the attack on the Ironborn is supposed to start shortly after the beginning of spring.
Huh... business like. So... is it safe to pass this one on to the Targs? And 8 ancient bloodlines: Starks, Greenhands, Arryns, Lannisters, Dundarrions, Targaryons, Martells, and... Justman?
probably not house justman could be the greyjoys as they are decended from the legendary greyking.
Most every house in the Iron Islands claims descent from the Grey King, except for houses like the Codds claiming descent from freed thralls and House Goodbrother descended from the Grey King's brother. We have heard that rebellious Ironborn keeps have been shattered by krakens; given what we've seen of Vickon Greyjoy, who was the leader of the historical anti-Hoare Ironborn, I think they've been murderized and turned into something akin to the black warriors in the Riverlands.probably not house justman could be the greyjoys as they are decended from the legendary greyking.
Thing is, there are loads of former Royal Houses in the Riverlands older than House Justman. House Justman's parent houses of Bracken and Blackwood, the first Andal Kings that were the Vances, the Mallisters who were said to have a more prestigious bloodline than House Tully, the Dusker Kings of House Darklyn, the Tullys who while never kings are occasionally headcanoned as being descended from a branch of the Mudd Kings, etc.
It's a single septa, not a host of them. We have enough Green Men to activate gifts all across the North, we can spare one to babysit one septa. And again, we only need one maester/acolyte. If her gift turns out to have some kind of scientific basis, I'd like a maester to witness and potentially be able to replicate it. And even if not, then the previously mentioned goal of ensuring that all five of the aforementioned factions are seen and no longer have the onus of the unknown still applies. And most importantly, it minimises how many FM members are let loose down to one, unlike the other vote.We don't have many Green Men, and even fewer maesters/acolytes. In fact the maester/acolyte shortage in the North is enough to make this largely unworkable.
Now that's not a bad idea.There is also Saath and Morosh along the norther coast. Saath is the last remnant of the Kingdom of Sarnor. While a historical footnote, it might provide us with a cover story for introducing various things like the Periodic Table of Elements, basic chemistry, calculus, the germ theory, and basic biology. We could create books that purport to be from that ancient kingdom (or other ancient kingdoms), or better yet as a more modern summary of a summary of those records from those kingdoms. Thereby explaining the source of some of these ideas.
Then we print copies and send them to the Citadel as a gift. Make them like us.