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

[X] Permit it with supervision.

So long as there's supervision and she's just healing people, I don't see any reason to say no.
 
Now that is what I'm talking about! All the successes we could have hoped for and more! And I'm glad that the Faith is being upfront about their problems and not so snobby as to be unable to say, "please help us."

[X] Write-in. The septa may travel, with one Warrior's Son, one Green Man, one Horned Man, and a maester/acolyte.
The reasons for this composition are many:
  • the septa will be well-protected
  • there will be less or no concerns from our devout about a group of FM roaming our land
  • the Green and Horned Men will open doors that would be otherwise closed to the Faith
  • it will make the septas/septons and maesters more familiar and trusted sights
  • and the Green Man & maester can try to deduce what it is she's doing, if it's magical or mundane, and if it can be replicated
  • everyone knows five is the ideal number for an adventuring party
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.
 
[] 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.
 
[X] Write-in. The septa may travel, with one Warrior's Son, one Green Man, one Horned Man, and a maester/acolyte.

I love it. It sounds like the beginning of a joke.
 
A lot of things to say about this turn. But mostly... those rolls!

-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.

Both these orders seem to have worked out perfectly. With the Braavos success, that means the Manderly quest has been achieved, which is another 1d4 influence.

Was hoping we might get an Edwyle Interlude, but I'm happy with what we got.

-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.

Those rolls for the Scouts... amazing.

-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.

Glad we took the double down here, that was a big pay off. @notbirdofprey That puts us at 5 + 1d4 influence, right? I'm sort of wondering if we have been getting all the Influence from the other quests we succeeded in. Lets, see, it was the Bureaucrats, Merchants, Green Men, Western Lords. As I remember they had things like 1d2-1 and 1d4-1, so I suppose we just had crappy rolls for all of them but...

-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.

A saint of the Seven huh? I'm leaning towards:

[] Permit it with supervision.

Also interesting to hear what is happening at the Starry Sept. I think we should offer our help here, see if that can help Septon Willem advance to the Most Devout (fulfilling the new quest of the Manderlys), and gain a friendly Starry Sept.

-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.

Great rolls. @notbirdofprey Did you not apply the +15 to stewardship rolls here? I guess that's actually good if we can use them elsewhere, but I thought these actions used the bonus.

-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.

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?

-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.

We ought to have a talk with our maester at some point, otherwise all the uplifting we do could become an issue.

-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.

Hmm... might be some potential allies among them if the Harlaws and Farwynds aren't as gungho for the Drowned God.

-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.

Hmmm... a former warg on his second life?

-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.

Interesting. Unknown benefits for Edwyle?
 
I think next turn we should use our personal actions to talk to Jeyne and Brynden. This way we can get to know Byrnden more and also get the quest for Jeyne.
 
This turn went amazingly. No loss of opinion with the Dustins, a completion of the Manderly faction question, a new town(soon) and two crits on two actions. That went great. Now we wait for the Interludes.
 
[X] Write-in. The septa may travel, with one Warrior's Son, one Green Man, one Horned Man, and a maester/acolyte.
 
[X] Permit it with supervision.
-[X] At least one of the Horned Men to ride with the party

Reasoning here is that hopefully this will lead to some respect developing between the Warrior Sons and the Horned Men, while keeping the Warrior Sons out of any mischief

[] 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.

I'd rather not make it that difficult. 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.

I think we have to drop that requirement at least. Maybe once we have more acolytes we can take an action to send one along with her to see if they can learn more about it. (Or if we get a maester with a Valyrian Steel link).

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

Pentos, Myr, Tyrosh, Lys, and Volantis are all slavers. Not saying we shouldn't reach out to them, but a complication.

Lorath 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.

They also have a powerful textile base producing velvet. So maybe once we have textile mills, it may be useful to try and entice some of their craftsmen to Winterfell.

On the other hand they are a northern climate, so they might have unknown plants and seeds that will flourish in the North.

Further along the Northern coast is Ibbon, which again has mostly items we already have: whale bone, seal skins, salt cod, as well as gold, tin, etc. But again it might be a source of northern aclimated plants.

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.

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.

Well, I think it will take us a turn to establish contact anyways, so I don't think we can rush it before the Spy Network is finished.
 
[X] Permit it with supervision.
-[X] At least one of the Horned Men to ride with the party
 
Pentos, Myr, Tyrosh, Lys, and Volantis are all slavers. Not saying we shouldn't reach out to them, but a complication.
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 gold
Lorath 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.
Even so there is still gold to be made by sell them things they dont have

Also i think we should make a new port city on the East side of the north, maybe on Skagos
 
[X] Write-in. The septa may travel, with one Warrior's Son, one Green Man, one Horned Man, and a maester/acolyte.
 
Even if they dont have anything worth importing we can always use Lorath as a place we export our goods to
 
Early Thoughts on next turn:

[] 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.

[] 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: 100 gold. DC: 45. Reward: Other houses gain small number of men trained and equipped equivalent to Winterfell guard, vassal loyalty increased.

One of the reasons not to do both 1 turn actions this turn was because it limits our actions next turn.

Probably these, since we want to wait on several until our target is revealed. And I want to order the Barrow Houses to fortify the rivers once they finish the shipyards. I think we probably want to save money so we can build two more fleets...

[] Speak to Kings (Reach): 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 (Northern Lords): 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

Make contact with the Reach, and check in on the Northern Lords to see if any of them have food issues developing.

Probably use our free action on Stewardship:

[] 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. (+15)

Has the highest DC, so lets get the +15 bonus on this action.

[] Hire Acolytes: The Citadel is the ordinary source kings turn to when there are more tasks that require literacy than there are literate people in the kingdom. You are reasonably certain you are not an ordinary king, and you remember that the Citadel is not always trustworthy, but there is no sense in not taking advantage of such a resource. Ask for the assistance of a few more acolytes and use them to assist your civil service while the school at Winterfell keeps teaching people. Time: 1 season. Cost: 500 gold, Citadel attention. DC: 35. Reward: Citadel attention, support for civil service.

We need this if we are going to expand the schools and increase the literacy in our realm. We could potentially put it off one more turn until we actually take Expand Schools.

[] 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.

[] 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

We'll probably have new Piety options next turn, but if not, these are the two I'd consider. Also, we can give an Issue Command for the Green Men to awaken the might of the Umbers to save an action here.

[] 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.

Let's talk to our Maester as he's starting to wonder about our uplift ideas, and we are going to be stepping all over the Citadel with our expanded schools, so...

Also, gotta try the God's Eyes again.


Also i think we should make a new port city on the East side of the north, maybe on Skagos

Karhold would make the most sense for this.
 
[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.
 
[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.
4 seasons if I remember right.

The problem is that the Barrow House's Quest requires us to build a fleet at Barrowtown, while the shipyard in the Glover's land is still incomplete as well.

Again this is why I wanted to do the multi-turn actions early...

Oh well, maybe we can build a fleet at Bear Island and have serviced from the Glover's land?
 
probably not house justman could be the greyjoys as they are decended from the legendary greyking.

Well... in the riverlands there was the Fisher Kings (possibly related to our House Fisher along the Stony Shore), and then House Mudd, who ruled from Oldstone and are now extinct, but almost certainly have surviving descendants in the Tullys and the Blackwoods.

House Justman then ruled the rivers for three centuries, descended from Blackwoods and Brackens (so a connection to the Mudds).

Not sure why it'd have to be the Greyjoys, since the Iron Isles where historically ruled by kings chosen at a Kingsmoot before the Greyirons.
 
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.

House Justman is an ancient house and the new Justman will be the son of a Blackwood and a Bracken, two houses of former first men Tridentine Kings. However, Justman is far younger as a Royal house compared to the pre-Andal Mudd and Fisher Kings of the Rivers.

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.
 
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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.

Since the Tullys are First Men dating back to the time of House Mudd and the Blackwoods, it makes sense to think they likely intermarried with the royal house Mudd in some way.

The Mallisters date to the start of House Justman, are probably Andal, but were much more prestigous during the intervening years, some times being petty kings of the rivers themselves, sometimes intermarried with House Teague (which briefly unified the riverlands).
 
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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.
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.

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.
Now that's not a bad idea.

...maybe not all of the books, though. We do want to maintain our edge & advantage over the other realms, after all
 
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