Inserted tally. Vote closed.
Adhoc vote count started by notbirdofprey on Mar 28, 2020 at 6:22 PM, finished with 64 posts and 18 votes.
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[X] Blessing of Gods and Literacy
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[X] Plan Warships and Magic
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[X] Plan: Ballistas and Sacrifice
-[X] Issue Command (Green Men): research magic to empower weapons and armor, while testing different kinds of weapons and materials to see which gives better results. Try and replicate the runes Frost saw on the weapons in the Barrow. Resources: 100 Gold, a shipment of different types of weapons (swords, daggers, arrowheads, axes, spears, maces, hammers, etc) from the Winterfell Forge Complex made of different materials (steel, bronze, stone, wood, bone, etc) Diplomacy DC 15, Piety DC 75
-[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.
-[X] Building Ballista: You generally don't put ballista on ships, relying on archers and warriors for fighting, but there is no reason for that to be so. Adding ballista and men trained in their use to the galleys will add to their lethality at range, allowing your fleet to kill your enemies from further away than they can kill you. Only a fool would not find that valuable. Time: 2 seasons. Cost: 600 gold. DC: 60. Reward: Ballista mounted on all fleets.
-[X] 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
-[X] Offer Assistance to the Faith: Given the situation in the Reach, you can understand why the Faith is going through so much panic. Those blessed by the Seven will probably help against the fey, but the Old Gods have demonstrated far more ability to ward off the ravages of the fey. Offering aid to the Starry Sept in bargaining with them and fending them off would improve your relations and make Septon Willem look very impressive to the Most Devout, who just happen to have a few gaps in their numbers…It might upset the Green Men at least a little. Time: 1 season. Cost: 300 gold, chance of Green Men disapproval. DC: 55. Reward: Improved chances of Septon Willem joining the Most Devout, increased opinion with House Gardener and the Faith
-[X] Free Action: 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)
-[X] 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.
-[X] Ritual Crafting: While the Sacred Arrows created by the rite do not last forever, several other rites do create objects or blessings that last for a long time. While some can be done by some of the more skilled among your Green Men, others are beyond the power of all but Frost, most notably the making of protective talismans. He will devote his time to doing so if you ask and have some of his brethren do the same. Thresholds will be blessed, beast-bane spears given to those in the Wolfswood, and a few sacred arrows will be made as an assurance. Time: 1 season. Cost: 400 gold. DC: 30. Reward: Varying number of rites performed
-[X] 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
--[X] Double Down: Rites of the Wild
-[X] Speak to an Advisor (Maester Brynden): 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.
-[X] Sacrifice the Armor: The black armor is an unclean thing. Looking at it makes your skin crawl. You can't think of anything to use it for, but as a given sacrifice to the Old Gods. Doing so personally would grant you some boon, although you know not what form it will take. You doubt it will be anything great, certainly nothing that will extend beyond the walls of Winterfell. You are not even certain you will get to choose what the gods bestow upon you. Time: 1 season. Cost: 0. DC: Special. Reward: Boon or choice of boon.
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[X]Plan Health and Magic:
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[X] Blessing of Gods and Literacy
[X] 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.
[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.
[X] Braavosi Recruits: While most of the North, and indeed most of Westeros, are immensely proud of their heritage and way of life, but even the most arrogant noble cannot deny that the Braavosi are better at some things: trade, banking, making canals, and many other such tasks. Find down-on-their-luck or adventurous men and women of the Secret City and offer them work and pay to come to Westeros, and you will be able to use some of their skills. Time: 2 seasons. Cost: 400 gold. DC: Special. Reward: Braavosi recruits, new actions unlocked.
[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: 75. Reward: Partial information about the Vale ritual, Lord Upcliff, and the beastmen.
[X] Expand the Schools: You've a school in Winterfell which serves a few dozen children and less than twenty adults as a part-time duty for one or two of the acolytes. Buy a small building in Wintertown, give those acolytes the full-time duty of teaching people to read and write, give an incentive or two for people to learn and then join up with the civil service, and you expect to have classes much larger. Hopefully at least a few of the graduates will fill in the gaps in your civil service. Time: 2 seasons. Cost: 900 gold, upkeep, Citadel attention. DC: 45. Reward: Increased literacy, support for civil service, Citadel attention. (+15)
[X] 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.
[X] Ritual Crafting: While the Sacred Arrows created by the rite do not last forever, several other rites do create objects or blessings that last for a long time. While some can be done by some of the more skilled among your Green Men, others are beyond the power of all but Frost, most notably the making of protective talismans. He will devote his time to doing so if you ask and have some of his brethren do the same. Thresholds will be blessed, beast-bane spears given to those in the Wolfswood, and a few sacred arrows will be made as an assurance. Time: 1 season. Cost: 400 gold. DC: 30. Reward: Varying number of rites performed
[X] Aggressive Recruiting: Not all who join the Green Men have the skill and strength of will necessary to perform even the simplest rituals, but some do. And some who do have the skill do not join, either for personal reasons or lack of opportunity. Frost refuses to do anything about the first, but the second he can help with. Coin and royal favor will certainly help him find those with the potential to wear the Green. Time: 4 seasons. Cost: 1500 gold. DC: 45. Reward: More Green Men recruited.
[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 (Stewardship): 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.
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[X] of books and men
[X] 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.
[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.
[X] Braavosi Recruits: While most of the North, and indeed most of Westeros, are immensely proud of their heritage and way of life, but even the most arrogant noble cannot deny that the Braavosi are better at some things: trade, banking, making canals, and many other such tasks. Find down-on-their-luck or adventurous men and women of the Secret City and offer them work and pay to come to Westeros, and you will be able to use some of their skills. Time: 2 seasons. Cost: 400 gold. DC: Special. Reward: Braavosi recruits, new actions unlocked.
[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: 75. Reward: Partial information about the Vale ritual, Lord Upcliff, and the beastmen.
[X] Expand the Schools: You've a school in Winterfell which serves a few dozen children and less than twenty adults as a part-time duty for one or two of the acolytes. Buy a small building in Wintertown, give those acolytes the full-time duty of teaching people to read and write, give an incentive or two for people to learn and then join up with the civil service, and you expect to have classes much larger. Hopefully at least a few of the graduates will fill in the gaps in your civil service. Time: 2 seasons. Cost: 900 gold, upkeep, Citadel attention. DC: 45. Reward: Increased literacy, support for civil service, Citadel attention. (+15) (free action)
[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] 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.
[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.
[X]Uplift:Health and hygiene improvement:water and milk boiling,expecially for children,washing the hands more regularly, washing the bed sheets and linen,separation between animals and humans,a better waste disposal from both humans and animals(dug pits covered with wooden lids were the weaste can be put until it is used in farming),regular bathing and the use of saunas for communal bathing,introducing soaps and it uses,better cleaning during birth(boiling the linen used,washing hands,a clean room with sauna being the best for a clean birth),a more cleaner house.
[X] Train Your Children (Stewardship): 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.
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