So him picking a unpopular Warden is more useful to the Empire than one that's well respected but that we control.
In a way, yes, though I can only see it being just another petty reason to add to the pile of why the Lords of the Vale should refuse to heed Robert's calls to arms.

What matters is that Robert is so used to Stannis--stolid Stannis, loyal Stannis, dutiful Stannis, ever straying from the line or refusing to debase himself for the Glory of Robert, the King.

He has abused those oaths to the hilt since the day the War ended, and unless he's feeling particularly introspective at the death of Jon Arryn, I see little chance of him stopping.

So when he appoints, say, Tygett Lannister as Warden of the East, he will just assume out of hand that Stannis will follow, and well, there was little hope of Robert Arryn actually managing to lead an eastern defense of Westeros for years, so why bother tossing the prestige of the position his way? Maybe drunkenly, for the love of Jon, but you can see how far that goes with him.

Edit:

Oh, and should Robert die to obvious Lannister power-grabbing, with them held publicly responsible enough for it in a way that is not easily denied, the insult magnifies ten-fold.
 
Considering the Warden of the East the best pick - for Robert - might be the Blackfish.
He is already the Knight of the Gate guarding the Eyrie, the grand uncle of the Arryn heir, has no own dynastic ambitions and appointing him could bind the Tullys closer to Kings Landing.
 
Part MMMXCVII: Into the Future Sailing
Into the Future Sailing

First Day of the Eleventh Month 293 AC

Morning on the first day of the month brings with it as ever reports of Astral Currents steady expansion with no end in sight as trade flourishes and more and more merchants come not only to trust the company but depend upon it. Why send ships on long and arduous journeys with no surety that they would turn a profit when for a small fee one can know precisely what is in most demand? More and more it seems like tossing a silver coin in the dark, and with each passing day the strangeness of the brazier becomes just another fact of life for those fortunate enough to trade from the major ports of your realm.

Astral Currents grows by 14% (Regular Growth)

In his report Menel does note that this might lead to the withering of more marginal ports as long distance trade becomes ever more attractive not only from the far-speaking braziers but also imitating Silver Serpent's use of foresight by making use of the Yss' foresight. Some have begun looking into acquiring other sources of prognostication, such as the sorcerer-priests of other Essosi gods or taking on various hedge mages and wanderers. Truth be told you are not too worried about the latter as it is a rare self-taught mage who can cast spells of the Fifth Circle, and those that do have better ways to make coin than burn their very souls lighting a path to the future, and as for priests becoming involved in trade you wish them all good fortune. Trade, after all, requires peace and the more the various faiths are involved in keeping the peace the better, though you doubt any will ever undergo so drastic a transformation as Yss.

You were surprised to hear that Relor was in Sorcerer's Deep and even more surprised to find out by means of gossip about Yss revealing a new aspect of his nature to a worthy petitioner and taking him into service.

By contrast news from beyond the borders of the realm has been good winds and storm clouds both. On the one hand it is a relief that the court in Yin has been warned of the peril of Golden Company's approach and that the Trade Fleet will hopefully meet a far more welcoming city and court with contacts already in place, but in the balance news of Asmodeus' schemes in Slaver's Bay elevates its relevance from a backwater posing no particular threat to an area of interest. Not for the first time you feel that the more power you gain, the more allies you gather to your banner, the wider the canvas becomes, stretching thin every stroke of the brush.

The more work you do the more that needs doing, but the more that can be done too, Varys' voice echoes in your mind, the note of satisfaction clear and true. You cannot deny it resonates with you, too.

What shall the month ahead hold for you, your Companions, and the fledgling empire you rule (List of Actions and Characters)?

[] Increase Manpower
By starting a recruitment drive, you can increase the available manpower in a province. When this action completes, throw 1d4 and an additional 1d4 for every multiple of 500 of Population the province has. The sum of these dice gives the number of Population that is converted into Manpower. If the Manpower would exceed the cap, no Population above the cap will be converted.
Requirements: None
Action: Military
Progress Needed: 10
Cost: 20,000 IM

[] Construct Guard Posts
A network of posts that can be used by the military and law-enforcement to better control the province. Grants a +1 bonus to Law. If the province also has a Messenger Service, this bonus is doubled.
Requirements: None
Action: Military
Progress Needed: 1/20th of the Population of the province
Cost: Population * 50 IM (Construction)
Upkeep: Population * 5 IM

[] Construct Training Center
Allows the training of soldiers. Each Training Center can accommodate 1 manpower (1,000 people).
Requirements: Must be a coastal province or have a major river.
Action: Military
Progress Needed: 20
Cost: 10,000 IM, 50,000 IM (Construction)
Upkeep: 500 IM

[] Enforce Martial Law
By using military force, the Administration and Law of a province can be forcefully raised. While under martial law, the province makes progress against both Expand Administration and Expand Law-Enforcement simultaneously as if every action assigned to Enforce Martial Law were used for both of those projects at the same time. However, for every turn under martial law, the Life-Quality of a province is lowered by 1. Once martial law ends, this penalty is reduced by 1 per turn. This action can't raise the Administration or Law scores higher then half of the maximum value.
Requirements: Need to have at least 10 soldiers per Population of the province present. This can be halved by spending an additional Military action and quartered by spending three additional Military actions.
Action: Military
Cost: None

[] Expand the Capital of Verdant Vistas
With the Orphne Court now your subjects in full, the Verdant Vistas can come into its own as a trading company, with Fey employees and perhaps even investors.
Requirements: None
Action: Economy
Progress Needed: 10
Cost: None (May produce wealth from trading stock)

[] Improve Infrastructure
Effort is put into constructing new roads, harbors, bridges, and channels in the province to ease traffic and aid trade. When completed, the Infrastructure rating of the province improves by 1.
Requirements: None
Action: Economy
Progress Needed: the current Infrastructure rating * 5
Cost: the current Infrastructure rating * 50,000 IM (Construction)

[] Create / Expand Manufacturing Business
This represents a local business that produces either raw materials or refines them into goods. It has the following statistics:
- Size - This gives the number of people in thousands who are employed in the business. When creating this business, the size is always 1 and additional actions be used to expand it.
- Profitability - How much income is produced each turn. At the end of each turn, a Manufacturing Business generates Size x Profitability x 1,000 IM of income for the owner. The profitability of a given business is decided on a case by case basis by the GM.
Requirements: None
Action: Economy
Progress Needed: 10
Cost: 100,000 IM, 50,000 IM (Construction)

[] Encourage Immigration
Try to attract Population from another Province. At the end of the turn, a number of Population equal to 2d6 + local Life-Quality - target province Life-Quality moves from the target to the local province. Note: A large influx of people into a currently sparsely populated province can have impact on its statistics.
Requirements: None
Action: Economy
Cost: 5,000 IM per moved Population, 50,000 IM (Construction) per moved Population

[] Construct Shipyard
Allows the construction and maintenance of ships. Each shipyard can support up to 20 ships and create one ship per turn.
Requirements: Coastal Province
Action: Economy
Progress Needed: 20
Cost: 20,000 IM, 100,000 IM (Construction)
Upkeep: 1,000 IM

[] Expand Administration
By recruiting additional personnel and constructing new offices, the reach of the local administration is expanded. When completed, the Administration rating of the province improves by 1.
Requirements: None
Action: Government
Progress Needed: the current Administration rating * 5
Cost: the current Administration rating * 5,000 IM, the current Administration rating * 10,000 IM (Construction)

[] Establish Orphanages
Providing care for orphans ensures that they do not have to beg and slightly lowers crime-rates in the area. An orphanage system gives a +1 bonus to Life-Quality.
Requirements: None
Action: Government
Progress Needed: 1/10th of the Population of the province
Cost: Population * 10 IM, Population * 50 IM (Construction)
Cost: Population * 5 IM

[] Hail to Glory Most Ancient
Dany tells you she can try to teach others who bear the Dragon-blood to call on the glory and might of those Most Ancient... save one. It would be perilous for mind and spirit both, but great too would be the reward.
Requirements: Must be taken by Dany
Action: Government
Progress: 15
Cost: 5,500 IM

[] Establish Public Schools
Providing general education to the population allows a higher standard of living and makes it easier to recruit learned workers. Public Schools give a +1 bonus to Life-Quality and can give 2d6 of additional progress to one action performed in or by the province per turn.
Requirements: At least 50 Population and at least 10 Administration and Law
Action: Government
Progress Needed: 1/10th of the Population of the province
Cost: Population * 20 IM, Population * 50 IM (Construction)
Upkeep: Population * 10 IM

[] Establish Higher Learning Institution
Every institution of this type has a focus, such as magic, natural science, law, or economics, and provides 1 Research action per turn that can be only used for matching topics. Alternatively, it can provide an additional 2d6 of progress to any action that matches its specialization. A province can have an arbitrary number of these institutions, but each must have a different focus.
Requirements: At least 25 Population and at least 5 Administration and Law
Action: Government
Progress Needed: 20
Cost: 20,000 IM, 100,000 IM (Construction)
Upkeep: 2,000 IM

[] Establish Healthcare Services
Providing free healing for the population increases the quality of life significantly and lower the effect of diseases and plagues. It provides +2 Life-Quality.
Requirements: None
Action: Government
Progress Needed: 1/10th of the Population of the province
Cost: Population * 20 IM, Population * 50 IM (Construction)
Upkeep: Population * 10 IM

[] Construct Sanitation Systems
Providing good sanitation increases the quality of life and lowers the effect of diseases and plagues. It provides +1 Life-Quality.
Requirements: None
Action: Government
Progress Needed: 1/20th of the Population of the province
Cost: Population * 50 IM (Construction)
Upkeep: Population * 2 IM

[] Establish Messenger Service
An organized group of messengers or similar system that allows fast communication in the province. Grants a +1 bonus to Administration. If the province also has Guard Posts, this bonus is doubled.
Requirements: None
Action: Government
Progress Needed: 1/20th of the Population of the province
Cost: Population * 50 IM (Construction)
Upkeep: Population * 5 IM

[] Expand Law Enforcement
By recruiting additional personal and constructing new offices, the reach of the local law enforcement forces is expanded. When completed, the Law rating of the province improves by 1.
Requirements: None
Action: Law Enforcement
Progress Needed: the current Law rating * 5
Cost: the current Law rating * 5,000 IM, the current Law rating * 10,000 IM (Construction)

[] Establish Espionage Outpost
By establishing a base of operations for an espionage group, it can more easily work in the area. An Espionage Outpost allows the owner to perform 1 Intrigue action in the province in which it is built, which can also be used to support other Intrigue actions that target this specific province.
Requirements: None
Action: Intrigue
Progress Needed: 1/50th of the Population of the province
Cost: Population * 20 IM
Upkeep: Population * 3 IM

[] Establish Espionage Base
By improving upon a Espionage Outpost, the organization gains more power and reach in the area, and the resources necessary to act outside of it. In addition to the free Intrigue action that can only be used in the province itself, the Espionage Base provides another Intrigue action that can be used anywhere. Furthermore, if the owner of the province and the Espionage Base are the same, it gives a +1 Bonus to Administration and Law.
Requirements: Espionage Outpost
Action: Intrigue
Progress Needed: 1/50th of the Population of the province
Cost: Population * 20 IM
Upkeep: Population * 6 IM

[] Sow Dissent
By leveraging the existing tensions and fractures of another realm the hero manipulates the realm into either rebellion unwise policy or some other circumstance favorable to their realm.
Requirements: Must be performed by a Hero
Action: Intrigue
Progress: Event-Based
Cost: Event-Based
Upkeep: None

[] Sway Ruler
The Hero gathers support among the ruling elite of another realm to gain alliance, vassalage, or some other favorable diplomatic position.
Requirements: Must be performed by a Hero.
Action: Intrigue
Progress Needed: Event-Based
Cost: Event-Based
Upkeep: None

[] A Forge of Flesh
It is time, perhaps past time, that you visit Qohor of the daughters of Valyria, the one who best kept her secret arts, for there is much to be learned there for those who would dare the shadow of the Black Goat... more than even the sorcerer-priests know.
Requirements: Must be performed by a Hero
Action: Intrigue
Progress Needed: Event-Based
Cost: Event-Based
Upkeep: None

[] Songs and Glories
The Lannisters tarnish your name and superstitious fools claim you consort with demons and monsters. Even the foul Deep Ones spoke of making you abhorred. Time and past time you picked up the gauntlet at your feet. Walk among the people of the Seven Kingdoms, learn of them, their woes and worries, then gather to you minstrels to sing true songs of your deeds.
Requirements: Must be performed by a Hero
Action: Intrigue
Progress: 20
Cost: 2000
Upkeep: None

[] A Whiff of Brimstone
News that the Cult of Asmodeus is active in Slaver's Bay and has even grown so bold as to send agents to far off Gogossos has made it all the more urgent to establish a presence there to discover just what their aims are and frustrate them. Given the corruption of the priesthood of the Lady of Spears, finding some of her true faithful might be a good start, though doubtless there are more secular interests concerned with not being yoked to Hell.
Cost: Varies
Progress Needed: Event Dependent

[] Sober Truth
Deal with the darker elements of the the Cult of Zagreus once and for all, whether it be merely perilous excess or something worse.
Companions Any
Cost: 8,000 IM
Progress Needed: 20

[] Establish Trade Colony
The focus of this colony is to extract wealth from the lands and send it as tribute to the parent realm. While remaining a colony, it is uses Administration, Law-Enforcement, and Life-Quality equal to half that of the parent province for all purposes. Due to the increased focus on economic exploitation, the initial expected Wealth of a trade colony is doubled.
Action: Colonization
Cost: Population of the colony * 100 IM

[] Establish Yeoman Colony
Used as an outlet for those wishing to leave behind their current lives and homes or just to see the world, this colony attracts settlers all on its own. While remaining a colony, it uses Administration, Law-Enforcement, and Life-Quality equal to half that of the parent province for all purposes. A Yeoman colony attracts 1d4 population per turn, usually taken from provinces with low Life-Quality. This can include neighboring provinces, colonies or even the provinces of other realms.
Action: Colonization
Cost: Population of the colony * 100 IM

[] Establish Military Colony
Created not to claim wealth or lands, these colonies are much tighter controlled by their parent province. While remaining a colony, it uses Administration and Law-Enforcement equal to that of the parent province and Life-Quality equal to half that of the parent province for all purposes.
Action: Colonization
Cost: Population of the colony * 50 IM

[] To stride beyond the Wall:
Bloodraven has gifted you a map of what's Beyond the Wall and the treasures you can find from it. Many are the rewards for those brave enough to dare the dangers. Or perhaps you could sway the Giants to your side as you did with the Children? Ware that any move you make against the Winterborn, they would act in turn.
-[] Visit the Thenns and aid in their evacuation to you realm south of the Wall, and take the time to study the lore of their Landwards that you may replicate the magic.
-[] Seek the Barrows of the Lost Clans. In times past it was not the Thenns alone amid the Free folk who dwelt in halls of stone and paid homage to their Magnars in the oldest traditions of the First Men. Yet where the Thenns were fortunate others were not, through hunger and sickness and perhaps the cold breath of the North. It is said among the Free Folk what doomed them were was choosing to dwell always in one place like southerners, and the bad air thick with their own greed and grasping choked them to death, but jotted in the corner of your map in Bloodraven's spidery script is the following note: The fools did not burn the dead.
-[] Enter Deadwood Vale: Some ancient blight lingers over this rocky vale between barren peaks, that no Weirwood tree will grow within ten leagues of it. Even the beasts here are uncannily hateful to men and will attack not out of hunger but malice... or perhaps the need to keep some deeper evil from being awoken.
-[] The mystery of Hardhome. The only true city of the Free Folk, it supposedly fell to Essosi raiders, though what manner of raiders would bother to make flames that could be seen as far as the Wall? The birds that are Bloodraven's eyes fly uneasily over the ruins of Hardhome, and one was even so overcome by fright it slipped the ancient Greenseer's control, to be found hours later. Still, whatever dwells still in the ruins of the town seems content to stay there, and so Bloodraven has not meddled while other more urgent tasks demand his attention. He advised caution if curiosity would drive you there.
Action: Expedition
Progress Needed: Event-Based
Cost: Event-Based
Upkeep: None

[] Southern Journeys
Sothoryos holds many dangers and just as many opportunities for those who would dare to reap them. There as in no other place you have visited, monsters stride across the face of the earth and even the common beasts of the Jungle could put entire armies of men to flight.
Requirements: Must be performed by a Hero
Action: Expedition
Progress Needed: Event-Based
Cost: Event-Based
Upkeep: None

[] Upon a Sea of Flame
The Shaitan asked for your aid in their wars. Claim your prize and then strike on at the hated foe, by stealth, diplomacy, and force of arms.
Requirements: Must be performed by a Hero
Action: Expedition
Progress Needed: Event-Based
Cost: Event-Based
Upkeep: None

[] The Farthest East
With the unwitting aid of Mammon you now have a connection to Yi Ti. Perhaps it is time to look east and see how the tides of war move in that ancient empire.
Action: Expedition
Progress Needed: Event-Based
Cost: Player decision
Upkeep: None

[] Sleepers under the Hill
Having established yourself much more solidly it might serve you well to awaken some of the remainder of the sleepers you left slumbering under the hill in Essaria.
Action: Expedition
Progress Needed: Event-Based
Cost: None
Upkeep: None

[] A Broken Legacy
You have walked deep within the under the lingering power of the Doom and lived to tell the tale, but there are yet more treasures and secrets to be fond in those accursed lands, secrets of Valyria's undoing and how it may at last be laid to rest.
Action: Expedition
Progress Needed: Event-Based
Cost: None
Upkeep: None

[] Into the Land of Ash: The strange box given to you by the Faceless Men marks a place both feared and infamous the world over, Asshai-by-the-Shadow. Though you know more of what lay beneath the darkness in the east than most, you know but fragments of lore gleaned from old books and trader's tales of the city itself. Perhaps it is time to send an expedition there or even go yourself. After all, you already have a guide in the Lady Melisandre.
Action: Expedition
Progress Needed: Event-Based
Cost: None
Upkeep: None

[] Study Qarthi Lore
Deep and old runs the lore of Qarth, Gateway between East and West. Long have the Warlocks toiled in the workings of fel magics. Where others faltered, they endured. What secrets might be gleamed from their artifacts and writings? Lya is more than happy to try and seek the answers.
Action: Research
Progress Needed: 18
Cost: None
Upkeep: None

[] Study Spells: Add to the repertoire of a caster who learns spells.
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress Needed: Skill Based (Spellcraft)
Cost: Special (See spell and feat descriptions)
Upkeep: None

[] Enchanting
Create an enchanted object.
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress Needed: Special (See enchanting rules)
Cost: Special (See enchanting rules)
Upkeep: None

[] Study of the Arcane
Between you and your friends you possess an enormous breadth and depths of sorcerous lore, one that the fledgling mages of the Scholarum could well benefit from.
Action: Research
Progress Needed: Skill Based (See Scholarum rules)
Cost: None
Upkeep: None

[] Tools of the Trade
Through the ritual you gained in the Opaline Vault you have revealed the secrets of many of the arcane treasures in your possession, yet some remain beyond the ritual's reach. Will you study them further?
-[] Minotaur Chains (Arcana)
-[] Star Seeker's Anchor (Arcana)
-[] Dream Serpent Skins (Nature)
-[] Livestone Sample (Dungeoneering)
-[] Alchemical beetles (Arcana)
-[] Drow Staff (Arcana CL 14)

Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress Needed: Item Caster Level*0.5
Cost: None
Upkeep: None

[] The Crown of Flowers
Without a doubt this is one of the most potent magical artifacts you ever witnessed. From it much can be learned, even if it is never put on by anyone.
Requirements: Must be performed by Lya or someone else with the requisite skill
Action: Research
Progress Needed: 18
Cost: Unknown
Upkeep: None

[] Slumbering Blade
The dagger wielded by Shara Rogare, the yet sleeping artifact of unknown power is a dangerous unknown constant. And with how perilous her life was to this day, it would be unwise to leave one such unattended.
Action: Research
Progress Needed: 6
Cost: Unknown
Upkeep: None

[] That Which Devours
The sword of Rakshasa Maharaja, holds many powerful secrets, not least of which is its power to break souls apart, however tainted the sword itself might be.
Action: Research
Progress Needed: 14
Cost: 9000
Upkeep: None

[] Simple Magics
Magic is more than dragon's blood or the work of gods and spirits. None know it better than Lya. The same base principles that allowed her to pick apart the threads of sorcery and kindle light long ago in Braavos can now be used to craft rituals that even those without the skill and temperament to arise full mages might face the otherworldly perils that stalk the world.
-[] Write in spell
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress Needed: Spell Level*2
Cost: Caster Level*200 IM
Upkeep: None

[] Spell-Crafting
-[] Research a spell Eject (Progress: 12)
-[] Attempt to create an "inverted" version of Icy Soul spell, negating Cold subtype instead. (Progress: 10)
Action: Research
Progress Needed: See above
Cost: Spell Level*1500 IM
Upkeep: None

[] Sand Wiper's Reach
Have Tyene retrain her Ocular Spell into a version of a Reach Spell that has only +1 level adjustment
Action: Research
Progress Needed: 8
Cost: None
Upkeep: None

[] A magic by Ink bound
Research a way to make Tattoo Guardians become inert on command for a short time, so that their presence does not interfere with translocation magic.
Action: Research
Progress Needed: 15
Cost: 6000 IM
Upkeep: None

[] Works of Flesh
With the aid of the Flesh-Forge beneath Lys you can craft or improve all manner of beings to better serve your needs and those of your realm
-[] Project Praetorian (Progress 40 Cost 35,000 IM)
-[] Further research of Maelephant's breath weapon (Progress: 22 Cost 8,000 IM)
-[] Sonic breathweapon (Kongamato corpse) (Progress: 14 Cost 7000 IM)
-[] Acid breathweapon (Irony's Steel-blooded calves) (Progress: 12 Cost 4000 IM)
-[] Electricity breathweapon (Lightning Lizards) (Progress: 12 Cost 6000 IM)
-[] Hero-Killer creature (Tatzlwyrm Hero-Killers) (Progress: 16 Cost 13,000 IM)
-[] Create cosmetic variations of Leshys (Progress: 4 Cost None)
-[] Create the adamantine-like bone, using the samples from Rhango's knife (Progress: 8 Cost 5000 IM)
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress Needed: Project dependent
Cost: Special
Upkeep: None

[] To Curb a Dreadful Hunger
The Far-Spawn being that had once been disguised as a chest hungers for the flesh of thinking beings, but it is more than its instincts however strange. Perhaps the Forge could help it live on healthier fare.
Action: Research
Progress Needed: 10
Cost: 4000 IM
Upkeep: None

[] The Broken Pact
With many an Outsider now being a part of your Empire, developing ways of breaking them off the influence of their home planes may be a good idea.
-[] Break off Falxugons from Hells (Progress: 15)
-[] Break off Imps from Hells (Progress: 8)
-[] Break off Barghests from Hells (Progress: 5)
Action: Research
Progress Needed: Project dependent
Cost: 5000 IM
Upkeep: None

[] An Eye of Wavering Weave
The eye of the colossal beast captured on Astral Plane preying upon souls lost to Doom holds a terrifying and exciting power. While mass-producing something like that would be too costly and too lengthy... Perhaps one of your oldest friends can have much use of something like it?
-[] Make an artifact/lenses for Xor out of Astral Behemoth's Eye with an "Antimagic Cone (Su)" as an effect
Action: Research
Progress Needed: 16
Cost: 13000 IM
Upkeep: None

[] The Segregation of Astral
The claws of the colossal beast captured on Astral Plane preying upon souls lost to Doom holds curious property that few other things or beings in existence can claim to have. If these can in some way be made in a weapon...
-[] Turn the claws of Astral Dreadnought into a weapon capable of severing silver cords.
Progress Needed: 25
Cost: 22000 IM
Upkeep: None

[] A Broken Treasure
Plinth you found in treasury of Valyria, broken as it may yet be, holds great promise in its sheer power if nothing else. Find the purpose of the broken artifact, and possibly repair it given new information.
Progress Needed: 22
Cost: 15000 IM
Upkeep: None

[] Empower Oathkeeper
The blade has served Ser Richard well these years, but with the horrors you are now facing he will have need of greater powers still
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress Needed: 12 (Halved is That which Devours is done)
Cost: Reagents used
Upkeep: None

[] Empower Dark Sister
The Sword of Queen Visenya, ever loyal in the hand, has been little used of late, though you wonder if it could be empowered to strike not only at flesh but at the soul.
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress Needed: 12 (Halved if that which devours is done)
Cost: Reagents used
Upkeep: None

[] Forge Armor or a Talisman from Tiamat's scales
With Runelore at your fingertips you can now safely craft an item from the Bitch Queen's scales for Dany to wear.
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress Needed: 16
Cost: Reagents used
Upkeep: None

[] Secrets by Devils' blood-bound
Valyrian Steel holds many a secret, from what was the first seed that bore this metal-eating material... To what it can yet do.
-[] We know that Valyrian Steel interacts oddly with ambient magic, absorbing it and then re-emitting it slightly altered. We need to find out the mechanisms and effects of this process. Potentially, Valyrian Steel could be used to store magical energies or to transform them to cause specific effects. This is basic research and will not result in anything practical just yet, but it is likely that understanding this property could lead to magitek applications for Valyrian Steel. (Progress: 12)
-[] We need to study the mechanics of the way that Valyrian Steel "devours" other metals. Especially how it is doing so with Gold, which doesn't corrode naturally, and magical metals like Mithril and Adamantine. It's likely that this is linked to the first matter. (Progress: 12)
-[] The process of creating Valyrian Steel can be compared to the way Anu used to "quieten" Living Brass. As the making of both materials has similarities, using life-force and souls respectively to empower mundane metal, this study might give insights into the creation of Valyrian Steel or similar materials from scratch, without needing a pre-existing seed. (Progress: 16)
Action: Research
Progress Needed: See above
Cost: 2d6 lbs of Valyrian Steel
Upkeep: None

[] Hellfire Belchers
Captured in a battle with Devil's battleship, carry secrets of holding and utilizing some of one the most powerful weapons in Hells' arsenal.
Action: Research
Progress Needed: 12
Cost: 12,000
Upkeep: None

[] Ether Casters
Able to strike though even the most secure of arcane protections with impressive accuracy it was only the sheer overwhelming force brought to bear against the Efreerti fleet that prevented greater losses to these weapons. Perhaps they are worth looking into, if nothing else to free the spirits bound within.
Action: Research
Progress Needed: 12/16
Cost: 12,000
Upkeep: None

[] Dark Sun Dagger
Clearly was once a weapon of incredible potency. But who made it? And for what purpose?
-[] Find the purpose of the blade, possibly recreate it based on the new information.
Action: Research
Progress Needed: 8
Cost: None
Upkeep: None

[] The Bloodchain: The weapon Valaena wields is a powerful one indeed... Yet, with recent breakthroughs of yours, it clearly can be made better. Upgrade Valaena's Chain to Valyrian Steel
Progress Needed: 6
Cost: None
Upkeep: None

[] Elder Arts
An in-depth study Runelore
-[] Attempt to create advanced wards to protect your places of power (Scholarum, Administration, Inquisition, etc…) not unlike those of most ancient castles of Westeros.
--[] Part one, equivalent to a Nondetection spell (Progress: 12)
-[] Research the Landwards in Thenn's holdings (Progress: 15)
Action: Research
Progress Needed: See above
Cost: 6000 IM
Upkeep: None

[] The Bulwark of North
Take a deeper look into the magics of the Wall, for all the power of enchantment upon it, and long years of its legend, it is not infallible, and you must know the words that will control it before the Enemy marches near it.
-[] Part I: Words of Command (Progress: 15, Cost None)
Action: Research
Progress Needed: Project dependent
Cost: Special
Upkeep: None

[] Frost-Forged
Attempt to splice the essence of Heart Tree with the cold-resistant herbs and vegetation gathered by Djinn, ideally searching to give Heart Trees Immunity to Cold.
Progress Needed: 32
Cost: 40,000 IM
Upkeep: None

[] Dreamscaping
The realm of dreams is an odd thing, shaped by the minds of mortals and shaping them in return, though some beings such as Yss have shown you that it can be altered in more direct ways. You will need to learn about such shaping before you can hope to leverage the dreamscape for your grand work.
Progress Needed: 20, requires Dany, progress added by other characters is halved

[] Fey Lore
Even though they detest the divine, the Fey are closer to the gods in nature then any mortal ever could and in their endless years, they must have acquired much lore on the matter beside. Seek out the Orphne, the Goblin Market, and other Fey gathering grounds in your realm and friendly lands to see what can be bargained for.
Progress Needed: 10
Cost: Event Dependent)
Upkeep: None

[] Weaving Deepest Veils
-[] Research the lore promised by Fey of Orphne court, wards capable of evading even a god's eye... even if not a perfect defense all by themselves. (Progress: 10/18)
Action: Research
Progress Needed: See above
Cost: 11,000 IM
Upkeep: None

[] The Secret of Life and Death
Analyze the lore obtained from Lord Bolton and Qyburn and see to bring the efforts made by the ex-maester to their conclusion, creating undead creatures that neither spread decay, nor need the constant attention of a skilled mage.
Progress Needed: 20/25
Cost: 30,000 IM
Upkeep: None

[] Stabilization of Sentient Undead (requires The Secret of Life and Death)
While the process to craft lesser undead has been greatly refined, those who still posses sentience are a different matter. Their state makes the process meant to stabilize a soulless husk impossible to apply, but further research might be able to find an alternative.
Progress Needed: 30
Cost: 100,000 IM, needs at least one sentient undead as a test subject
Upkeep: None

[] Undead Template Research (requires The Secret of Life and Death)
-[] Advanced Template: Qyburn had been trying to use alchemical substances to treat the bodies of his creations before animation to make them stronger and sturdier. With some aid by skilled alchemists, he might be able to finish this process. (Progress 10, Cost 20,000 IM)
-[] Metal-Clad Template (Mundane Metals): Qyburn was trying to incorporate the lead shielding into his creations by applying it directly to the bones, but was met with some troubles in actually raising them afterwards. Additional research with other metals would be costly, but might yield are useful process. (Progress 10, Cost 30,000 IM)
-[] Metal-Clad Template (Mithral and Adamantine): Unlike the Dreadfort, the Imperium has vast stocks of arcane metals. Some of those might yield exceptionally strong coatings for undead bones. (Requires Metal-Clad Template (Mundane Metals), Progress 20, Cost 100,000 IM)
-[] Metal-Clad Template (Valyrian Steel): With the bonding of arcane metals to undead bones having been researched, the possibility arises to look into applying Valyria's most enduring legacy to these arts. (Requires Metal-Clad Template (Mithral and Adamantine), Progress 30, Cost 50,000 IM and 500 lbs. of Valyrian Steel)

[] That Which Stands Forbidden

Search through Scrolls of Forbidden Lore recovered in Lyceos (Spellscale, Draconian, and Kobold templates)
Action: Research
Progress Needed: 8
Cost: None
Upkeep: None

[] Perilous Harmony
The butterflies of Naath, or more precisely the deadly fever they cause, has long been the greatest defense of the island against Ghiscari slavers. Now though, their presence makes it difficult for new settlers to come to the island, as they lack the immunity that Brindled Men and the people of Naath have. Learning more about these creatures and the sickness named after them could greatly help to make the island more prosperous. Of course, there is always the chance that understanding the immunity might open up paths for less peaceful applications of that knowledge.
Action: Research
Progress Needed: 18
Cost: 8500
Upkeep: None

[] Hedge Mage's Spell Book
(Qartheen/Mixed, partially decoded)
Content: The travels of Hyndar the Lame, gleanings of ancient lore about the lands that became the Red Waste, desert magic spells.
Action: Research
Progress Needed: 4
Cost: None
Upkeep: None

[] Iron-bound Tome
(Demon-caller's Spellbook)
A book with covers wrought of thin sheets of black pitted iron marked with the sign of Abraxas. Though there is no lock binding the pages, the tome refuses to open. Even if with all the strength of your dragon-blooded form it feels like you are trying to move a mountain with your bare hands.
Progress Needed: 6/8
Cost: None
Upkeep: None

[] Death's Secrets
Research whether it is possible to substitute Negative energy by Positive or elemental energies when creating constructs, ideally finding a way to make things identical to undead constructs in all but lack of energies corrupting the world around them.
--[] Create undead powered by some other force (Progress: 18 Cost 7500 IM)
-[] Having the trove of lore (In memory of Death, The Bitter Cup, Undying Fire) and having met peaceful undead of Sarnor, the possibility now seems to exist to find a way of wielding the power of undeath for students of Scholarum, and as such to any citizens of your Empire naturally inclined to the powers of unlife, without corruption seeping into either their minds or the world around them.
--[] Try to find a way of safely wielding of Negative Energy, Necromancy, and otherwise corrupting crafts.
---[] Part I: Halting environmental decay (Progress: 15 Cost 5000 IM)
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress Needed: Project dependent
Cost: Special
Upkeep: None

[] Spell-Crafting
-[] Research a spell Eject (Progress: 12)
-[] Attempt to create an "inverted" version of Icy Soul spell, negating Cold subtype instead. (Progress: 10)
Action: Research
Progress Needed: Project dependent
Cost: Spell level*1000 IM
Upkeep: None

[] Take a deeper look into the magics of the Wall
For all the power of enchantment upon it and long years of its legend it is not infallible, and you must know the words that will control it before the Enemy marches near it.
-[] Part I: Words of Command
Progress Needed: 15
Cost: None
Upkeep: None

[] Tinker further with Warforged and their creation
-[] Attempt creating Warforged from various materials, including but no limiting to: Mithril, Adamantine, Steel, Bronze, Cold Iron or other metals
-[] Have divination involved, so that no flawed or pain-inducing vessel is created inadvertently.
--[] Steel/Bronze/Cold Iron (Progress: 6)
--[] Mithril (Progress: 10)
--[] Adamantine (Progress: 16)
Action: Research
Progress Needed: Project dependent
Cost: 50 lbs of the chosen material, 1d4 lbs of Thinaun ritual costs
Upkeep: None

[] Improvement over Lys' Fungus Forge's capabilities
Centuries of disuse and the waning of magic it survived done little good to one of the most potent weapons of Valyria... Something you had yet to fix.
-[] Increase in CR of creatures available to create (Progress - 20)
-[] Increase the sturdiness of the forge itself, so even something as powerful as Mammon's aspect no longer promises immediate destruction though overwhelming amount of power. (Progress: 15)
--[] Both require first having an in-depth look at a construction and workings of another Flesh Forge, be it one in Qohor or those in Valyria.
Action: Research
Progress Needed: See above
Cost: Unknown (Action locked)
Upkeep: None

[] Forge of Creation
With Anu having finally restored the ritual necessary for creation of his kin, much may change... But for now, that is but a single ritual. To truly bring his people to life, something yet grander Is needed.
-[] Organize a magi-industrial complex capable of producing Warforged en-mass.
(Progress: 18/30)
Action: Research
Progress Needed: See above
Cost: 150,000 IM
Upkeep: 5000 IM/Turn

[] Have Tyene retrain her Ocular Spell into a version of a Reach Spell that has only +1 level adjustment
Action: Research
Progress Needed: 8
Cost: None
Upkeep: Dependent on output

[] The fortress-ruin that held the Red Orb of Dragonkind still holds leashed power unlike anything you've ever sensed, but it remains dormant for now. With time, it might be possible to reconstruct the controls of that power, and with proper preparation use it as a weapon to slice away part of a god.
Action: Research
Progress: 14/16
Cost: Unknown
Upkeep: None

[] A Dragon Chained: With Runelore of First Men, and secrets of Shadow Fey Wardings, it may be possible to close on the last hole in the trap you are laying out for Tiamat.
-[] Utilize the corpse of Tiamat's aspect to create a foci, that someone with sufficient skill could use to fight off Tiamat's "Dragon" Divine Domain, holding the power she exerts in check... even if for a short while.
Progress Needed: 12
Cost: 50,000 IM
Upkeep: None

[] The plinth you found in treasury of Valyria, broken as it may yet be, holds great promise in its sheer power if nothing else.
-[] Find the purpose of the broken artifact, possibly repair given new information.
Action: Research
Progress Needed: 22
Cost: Unknown
Upkeep: None

[] Deepening shadows
-[] The Scholarum of Sorcerer's Deep could use more room to house its students and teachers, perhaps with skill and patience one might expand what was wrought from instinct and ambition.
Action: Research
Progress: 16
Cost: 13,000 IM
Upkeep: None

[] Research the Living Spells you've captured at Lys
-[] Find a method to keep them docile at all times (Progress: 18)
-[] Find a method to increase their population
--[] Tiered research (requires getting first tiers before next ones):
---[] Level 1-3 spells - (Progress: 30)
Action: Research
Progress: see above
Cost: spell level*5000 IM
Upkeep: None

[] Research a way to make Tattoo Guardians become inert on command for a short time, so that their presence does not interfere with translocation magic. (Progress: 15)
Action: Research
Progress: 15
Cost: 6000
Upkeep: None

[] Reforging the Brass Bull: restore the Hadhayosh spliced together with the ship by Grand Vizier of the Brazen Throne.
Progress Needed: 12
Cost: 10,000 IM and 100 lbs. of Mithral and Adamantine

[] Spell-wrought daggers: Feeder is indeed a dragon, of sorts at least, by drawing on that ancient legacy one can not only create more of his kind but also grant some small measure sorcery to those who possess none.
Reward: Template Dagger-wyrms with lvl 1 Sorcerer casting
Progress Needed: 8
Cost: 15,000

[] Reforging Anew Secrets Lost: The technique of making Seeker-constructs was lost alongside Valyria itself... Until you took the Flesh Forge of Gogossos and its secrets. However, for all their utility, the method of their creation... is lacking.
-[] Re-create the ritual technique necessary to create Seekers, without a need for unborn children, or otherwise equally unethical resources, to be used.
Progress Needed: 25
Cost: 100,000 IM
Upkeep: None

[] Of Night, by Dawn's Fire Reforged: The corpse of the Night Hag gathered recently holds a lot more promise for you than it would have had before claiming to forge of Gogossos.
-[] Manipulate the remains of the Night Hag to fit better within the medium of the Imperium—specifically, try to make reliable teachers for Scholarum branches out of them... and powerful protectors of young mages, at the same time.
Progress Needed: 40
Cost: 25,000 IM
Upkeep: None

[] The Stone of Memories, The Stone of Visions: The mysterious Serpentstone Projector you recovered from the deeper parts of Riz'Neth's city may not look like much... But you have learned quite well how much but a little show before audience as large as cities could mean for a ruler.
-[] Research the Serpentstone Projectors, emphasizing the function of recording visual and auditory signals - something that may well be priceless if a way is found to make more of such "recorders" cheaply, and also searching for a way to integrate them with the MirrorVision network - allowing to both (hopefully) make MirrorVision sets cheaper and easier to make, and to store transmissions shown—perhaps allowing for plays and speeches to be replayed in the future?
Progress Needed: 45
Cost: 50,000 IM
Upkeep: None

[] Safety in Numbers: The Hell-forged talismans you recovered from slavers in Gogossos may just be the answer to the problem of protecting the soldiers of your Legions, or at least one not excessively expensive.
-[] Research a way for (earlier created) Valyrian Steel Banners be made into foci for spell Protection From Evil, covering hundreds of legionnaires at a time.
Progress Needed: 35
Cost: 45,000 IM

[] The Mysteries of East: Have the libraries of Vahar accessed, and scoured through for lores of illusion, divination, and other low energy magics. Progress Needed: 18
Cost: None
Upkeep: None

[] The Final Contravention: With how far you have come, and how many you broke off from Hells' leash, perhaps you can go around the Pact Primeval in a way none before you had—and utilize the Lawful nature of all Devils to create a Ritual that would be capable of severing their connection to Hells regardless of their exact kind, or strength.
Progress Needed: 30
Cost: 20,000 IM
Upkeep: None

[] Connections broken, Chains undone: There are many more beings scattered across the Planes, who may find use in having the connection to what once was their home Planes subverted and becoming Native Outsiders to the Garden—be it because their home is no more, or they themselves have changed.
-[] Create a ritual designed to sever an Archon's connection to their sundered home plane, designating Prime Material as their new home plane and allowing them to reform there in safety.
-[] Requires "The Final Contravention" Research to be completed.
Progress Needed: 15
Cost: 10,000 IM
Upkeep: None

[] A Method to Madness: The body the Mind-Eaters crafted for Jeyne with infiltration in mind is an incredible piece of magic wholly unlike anything you've ever seen. Copying it won't be easy, but succeed in promises an ability to flesh-craft similar vessels as needed, granting you an in into mysteries of Psionic powers.
-[] Research into Psionic templates
Progress Needed: 40
Cost: 200,000 IM
Upkeep: None

[] The Heavy Thoughts: The Mindspeak that some creatures wield in this day and age has proven it's utility time and time again - and finding a way to grant ability to use it holds great promise for various fields.
-[] Find a way to evoke ability for Telepathy in those without innate talent for it.
Progress Needed: 8
Cost: 7,500 IM
Upkeep: None

[] Mind's shackles, by blood cast off: By following along the secrets of Drow Flesh-crafters, attempt to create something the degenerate blood-drinkers only speculated about in their notes - a creature capable of twisting the reality in same and ways so different to magic Aberrations do, yet not bound to Outer realms.
-[] Adds Vampire, Psychic (CR+2) template, as possible creation in Flesh Forge. Requires a functioning Flesh Forge.
Progress Needed: 24
Cost: 26,000 IM
Upkeep: None

[] It's not the size of the instrument...: The Fleasticker, sword found in Essaria and now serving as Bronn's weapon of choice, holds an unique effect to it. The size-changing, unseen in any other magical item, is somehow possible to it. This merits some research, if only because of prospects such an effect opens before you.
Progress Needed: 22
Cost: None
Upkeep: None

[] Slumbering Blade: The dagger wielded by Shara Rogare, the yet sleeping artifact of unknown power is a dangerous unknown constant. And with how perilous her life was to this day, it would be unwise to leave one such unattended.
Progress Needed: 6
Cost: None
Upkeep: None

[] A Call into the Ether
You may call otherworldly beings as servants, allies, or sources of information. With a better understanding of the tower's wards, the process will not be near as time-consuming. With the Scholarum likely to expand enormously you will likely need new teachers to keep up with the flow of students even with Velen pledging himself and some of his fellows to the task.
Requirements: Must be performed by a Hero
Action: Free
Progress Needed: Event-Based
Cost: Special (See spell descriptions)
Upkeep: None

[] Planar Trade
-[] Write in city and items to trade

With your growing power and many mighty subjects it is no longer a harrowing journey to buys and sell in the markets of Sky and Stone
Requirements: Must be performed by a Hero
Action: Free
Progress Needed: Automatic
Cost: Special (See market prices)
Upkeep: None

[] Amulet: The amulet that Varys wore is a potent defense, but with what you know the the Golden Company and Tiamat's investment in the false Blackfyre, it might be turned to use as a snare.
-[] Seek a way to modify the device in this way, and set the blessings of your divine allies upon it as hooks to catch the power of any god trapped by its presence.
--[] Gods currently diplomanced into taking part: Yss, Zathir, Goddess of the Silver Moon
Action: Free
Progress Needed: Automatic
Cost: Special (depends on deal)
Upkeep: None

OOC: Here we go again. Many thanks again to @egoo, your help with the research means we don't have to count on my memory of all the projects you guys came up there, but I may have missed something in the other categories. Other suggestions are of course also more than welcome.
 
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First Day of the Eleventh Month 293 AC

Morning on the first day of the month brings with it, as ever, reports of Astral Currents steady expansion with no end in sight, as trade flourishes and more and more merchants come not only to trust the company but depend upon it. Why send ships on long and arduous journeys with no surety they would turn a profit when, for a small fee, one can know precisely what is in most demand? More and more, it seems like tossing a silver coin in the dark, and with each passing day the strangeness of the brazier becomes just another fact of life for those fortunate enough to trade from the major ports of your realm.

Astral Currents grows by 14% (Regular Growth)

In his report, Menel does note that this might lead to the withering of more marginal ports as long distance trade becomes ever more attractive, not only from the far-speaking braziers but also imitating Silver Serpent's use of divinations by making use of the Yss' foresight. Some have begun looking into acquiring other sources of prognostication, such as the sorcerer-priests of other Essosi gods, or taking on various hedge mages and wanderers. Truth be told, you are not too worried about the latter. It is a rare self-taught mage who can cast spells of the fifth circle, and those that do have better ways to make coin than burn their very souls lighting a path to the future, and as for priests becoming involved in trade, you wish them all good fortune. Trade requires peace, after all, and the more the various faiths are involved in keeping the peace the better, though you doubt any will ever undergo so drastic a transformation as Yss.

You were surprised to hear that Relor was in Sorcerer's Deep, and even more surprised to find out by means of gossip about Yss revealing a new aspect of his natue to a worthy petitioner, and taking him into service.

By contrast news from beyond the borders of the realm has been good winds and storm clouds both. On the one hand, it is a relief that the court in Yin has been warned of the peril of Golden Company's approach and that the Trade Fleet will hopefully meet a far more welcoming city and court with contacts already in place, but in the balance, news of Asmodeous' schemes in Slaver's Bay elevates its relevance from a backwater posing no particular threat to an area of interest. Not for the first time you feel that the more power you gain, the more allies you gather to your banner, the wider the canvas becomes stretching thin with every stroke of the brush.

The more work you do, the more that needs doing. The more that can be done, too, Varys' voice echoes in your mind, the note of satisfaction clear and true. You cannot deny it resonates with you as well.

What shall the month ahead hold for you, your Companions, and the fledgling empire you rule (List of Actions and Characters)?
Here's an edited version of the chapter, DP. I had to remove the voting options for the turn, though. Too much text was bogging my Kindle down.
 
I want an Umbral Spy in The Rock and one in the Reach.
I would feel more comfortable if we doubled up on the Umbral Spy distribution as its currently assigned, we could probably shift things around enough to free up one or two of them. My worry, however, is that Casterly Rock might be sufficiently awarded to hedge the Construct out, and the prevalence of Fey in the Reach also increases the danger of discovery.

----[] Golden Spy-Ring: Continue infiltrating the ranks of Golden Company in Yi Ti, ensuring they'll have no spies or hideaway unknown to us by the time we choose to stike at them, all while scrupulously divining everything possible.
-[] Assigned: Tyene, Nuri, Azema, Orphne Feylord and 2 Umbral Spies.
----[] The Hunt for Big Red: Send your people into Slaver's Bay in order to hamper the efforts of Cult of Asmodeus as much as possible, looking into it's roots and wreaking havoc on their plans (including those of turning the Spear Goddess into a servant of Hell through belief--look first for priests or holymen not in pact with the Nine Hells and use them), by any means necessary.
-[] Assigned: Malarys, Yrael, Oberyn, Glyra and the Roaming Chaos, Kira Windgraced, Tuin and Morwyn and 2 Umbral Spies.
----[] Beneath the Gold: Look into the forces of Golden Company - learning the numbers, location, and general layout of their main force beyond the outdated data provided by Varys.
-[] Assigned: Aradia the Huntress, Mereth and Erinyes, Construct Ravens and 2 Umbral Spies.
If we were going to reassigned them, I would shift one each from the Golden Spy-Ring and Beneath the Gold actions.
 
I would feel more comfortable if we doubled up on the Umbral Spy distribution as its currently assigned, we could probably shift things around enough to free up one or two of them. My worry, however, is that Casterly Rock might be sufficiently awarded to hedge the Construct out, and the prevalence of Fey in the Reach also increases the danger of discovery.


If we were going to reassigned them, I would shift one each from the Golden Spy-Ring and Beneath the Gold actions.

There's really no excuse for them being discovered just because of wards or Fey as long as they attach and detach intelligently.

If the creature fails, the umbral spy is now bound to the creature's shadow. It is no longer considered a separate creature.

The target creature never realizes it has been targeted, even if it makes its saving throw.

While an umbral spy is attached to a creature's shadow, it cannot be detected without a thorough examination via True Seeing or a similar effect. Since True Seeing does not see through clothing, the umbral spy is often safely hidden from a casual examination with True Seeing.

An umbral spy cannot attack, be attacked or otherwise be targeted separately from the targeted creature in a physical manner while bonded. The umbral spy is considered incoporeal and in the same square as the targeted creature.


It's basically the same creature, it will go along with teleport and plane shifting effects and it should even get bottled or amber sarcophagused along with it's host.

If there are Symbols or Forbiddances, Sanctuaries etc anything the host is keyed to will have to let it through because it is the host.
 
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Hooo, boy, I finished creating this turn plan in far less time than it took for the last one.

-[] Strategic Turn Plan Proposal for the 11th Month 293 AC - AKA Crake Takes A Victory Lap

-[] Military
--[] The 1st Legion, "Torchbearers", under command of General Torchwood, Colonel Flowers and Dragonlord Nettles will continue Enforcing Martial Law over the Western Flatlands.
--[] The 2nd Legion, "Chainbreakers", garrisons Braavos in anticipation of future attacks.
---[] Two Batteries of Steam Cannons are constructed and installed in a series of harbor-based Bastions spread throughout the approach to the city proper, with quays big enough for a small ship to dock.
---[] Plans are drawn to rapidly seal or fortify approaches by the bay into the city from canals or the harbor through use of construction items at-need. Fallback positions will be organized in an absolute crisis with the assumption of a worst case scenario--a train of civilians evacuated out onto the mainland, facilitated by a two-way easily defended highway which will eventually link up to the rest of the network.
---[] It is, grimly, accepted that this would only save a fraction of the city if the Legion ever fell back that far, more if they fought to the last.
---[] Appoint a General selected from a pool of candidates brought forward by High Command (currently a council of only one General, key advisers, and more Senior colonels). While a former slave with the right credentials would be preferable, if none are educated enough or experienced enough at present, another candidate will be selected.
--[] The 3rd Legion, "Brightscales", runs "military exercises" along the border, actually patrolling.
---[] Do not appoint a General for this Legion yet. 1st Column Colonel assumes command.
--[] The 4th Legion, "Steel Tigers", ship out from Volantis to garrison the fastness of Gorgossos, where a fortress centered around the Leyline Tree is being constructed rapidly, and where a battery of ten Steam Cannons will be installed this month.
---[] A Volantene General suggested by Zherys for competence and inclination toward the meritocratic nature of the Legion will meet Crown appointment during an official ceromony, taking over their first command to follow.
---[] A harbor is repaired and given a smaller but no less well defended and fortified garrison, to base Saan's fleet for local patrols.
--[] The 5th Legion, as yet unnamed, begins to take final shape in Westhaven.
----[] Consultation meeting with Darleth the Delver takes place to discuss Leylines, Operation Efreeti Bait and the Capital's defenses. Will allow for an opening for him to beg off meeting if more examinations need to occur, or near the start of the month if he has enough data already.
-----[] Westhaven retrains 6,000 Levies into 6,000 Legionnaires.
-----[] Greater Volantis retrains 4,500 Levies into 4,500 Legionnaires.
-----[] Tolos retrains 1,500 Levies into 1,500 Legionnaires.
-----[] Braavos retrains 2,100 Levies into 2,100 Legionniares.
-----[] Lys and Myr train an additional 2,000 Men-At-Arms to acts as garrisons.
------[] Garrisons from reorganized Imperial Military officially create formal Reservists Program, drawing reduced pay (in line with Law Enforcement salaries as they are in low-danger environments), exceptions made for areas which remain combat zones or are otherwise hazardous (Valyrian Peninsula bordering, under intermittent attacks, etc.), to be distributed across the Imperium to take up their posts.
------[] The Legion Reserve must always remain at a certain threshold, meaning not all who apply for the Legion will immediately be drawn to muster into a new unit, but those who are reservists will be given preference depending on how they filled out their paperwork.
------[] Certain minimum requirements for admittance into the Legion would require, if not necessarily basic literacy, then enough for messenger work, with a minimum one day per week of schooling taking place, paid for by the Crown, and for those in Logistics, a vocational course.
------[] There should be emphasis: This is no "militia". These men are soldiers trained as well as the most prized Household guards of Westeros. But they are not trained to fight in unusual or extreme conditions, or carry out complex commands, drilled only to patrol the land and hold fortifications. In a pinch, they can maintain a shield wall with more than reasonable discipline, but their security related duties do not allow enough drilling to produce crack troops.
-------[] Six Large Galleons, Six Medium Galleons and Seven Small Galleons are constructed.
--------[] 50 Military Engineers are trained.
---------[] Rally the Twenty Tribes - Blight's Bane continues to make progress rallying the rest of the Tritons to the Narrow Sea, and you have seen fit to supply him with more aid for the endeavor, in the form of flesh-forged Mantas capable of warding off tentacled transgressions.


-[] Economy
--[] The Great Northwestern Trading Company is founded on Bear Island, with Menel taking over negotiations with Lady Maege Mormont.
---[] The company will be engaged in logging forestry and conservation efforts, wharves and shipping, ship construction (fishing and whaling vessels), and fur-trapping. Ibbenese consultants will be hired for the effort.
---[] As Viserys is fronting all of the capital, starting stakes start out at 60/40 in Red Scales Holdings' favor. Up to 10% stake will be sold to House Mormont over a period of time at a favorable price (too generous, even) considering the profitability of the venture (the highest, due to level of exploitation on the western coast of Westeros, which is to say none whatsoever).
---[] This is done through use of a Braavosi shell company, which is in itself using a Lorathi shell-company. More than cursory inspection wouldn't hold up, but then it doesn't need to.
---[] It goes without saying, but for this to be done, it essentially means a full-scale harbor and extensive warehousing will need to be constructed, enough to eventually employ likely the entirety of Bear Island in a multitude of synergetic industries. Let the Spice flow! Or coin, as the case may be.
--[] Crown Royal Vintages is founded in the Stepstones, a branding enterprise for a brewery marketing Dawn Mead, vineyards on highly fertile volcanic soil (to later produce magically engineered grapes) and alchemically refined liqueurs. (Add 1 Size, ?? Profitability to Stepstones Manufacturing, DM discretion).
---[] Expansion of Earths Bounty Jewelry Manufactory.
---[] Expansion of Everflame Ironworks.
---[] Establish an ACSEC Branch in Volantis.
---[] Establish an ACSEC Branch in Vialesk (dependent upon Full Action results).
---[] Invest 2,000,000 IM of liquid capital into Silver Serpent Enterprise. This buy-out of Venture Captains and independent merchants increases the SSE fleet from sixty (60) ships to one hundred (100).

-[] Government
--[] Imperial Military Academy finishes expansion of course curriculum. Now training Officers.
--[] Imperial Military Academy begins expansion of course curriculum. Will start training Pilots.
--[] Increase Manpower in Sorcerer's Deep.
--[] Expansion of Tyrosh's Administratum.
--[] Continue Improving Infrastructure in Braavos.
--[] Continue Improving Infrastructure in Pentos.
--[] Begin Establishing Healthcare Services in Draconys.
--[] Construct Sanitation Systems in Naath.
--[] Establish Public Schooling in the Basilisk Isles.
--[] Establish Orphanages in the Basilisk Isles.
---[] Continue Establishing Messenger Service in the Western Disputed Lands.
---[] Continue Establishing Messenger Service in the Northern Disputed Lands.
---[] Continue Establishing Messenger Service in the Eastern Disputed Lands.
---[] Continue Establishing Messenger Service in the Daughter's March.
---[] Continue Establishing Messenger Service in Volantis.
---[] Continue Establishing Messenger Service in Orange Shore.
---[] Continue Establishing Messenger Service in Volon Therys.
---[] Continue Establishing Messenger Service in Valysar.
---[] Continue Establishing Messenger Service in Selhorys.
---[] Continue Establishing Messenger Service in Volon Sar.
---[] Continue Establishing Messenger Service in Braavos.
---[] Continue Establishing Messenger Service in the Braavosi Coast.
---[] Continue Establishing Messenger Service in the Sweetwater.
---[] Continue Establishing Messenger Service in Morrogos.
---[] Begin Establishing Messenger Service in Mantarys.
---[] Begin Establishing Messenger Service in the Painted Mountains.
---[] Begin Establishing Messenger Service in Tolos.
---[] Begin Establishing Messenger Service in Andalos.
---[] Continue Constructing Highway in Pentos.
---[] Begin Constructing Highway in Rhoyne.
---[] Begin Constructing Highway in Volantis.
---[] Construct Fortifications in Gorgossos.
---[] Expand Terrace Farming in the Stepstones.
---[] Construction of Residential Districts in Sorcerer's Deep.

-[] Law Enforcement
--[] Continue Expanding Law Enforcement in Golden Fields.
--[] Begin Expanding Law Enforcement in Orange Shore.
--[] Begin Expanding Law Enforcement in Pentos.
---[] Continue Establishing Guard Posts in Lys.
---[] Continue Establishing Guard Posts in Myr.
---[] Continue Establishing Guard Posts in the Northern Disputed Lands.
---[] Continue Establishing Guard Posts in the Eastern Flatlands.
---[] Continue Establishing Guard Posts in the Andal Coast.
---[] Continue Establishing Guard Posts in the Velvet Hills.
---[] Continue Establishing Guard Posts in the Western Flatlands.
---[] Continue Establishing Guard Posts in Nontelos.
---[] Continue Establishing Guard Posts in Mantarys.

-[] Intrigue
--[] Continue Establishing Inquisition Base in Volantis.
--[] Continue Establishing Inquisition Base in Meereen.
--[] Establish Inquisition Base in Yunkai.
--[] Establish Inquisition Base in Astapor.
--[] Establish Inquisition Base in Greater Darry.
--[] Investigate Supernatural Activity in the Stepstones.
--[] Investigate Supernatural Activity in Tyrosh.
--[] Investigate Supernatural Activity in Lys.
--[] Investigate Supernatural Activity in Myr.
--[] Investigate Supernatural Activity in the Basilisk Isles.
--[] Investigate Supernatural Activity in Naath.
--[] Identify Enemy Spies in Braavos.
--[] Identify Enemy Spies in Pentos.
--[] Investigate Rat People in King's Landing.
--[] Engage in Subversive Activity in the Bay of Crabs.
---[] Present Ceria Storm with the opportunity to learn more of the ins and outs of Intelligence operations in the Imperium, not only to make her more familiar with spy work, but to see if she is the right fit for the Inquisitor's badge.
----[] A Rather Mercenary Hostile Takeover: Oberyn has caroused and cajoled enough information to get the pants off the worst of the mercenaries encamped outside Pentos, identifying the ones most likely to fit in with the uncorrupt and meritocratic Legion, balancing choice as reasonable as possible between competence and trustworthiness. Ascertaining both and dispatching the worthless is up to one with the means to root through their mind, or interrogate and rip away memory itself.
-[] Assigned: Garin
----[] Golden Spy-Ring: Continue infiltrating the ranks of Golden Company in Yi Ti, ensuring they'll have no spies or hideaway unknown to us by the time we choose to stike at them, all while scrupulously divining everything possible.
-[] Assigned: Tyene, Nuri, Azema, Orphne Feylord and 2 Umbral Spies.
----[] The Hunt for Big Red: Send your people into Slaver's Bay in order to hamper the efforts of Cult of Asmodeus as much as possible, looking into it's roots and wreaking havoc on their plans (including those of turning the Spear Goddess into a servant of Hell through belief--look first for priests or holymen not in pact with the Nine Hells and use them), by any means necessary.
-[] Assigned: Malarys, Yrael, Oberyn, Glyra and the Roaming Chaos, Kira Windgraced, Tuin and Morwyn, Asura and 2 Umbral Spies.
----[] Beneath the Gold: Look into the forces of Golden Company - learning the numbers, location, and general layout of their main force beyond the outdated data provided by Varys.
-[] Assigned: Aradia the Huntress, Mereth and Erinyes, Construct Ravens and 2 Umbral Spies.
----[] Redoubt Upon the Shadow Mired: Investigate the Shadow Fortress of Tiamat within the Plane of Shadow--acquire plans for it and the territory surrounding it.
-[] Assigned: Melisandre, Anu and Tor.

-[] Research
--[] Lya - Creating a second body for herself.
--[] Lya learns ~5 Spells, -5 Progress on Research Action.
--[] Xor learns ~5 Spells, -5 Progress on Research Action.
--[] Qyburn - The Secret of Life and Death: Analyze the lore obtained from Lord Bolton and Qyburn and see to bring the efforts made by the ex-maester to their conclusion, creating undead creatures that neither spread decay, nor need the constant attention of a skilled mage.
--[] Valeria - The Godhunter: The fortress-ruin that held the Orb of Dragonkind still holds leashed power unlike anything you've ever sensed, but it remains dormant for now. With time, it might be possible to reconstruct the controls of that power, and with proper preparation use it as a weapon to slice away part of a god.
--[] The Mysterium - Iron-bound Tome (Demon-caller's Spellbook): A book with covers wrought of thin sheets of black pitted iron marked with the sign of Abraxas. Though there is no lock binding the pages, the tome refuses to open. Even if with all the strength of your dragon-blooded form it feels like you are trying to move a mountain with your bare hands.
--[] Naria and Tyroshi Scholarum - Weaving Deepest Veils: Research the lore promised by Fey of Orphne court, wards capable of evading even a god's eye... even if not a perfect defense all by themselves.
--[] Bloom and Sorcerer's Deep Scholarum - The Final Contravention: With how far you have come, and how many you broke off from Hells' leash, perhaps you can go around the Pact Primeval in a way none before you had - and utilise the Lawful nature of all Devils to create a Ritual that would be capable of severing their connection to Hells regardless of their exact kind, or strength.
--[] Dany, Lya, Naathi Scholarum and Tolosi Scholarum - A Dragon Chained: With Runelore of First Men, and secrets of Shadow Fey Wardings, it may be possible to close on the last hole in the trap you are laying out for Tiamat.
---[] Utilise the corpse of Tiamat's aspect to create a foci, that someone with sufficient skill could use to fight off Tiamat's "Dragon" Divine Domain, holding the power she exerts in check... even if for a short while.
--[] Svitran the Dreamer, Velen, Zathir and Mantarys Scholarum - Safety in Numbers: The Hell-forged talismans you recovered from slavers in Gogoss may just be the answer to the problem of protecting the soldiers of your Legions, or at least one not excessively expensive-
---[] Research a way for (earlier created) Valyrian Steel Banners be made into capactitors for spell Protection From Evil, covering hundreds of Legion members at a time.
--[] Saenna - That Which Stands Forbidden: search through Scrolls of Forbidden Lore recovered in Lyceos (Spellscale, Draconian, and Kobold templates)
--[] Aenie - Dreamscaping: The realm of dreams is an odd thing, shaped by the minds of mortals and shaping them in return, though some beings such as Yss have shown you that it can be altered in more direct ways. You will need to learn about such shaping before you can hope to leverage the dreamscape for your grand work.
--[] Elaheh Marita - Reforging the Brass Bull: restore the Hadhayosh spliced together with the ship by Efreeti Visier

-[] Education
--[] Teaching
---[] x2 Teana Strycos
---[] Sarah of Pentos
---[] x2 Guardian Naga
---[] Horio of Tyrosh

-[] Colonization & Immigration
--[] Colonize Sallosh
--[] Encourage Immigration from the Daughter's March to the Basilisk Isles.
--[] Encourage Immigration from the Western Flatlands to Golden Fields.
--[] Encourage Immigration from the Western Flatlands to Naath.
--[] Encourage Immigration from Braavos to Sorcerer's Deep.
--[] Encourage Immigration from the Southern Disputed Lands to Sorcerer's Deep.

-[] Crown Acts & Adventuring
--[] The official abolition of slavery in Greater Volantis and the Rhoyne.
--[] The Binding of Ceraxes to Zherys, and selection of a rider for Melys.
--[] Viserys charges the Misfits, Thoros of Myr, Ser Gerold Dayne, Ser Bonifer Hasty and Mors Umber with the dispatching of the Hag Coven in the Riverlands.
--[] Viserys charges Ser Kennos of Kayce, Argo the Clever, Ser Roger Reyne, Lady Jeyne Weaver, Lady Leila Goldenhammer and Dirriz Bluecloak with aiding Lord Adrian Celtigar in the defense of his people.
---[] A Fire, snuffed out: With Volantis having sworn to you, perhaps it's time to openly close down a threat that persisted in the city ever since your first visit. Break into Ymeri's mansion, and clear out all of her remaining influence - with the mansion itself, if needed.
-[] Assigned: Viserys, Zherys, Sir Richard, Rina, Teana.
---[] Into the City of Glass: Having established the economic relationship with two other Genie Empires, perhaps it's time to visit Marids as well – not to mention, that they once succeeded in driving out Mind-Eaters, and Marid mercenaries may prove invaluable in future conflicts with them.
-[] Assigned: Viserys, Rhaella, Relath, Breath Taker, 2 Gigantean Fungal Manta Rays.
---[] The Court of Goldengrove: A Driad queen resides in Rowan's Nest, guarding an entrance to Feywild – and alongside her a Court of nymphs and satyrs. Go there, and learn more of what place they seek in this world of returning magic – if they can be trusted, or relied upon with deals fairly made
-[] Viserys, Vee, Rina, Rhaella
---[] The Barrow of the First King: Generally speaking most ancient barrows of the First Men are conveniently out of the way that the intrepid explorer does not have to disturb more than the odd flock of sheep to enter them, unfortunately the largest and most famed in all the North happens to have a town on top, Barrowtown where the living laugh, sing, weep and sigh above the bones of the ancient dead. Perhaps unsurprisingly given the tales of riches and magic found in other tombs the people of Barrowton have in recent weeks begun digging down, the ancient entrances having long since been forgotten and built over.
-[] Assigned: Xor, Sandor, Danar and Alyssa Crowl, Softstrider.
---[] The mystery of Hardhome: The only true city of the Free Folk, it supposedly fell to Essosi raiders, though what manner of raiders would bother to make flames that could be seen as far as the Wall? The birds that are Bloodraven's eyes fly uneasily over the ruins of Hardhome, and one was even so overcome by fright it slipped the ancient Greenseer's control, to be found hours later. Still, whatever dwells still in the ruins of the town seems content to stay there, and so Bloodraven has not meddled while other more urgent tasks demand his attention. He advised caution if curiosity would drive you there.
-[] Assigned: Amrelath and his minions, Vee, Waymar, Riz'neth.
---[] Frozen Ground beneath the Hills: Hork's Hill, a small hillock approximately three miles outside Saltpans, named for the giant's tomb at its heart, though the locals no longer remember it. An inquisitive and uncannily fortunate Ink Devil brought word of its existence to Eowith after its master, a Riverlander diabolist of paltry skills, perished at the hands of the restless dead. The unnatural cold witnessed within the barrow proper would seem to indicate the hand of Winter at work, though divinations into this matter have shown that nothing will emerge from the barrow for at least the next year.
-[] Assigned: Rina, Sir Richard, Mercy of the Soul and 1 Guardian Naga.

-[X] Strategic Turn Plan Proposal For the 11th Month 293 AC - AKA Crake Takes A Victory Lap

-[X] Military
--[X] The 1st Legion, "Torchbearers", under command of General Torchwood, Colonel Flowers and Dragonlord Nettles will continue Enforcing Martial Law over the Western Flatlands.
--[X] The 2nd Legion, "Chainbreakers", garrisons Braavos in anticipation of future attacks.
---[X] Two Batteries of Steam Cannons are constructed and installed in a series of harbor-based Bastions spread throughout the approach to the city proper, with quays big enough for a small ship to dock.
---[X] Plans are drawn to rapidly seal or fortify approaches by the bay into the city from canals or the harbor through use of construction items at-need. Fallback positions will be organized in an absolute crisis with the assumption of a worst case scenario--a train of civilians evacuated out onto the mainland, facilitated by a two-way easily defended highway which will eventually link up to the rest of the network.
---[X] It is, grimly, accepted that this would only save a fraction of the city if the Legion ever fell back that far, more if they fought to the last.

---[X] Appoint a General selected from a pool of candidates brought forward by High Command (currently a council of only one General, key advisers, and more Senior colonels). While a former slave with the right credentials would be preferable, if none are educated enough or experienced enough at present, another candidate will be selected.
--[X] The 3rd Legion, "Brightscales", runs "military exercises" along the border, actually patrolling.
---[X] Do not appoint a General for this Legion yet. 1st Column Colonel assumes command.
--[X] The 4th Legion, "Steel Tigers", ship out from Volantis to garrison the fastness of Gorgossos, where a fortress centered around the Leyline Tree is being constructed rapidly, and where a battery of ten Steam Cannons will be installed this month.
---[X] A Volantene General suggested by Zherys for competence and inclination toward the meritocratic nature of the Legion will meet Crown appointment during an official ceromony, taking over their first command to follow.
---[X] A harbor is repaired and given a smaller but no less well defended and fortified garrison, to base Saan's fleet for local patrols.
--[X] The 5th Legion, as yet unnamed, begins to take final shape in Westhaven.

----[X] Consultation meeting with Darleth the Delver takes place to discuss Leylines, Operation Efreeti Bait and the Capital's defenses. Will allow for an opening for him to beg off meeting if more examinations need to occur, or near the start of the month if he has enough data already.
-----[X] Westhaven retrains 6,000 Levies into 6,000 Legionnaires.
-----[X] Greater Volantis retrains 4,500 Levies into 4,500 Legionnaires.
-----[X] Tolos retrains 1,500 Levies into 1,500 Legionnaires.
-----[X] Braavos retrains 2,100 Levies into 2,100 Legionniares.
-----[X] Lys and Myr train an additional 2,000 Men-At-Arms to acts as garrisons.

------[X] Garrisons from reorganized Imperial Military officially create formal Reservists Program, drawing reduced pay (in line with Law Enforcement salaries as they are in low-danger environments), exceptions made for areas which remain combat zones or are otherwise hazardous (Valyrian Peninsula bordering, under intermittent attacks, etc.), to be distributed across the Imperium to take up their posts.
------[X] The Legion Reserve must always remain at a certain threshold, meaning not all who apply for the Legion will immediately be drawn to muster into a new unit, but those who are reservists will be given preference depending on how they filled out their paperwork.
------[X] Certain minimum requirements for admittance into the Legion would require, if not necessarily basic literacy, then enough for messenger work, with a minimum one day per week of schooling taking place, paid for by the Crown, and for those in Logistics, a vocational course.
------[X] There should be emphasis: This is no "militia". These men are soldiers trained as well as the most prized Household guards of Westeros. But they are not trained to fight in unusual or extreme conditions, or carry out complex commands, drilled only to patrol the land and hold fortifications. In a pinch, they can maintain a shield wall with more than reasonable discipline, but their security related duties do not allow enough drilling to produce crack troops.
-------[X] Six Large Galleons, Six Medium Galleons and Seven Small Galleons are constructed.
--------[X] 50 Military Engineers are trained.
---------[X] Rally the Twenty Tribes - Blight's Bane continues to make progress rallying the rest of the Tritons to the Narrow Sea, and you have seen fit to supply him with more aid for the endeavor, in the form of flesh-forged Mantas capable of warding off tentacled transgressions.



-[X] Economy
--[X] The Great Northwestern Trading Company is founded on Bear Island, with Menel taking over negotiations with Lady Maege Mormont.
---[X] The company will be engaged in logging forestry and conservation efforts, wharves and shipping, ship construction (fishing and whaling vessels), and fur-trapping. Ibbenese consultants will be hired for the effort.
---[X] As Viserys is fronting all of the capital, starting stakes start out at 60/40 in Red Scales Holdings' favor. Up to 10% stake will be sold to House Mormont over a period of time at a favorable price (too generous, even) considering the profitability of the venture (the highest, due to level of exploitation on the western coast of Westeros, which is to say none whatsoever).
---[X] This is done through use of a Braavosi shell company, which is in itself using a Lorathi shell-company. More than cursory inspection wouldn't hold up, but then it doesn't need to.
---[X] It goes without saying, but for this to be done, it essentially means a full-scale harbor and extensive warehousing will need to be constructed, enough to eventually employ likely the entirety of Bear Island in a multitude of synergetic industries. Let the Spice flow! Or coin, as the case may be.
--[X] Crown Royal Vintages is founded in the Stepstones, a branding enterprise for a brewery marketing Dawn Mead, vineyards on highly fertile volcanic soil (to later produce magically engineered grapes) and alchemically refined liqueurs. (Add 1 Size, ?? Profitability to Stepstones Manufacturing, DM discretion).
---[X] Expansion of Earths Bounty Jewelry Manufactory.
---[X] Expansion of Everflame Ironworks.
---[X] Establish an ACSEC Branch in Volantis.
---[X] Establish an ACSEC Branch in Vialesk (dependent upon Full Action results).
---[X] Invest 2,000,000 IM of liquid capital into Silver Serpent Enterprise. This buy-out of Venture Captains and independent merchants increases the SSE fleet from sixty (60) ships to one hundred (100).


-[X] Government
--[X] Imperial Military Academy finishes expansion of course curriculum. Now training Officers.
--[X] Imperial Military Academy begins expansion of course curriculum. Will start training Pilots.
--[X] Increase Manpower in Sorcerer's Deep.
--[X] Expansion of Tyrosh's Administratum.
--[X] Continue Improving Infrastructure in Braavos.
--[X] Continue Improving Infrastructure in Pentos.
--[X] Begin Establishing Healthcare Services in Draconys.
--[X] Construct Sanitation Systems in Naath.
--[X] Establish Public Schooling in the Basilisk Isles.
--[X] Establish Orphanages in the Basilisk Isles.
---[X] Continue Establishing Messenger Service in the Western Disputed Lands.
---[X] Continue Establishing Messenger Service in the Northern Disputed Lands.
---[X] Continue Establishing Messenger Service in the Eastern Disputed Lands.
---[X] Continue Establishing Messenger Service in the Daughter's March.
---[X] Continue Establishing Messenger Service in Volantis.
---[X] Continue Establishing Messenger Service in Orange Shore.
---[X] Continue Establishing Messenger Service in Volon Therys.
---[X] Continue Establishing Messenger Service in Valysar.
---[X] Continue Establishing Messenger Service in Selhorys.
---[X] Continue Establishing Messenger Service in Volon Sar.
---[X] Continue Establishing Messenger Service in Braavos.
---[X] Continue Establishing Messenger Service in the Braavosi Coast.
---[X] Continue Establishing Messenger Service in the Sweetwater.
---[X] Continue Establishing Messenger Service in Morrogos.
---[X] Begin Establishing Messenger Service in Mantarys.
---[X] Begin Establishing Messenger Service in the Painted Mountains.
---[X] Begin Establishing Messenger Service in Tolos.
---[X] Begin Establishing Messenger Service in Andalos.
---[X] Continue Constructing Highway in Pentos.
---[X] Begin Constructing Highway in Rhoyne.
---[X] Begin Constructing Highway in Volantis.
---[X] Construct Fortifications in Gorgossos.
---[X] Expand Terrace Farming in the Stepstones.
---[X] Construction of Residential Districts in Sorcerer's Deep.


-[X] Law Enforcement
--[X] Continue Expanding Law Enforcement in Golden Fields.
--[X] Begin Expanding Law Enforcement in Orange Shore.
--[X] Begin Expanding Law Enforcement in Pentos.
---[X] Continue Establishing Guard Posts in Lys.
---[X] Continue Establishing Guard Posts in Myr.
---[X] Continue Establishing Guard Posts in the Northern Disputed Lands.
---[X] Continue Establishing Guard Posts in the Eastern Flatlands.
---[X] Continue Establishing Guard Posts in the Andal Coast.
---[X] Continue Establishing Guard Posts in the Velvet Hills.
---[X] Continue Establishing Guard Posts in the Western Flatlands.
---[X] Continue Establishing Guard Posts in Nontelos.
---[X] Continue Establishing Guard Posts in Mantarys.


-[X] Intrigue
--[X] Continue Establishing Inquisition Base in Volantis.
--[X] Continue Establishing Inquisition Base in Meereen.
--[X] Establish Inquisition Base in Yunkai.
--[X] Establish Inquisition Base in Astapor.
--[X] Establish Inquisition Base in Greater Darry.
--[X] Investigate Supernatural Activity in the Stepstones.
--[X] Investigate Supernatural Activity in Tyrosh.
--[X] Investigate Supernatural Activity in Lys.
--[X] Investigate Supernatural Activity in Myr.
--[X] Investigate Supernatural Activity in the Basilisk Isles.
--[X] Investigate Supernatural Activity in Naath.
--[X] Identify Enemy Spies in Braavos.
--[X] Identify Enemy Spies in Pentos.
--[X] Investigate Rat People in King's Landing.
--[X] Engage in Subversive Activity in the Bay of Crabs.

---[X] Present Ceria Storm with the opportunity to learn more of the ins and outs of Intelligence operations in the Imperium, not only to make her more familiar with spy work, but to see if she is the right fit for the Inquisitor's badge.
----[X] A Rather Mercenary Hostile Takeover: Oberyn has caroused and cajoled enough information to get the pants off the worst of the mercenaries encamped outside Pentos, identifying the ones most likely to fit in with the uncorrupt and meritocratic Legion, balancing choice as reasonable as possible between competence and trustworthiness. Ascertaining both and dispatching the worthless is up to one with the means to root through their mind, or interrogate and rip away memory itself.
-[X] Assigned: Garin
----[X] Golden Spy-Ring: Continue infiltrating the ranks of Golden Company in Yi Ti, ensuring they'll have no spies or hideaway unknown to us by the time we choose to stike at them, all while scrupulously divining everything possible.
-[X] Assigned: Tyene, Nuri, Azema, Orphne Feylord and 2 Umbral Spies.
----[X] The Hunt for Big Red: Send your people into Slaver's Bay in order to hamper the efforts of Cult of Asmodeus as much as possible, looking into it's roots and wreaking havoc on their plans (including those of turning the Spear Goddess into a servant of Hell through belief--look first for priests or holymen not in pact with the Nine Hells and use them), by any means necessary.
-[X] Assigned: Malarys, Yrael, Oberyn, Glyra and the Roaming Chaos, Kira Windgraced, Tuin and Morwyn, Asura and 2 Umbral Spies.
----[X] Beneath the Gold: Look into the forces of Golden Company - learning the numbers, location, and general layout of their main force beyond the outdated data provided by Varys.
-[X] Assigned: Aradia the Huntress, Mereth and Erinyes, Construct Ravens and 2 Umbral Spies.
----[X] Redoubt Upon the Shadow Mired: Investigate the Shadow Fortress of Tiamat within the Plane of Shadow--acquire plans for it and the territory surrounding it.
-[X] Assigned: Melisandre, Anu and Tor.


-[X] Research
--[X] Lya - Creating a second body for herself.
--[X] Lya learns ~5 Spells, -5 Progress on Research Action.
--[X] Xor learns ~5 Spells, -5 Progress on Research Action.
--[X] Qyburn - The Secret of Life and Death: Analyze the lore obtained from Lord Bolton and Qyburn and see to bring the efforts made by the ex-maester to their conclusion, creating undead creatures that neither spread decay, nor need the constant attention of a skilled mage.
--[X] Valeria - The Godhunter: The fortress-ruin that held the Orb of Dragonkind still holds leashed power unlike anything you've ever sensed, but it remains dormant for now. With time, it might be possible to reconstruct the controls of that power, and with proper preparation use it as a weapon to slice away part of a god.
--[X] The Mysterium - Iron-bound Tome (Demon-caller's Spellbook): A book with covers wrought of thin sheets of black pitted iron marked with the sign of Abraxas. Though there is no lock binding the pages, the tome refuses to open. Even if with all the strength of your dragon-blooded form it feels like you are trying to move a mountain with your bare hands.
--[X] Naria and Tyroshi Scholarum - Weaving Deepest Veils: Research the lore promised by Fey of Orphne court, wards capable of evading even a god's eye... even if not a perfect defense all by themselves.
--[X] Bloom and Sorcerer's Deep Scholarum - The Final Contravention: With how far you have come, and how many you broke off from Hells' leash, perhaps you can go around the Pact Primeval in a way none before you had - and utilise the Lawful nature of all Devils to create a Ritual that would be capable of severing their connection to Hells regardless of their exact kind, or strength.
--[X] Dany, Lya, Naathi Scholarum and Tolosi Scholarum - A Dragon Chained: With Runelore of First Men, and secrets of Shadow Fey Wardings, it may be possible to close on the last hole in the trap you are laying out for Tiamat.
---[X] Utilise the corpse of Tiamat's aspect to create a foci, that someone with sufficient skill could use to fight off Tiamat's "Dragon" Divine Domain, holding the power she exerts in check... even if for a short while.
--[X] Svitran the Dreamer, Velen, Zathir and Mantarys Scholarum - Safety in Numbers: The Hell-forged talismans you recovered from slavers in Gogoss may just be the answer to the problem of protecting the soldiers of your Legions, or at least one not excessively expensive-
---[X] Research a way for (earlier created) Valyrian Steel Banners be made into capactitors for spell Protection From Evil, covering hundreds of Legion members at a time.
--[X] Saenna - That Which Stands Forbidden: search through Scrolls of Forbidden Lore recovered in Lyceos (Spellscale, Draconian, and Kobold templates)
--[X] Aenie - Dreamscaping: The realm of dreams is an odd thing, shaped by the minds of mortals and shaping them in return, though some beings such as Yss have shown you that it can be altered in more direct ways. You will need to learn about such shaping before you can hope to leverage the dreamscape for your grand work.
--[X] Elaheh Marita - Reforging the Brass Bull: restore the Hadhayosh spliced together with the ship by Efreeti Visier


-[X] Education
--[X] Teaching
---[X] x2 Teana Strycos
---[X] Sarah of Pentos
---[X] x2 Guardian Naga
---[X] Horio of Tyrosh


-[X] Colonization & Immigration
--[X] Colonize Sallosh
--[X] Encourage Immigration from the Daughter's March to the Basilisk Isles.
--[X] Encourage Immigration from the Western Flatlands to Golden Fields.
--[X] Encourage Immigration from the Western Flatlands to Naath.
--[X] Encourage Immigration from Braavos to Sorcerer's Deep.
--[X] Encourage Immigration from the Southern Disputed Lands to Sorcerer's Deep.


-[X] Crown Acts & Adventuring
--[X] The official abolition of slavery in Greater Volantis and the Rhoyne.
--[X] The Binding of Ceraxes to Zherys, and selection of a rider for Melys.
--[X] Viserys charges the Misfits, Thoros of Myr, Ser Gerold Dayne, Ser Bonifer Hasty and Mors Umber with the dispatching of the Hag Coven in the Riverlands.
--[X] Viserys charges Ser Kennos of Kayce, Argo the Clever, Ser Roger Reyne, Lady Jeyne Weaver, Lady Leila Goldenhammer and Dirriz Bluecloak with aiding Lord Adrian Celtigar in the defense of his people.
--[X] Have Pycelle suggest Tygett Lannister to Cersei and at council session to be put forth as a prospective Warden of the East.
---[X] A Fire, snuffed out: With Volantis having sworn to you, perhaps it's time to openly close down a threat that persisted in the city ever since your first visit. Break into Ymeri's mansion, and clear out all of her remaining influence - with the mansion itself, if needed.
-[X] Assigned: Viserys, Zherys, Sir Richard, Rina, Teana.
---[X] Into the City of Glass: Having established the economic relationship with two other Genie Empires, perhaps it's time to visit Marids as well – not to mention, that they once succeeded in driving out Mind-Eaters, and Marid mercenaries may prove invaluable in future conflicts with them.
-[X] Assigned: Viserys, Rhaella, Relath, Breath Taker, 2 Gigantean Fungal Manta Rays.
---[X] The Court of Goldengrove: A Driad queen resides in Rowan's Nest, guarding an entrance to Feywild – and alongside her a Court of nymphs and satyrs. Go there, and learn more of what place they seek in this world of returning magic – if they can be trusted, or relied upon with deals fairly made
-[X] Viserys, Vee, Rina, Rhaella
---[X] The Barrow of the First King: Generally speaking most ancient barrows of the First Men are conveniently out of the way that the intrepid explorer does not have to disturb more than the odd flock of sheep to enter them, unfortunately the largest and most famed in all the North happens to have a town on top, Barrowtown where the living laugh, sing, weep and sigh above the bones of the ancient dead. Perhaps unsurprisingly given the tales of riches and magic found in other tombs the people of Barrowton have in recent weeks begun digging down, the ancient entrances having long since been forgotten and built over.
-[X] Assigned: Xor, Sandor, Danar and Alyssa Crowl, Softstrider.
---[X] The mystery of Hardhome: The only true city of the Free Folk, it supposedly fell to Essosi raiders, though what manner of raiders would bother to make flames that could be seen as far as the Wall? The birds that are Bloodraven's eyes fly uneasily over the ruins of Hardhome, and one was even so overcome by fright it slipped the ancient Greenseer's control, to be found hours later. Still, whatever dwells still in the ruins of the town seems content to stay there, and so Bloodraven has not meddled while other more urgent tasks demand his attention. He advised caution if curiosity would drive you there.
-[X] Assigned: Amrelath and his minions, Vee, Waymar, Riz'neth.
---[X] Frozen Ground beneath the Hills: Hork's Hill, a small hillock approximately three miles outside Saltpans, named for the giant's tomb at its heart, though the locals no longer remember it. An inquisitive and uncannily fortunate Ink Devil brought word of its existence to Eowith after its master, a Riverlander diabolist of paltry skills, perished at the hands of the restless dead. The unnatural cold witnessed within the barrow proper would seem to indicate the hand of Winter at work, though divinations into this matter have shown that nothing will emerge from the barrow for at least the next year.
-[X] Assigned: Rina, Sir Richard, Mercy of the Soul and 1 Guardian Naga.
 
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You know looking at the size of the plan I'm starting to wonder if starting next turn it might not make more sense to have a voite for every category rather than one big plan vote. What do you guys think?
 
You know looking at the size of the plan I'm starting to wonder if starting next turn it might not make more sense to have a voite for every category rather than one big plan vote. What do you guys think?
I'm fine with it, though it will make the start of the month take longer.

Which might even be a good thing. Means more interludes.
 
[X] Crake

@Crake might it be better to put Jazirian on some other project than weapons research?

Asking him to help people deal with the revelation of the sundering for example?

Particularly in the scholarium he should meet demand by pinging most of his domains. And he might get some worshippers out of the deal.

Edit: sorry @Crake I just woke up so this may have come off as really rude.

I think he would do quite a bit better therapitising people to deal with hellven though. It matters a lot, and it's something he is uniquely well suited for.
 
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@Crake, y'know with the amount of building and reclaiming that our Legion has been doing/protecting, might as well call the 5th as Iron Warriors to compliment the Steel Tigers.
 
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