- Pronouns
- She/Her
Is this a typo then?
Short Summer, Long Winter, Year 111 AD
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(+1 Free Action, +1 Free Intrigue Action)
Is this a typo then?
Short Summer, Long Winter, Year 111 AD
...
(+1 Free Action, +1 Free Intrigue Action)
[] 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 on power, opinion, what the actual command is, and how much you spend.
[] Speak to Kings (Kingdom): 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 (Region): 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
[] Show Favor (House): There are many ways for a king to show his favor to his bannermen. Positions can be given, tithes restructured, minor aid offered. And of course, there are always gifts – a horse from the royal stables or a Winterfell hound would be highly prized even by the greatest houses of the North. Even simple praise would see some hold their heads higher and answer your call prompter. If you have need of a particular House's aid, showing your favor to them may make persuading them far easier, especially if you are not blatantly obvious about your reasons for doing so. If you are extremely skillful in showing your favor, you may even inspire others to strive higher in hopes of earning similar rewards. Time: 1 season. Cost: 100 gold, 1 Influence. DC: 25/50/75. Reward: House opinion boost, 1d2-1 Influence/Large house opinion boost , 1d2+1 Influence/Large house opinion boost, general vassal opinion boost, 1d4+1 Influence.
[] Improve Attitudes (Kingdom): There are several other kingdoms you share a continent with, and while they may not be able to take your lands they can certainly make things difficult, especially if a large number of the upper nobles don't like you. Fortunately, several of your vassals have members charming enough you could send them south and feel confident that they would make a good impression. You would even number Eddard among them. Time: 2 seasons. Cost: 150 gold. DC: Varies. Reward: Improved relationship with kingdom.
[] The Fair Folk: Your relationship with the Old Gods clearly provides a measure of protection. You would love it if it provided you with more, since the fey are still being a pain. Make some effort to learn more about the factions and the powers of the fey, and hope that what you learn is helpful and accurate. Time: 1 season. Cost: 20 gold. DC: 30/60. Reward: Information about the fey.
[] 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.
[] 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.
[] New Darning: There's a couple devices in your darning barn that do it differently than the traditional methods. It's faster and it works better as well, and its one of the reasons that you are making so much coin from it. Find out who came up with it, find out more about how these work, and spread them to the rest of the barn. Time: 1 season. Cost: 100 gold, optional reward. DC: 45. Reward: Learn more about darning.
[] Finding Sources: Some of the materials you described are known to exist: charcoal, for instance. Or sulfur. Finding existing sources of them would be helpful if you are planning to exploit them on a large scale, and the Citadel does have records of such things. A hefty bribe will certainly help you get access to them, and you can send out your own people as well. Time: 1 season. Cost: 400 gold. DC: 30. Reward: Find existing sources of various materials.
[] Starting Small: Set up a "lab" for Maester Brynden and perhaps a couple steady-handed assistants in Winterfell, somewhere nice and far away from anything that could get damaged by acid, smoke, or fire. Then let him play around and try to figure out how exactly to make gunpowder and saltpeter and sulfuric acid. Maester Brynden wants to experiment with a few other things known at the Citadel and see if he can find anything interesting. Time: 1 season. Cost: 100 gold. DC: 20/40/60/80. Reward: Basic lab set up, begin figuring out how to make various chemicals practically, possibility of new developments.
[*]Internals: The books and paper being easily produced are both watched with interest. While House Stark is being secretive about the books, they are more open about the paper,
[*]Quest: Create enough copies of books to be sold regularly. Reward: 1d2-1 Influence, additional trade income. Failure: Loss to trade. Time: Winter 110.
Piety: Frost is extremely strange. Which makes sense since he is a Child of the Forest. Now that you think about it that was rather obvious. He seems haunted by the prophecy he has shared with you. Edwyle has been helping him sometimes, although not too much. He does not wish to become a Green Man if it means giving up being a lord. (Choose 2)
Intrigue: Snow is in many ways the total opposite of Rivers. Calm where he is excitable, nondescript where he is distinctive. You can't imagine Snow having any of his predecessor's escapades, although he is most definitely equally competent. He's actually rather terrifying, especially with Janna and the Huntsmen helping him with the more physical side of things. You are fairly certain he is giving Eddard lessons. (Choose 0)
[] Even Deeper Secrets: Snow has people in every house in the North. He has people in every town and city too. But you want more. If your lords meet, you want to know. If anything happens, you want to know. Time: 2 seasons. Cost: 600 gold. DC: 55. Reward: Spy Network (The North).
[] Harrenhal: The network in Harrenhal has been devastated by Harren's sudden assault on it and by the sheer slaughter he has wreaked in and around his accursed castle. Some say even the very stones are whispering to him, identifying traitors, and that blood drips from the walls instead of dew. You are uncertain just how true that is…but you need to find out. Having advanced warning of anything he is planning could mean the difference between victory and defeat. Fortunately, you have some fairly expendable agents to send south. The Hunters are best at killing, but some could handle spying. Especially since the castle is half empty, meaning they have plenty of space to hide. Time: 2 seasons. Cost: 200 gold. DC: 70. Reward: Get another spy in Harrenhal, information.
[] Friends Among the Fey: The fey are everywhere in the Reach. Literally everywhere. Snow intends to take advantage of that when building his spy network there, leaning on the Green Men to identify ways to recruit the little house fey and tricksome gremlins and bribe them into telling his agents things. He expects to not be the only one doing so. He also expects it to not be a problem. Time: 2 seasons. Cost: 400 gold. DC: 50. Reward: Spy Network (The Reach).
[] Iron Spies: Most of the Iron Islands seems to be in the grip of mad servants of the Drowned God, with crazed priests ruling just as much as the lords do and horrific abominations skulking in shadows or parading about, eager to raid and destroy. It takes a very brave man to go gathering information there. Time: 2 seasons. Cost: 900 gold, upkeep. DC: 50. Reward: Simple Spy Network (The Iron Islands).
[] 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.
@notbirdofprey What is the DC and cost for such a command?
[] Issue Command (Western Lords): Expand Logging around Deepwood Motte, Cost ~150 Gold?
Wealth, prestige, or power would all make them happy. If they have a specific request or grievance outside of being commanded a lot, you would need to take the Talk to Lords action.@notbirdofprey Unless we already have a good idea of what would make House Ryswell happy? Do they want a town charter for a location on the Redwater? Basically we want to reward the Barrow Houses for their faithful work in completing ships and fortifying the rivers.
We could just go straight to show favor, but I'd like to know better what they want first.
Shouldn't this be choose zero since we have two Piety actions locked?
Shouldn't this be choose one, since the Create a Code Intrigue action completed?
Noted; willl edit vote to reflect updated information.That's what happens when you copy paste the turn post from the last one.
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The Diplomacy DC would be around 30, the Stewardship DC would be 45.
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If they have a specific request or grievance outside of being commanded a lot, you would need to take the Talk to Lords action.
You're actually right in the first place about the Intrigue; we did finish "Create a Code", but have "Find the Leader" and "Security Procedures" ongoing, so the "Intrigue: Choose 0" is correct.
You're actually right in the first place about the Intrigue; we did finish "Create a Code", but have "Find the Leader" and "Security Procedures" ongoing, so the "Intrigue: Choose 0" is correct.
I'm just waiting to hear back from the QM if upping the gold (which we could spare this round) will lower the Stewardship DC.@Marlowe310811 Would you consider adding this to your plan as well? It's not expensive and it will get us the Western Lords Quest (which needs to be completed at the end of this season).
I don't remember this being a free action for this turn? I'll have to double-checkFree Action: Sky-Mills: Many of the rivers you would build waterwheels on have drifting chunks of ice that would make construction less practical, and in any case, there are only so many places waterwheels can be built where they would provide enough power to be worthwhile. Windmills, however, require only empty fields to function and clear weather to be built. And they would serve just as well for grinding grain into flour. Time: 2 seasons. Cost: 100 gold. DC: 35. Reward: Increase to farming income.
I don't think that's how it works; we normally are allowed only two actions per advisor, and we have two Intrigue actions ongoing, so I think those slots are de facto taken regardless of where the one-time freebie was applied. QM can clarify, thoughActually, our Free Intrigue action was used to Find the Leader, so we do have an open normal Intrigue slot.
150 gold & 1 Influence would produce what DC, then?Find the Leader and Security Procedures are both multi-season actions, so they are still taking up a slot.
And adding more gold would help decrease the DCs for the command, but not by a lot. Influence would work better.
I don't remember this being a free action for this turn? I'll have to double-check
Find the Leader and Security Procedures are both multi-season actions, so they are still taking up a slot.
And adding more gold would help decrease the DCs for the command, but not by a lot. Influence would work better.
Thanks, bumped the gold up to 350 then.
I'm more interested in ensuring success than I am in sparing 1 influence point (tbh I'd rather up the gold to 350 and spend the influence point to guarantee success). At a bare minimum, we'll gain that point back when the Barrows Fleet is completed, and depending on how well that particular d4 likes us it'll be an even greater return on investment.Thanks, bumped the gold up to 350 then.
@Marlowe310811 I think a 35 DC is good enough, and 1 influence is certainly worth 200 gold don't you think?