Diplomacy actions (Pick 2): You were fairly lucky that the act of diplomacy wasn't a short-term thing. You could trust for any letters you sent out to take a while to properly reach their audiences. Thus, you weren't to stressed about what to do when it came to this.
[X] Distract the Nobility: While your coronations assuaged the nobility, you'd rather not simply let them be for the many months you will be away from the enclave. Setting up a series of high-class balls should prevent them from properly taking advantage of your absence. (Cost: 20 Wealth, Chance: 60/30/10, Time: 1 season, Reward: no noble revolts due to your absence)
[X] Assuage the Peasants: The peasants don't particularly care about you as-of-yet. Maybe a few festivals and contests would improve their opinion of you. (Cost: 5 Wealth, Chance: 60/40/20, Time: 1 season, Reward: improved perception among the peasants ~ may stimulate trade)
Martial actions (Pick 3): Even if you were leaving the Enclave for close to half a year, you could not afford to slack militarily. The Crossbowmen would likely be finished training by the time you returned south, so you would have to make due with what you had. Patrols needed to be arranged, caravans guarded, and fortifications manned.
[X] From a forgotten age: Sudenberg was not always the festering ruin that it currently is- it would not have survived a dozen plus invasions by undead, heathens, and worse had it been such. Rather, you know that there are abandoned forts and towns that yet still contain valuable resources. (Cost: 5 Wealth, Chance: 70/30/10, Time: 1 season, Reward: ruins scouted + Wealth + ???)
[X] Raiding the raiders: It's hard to pillage a port when your own settlement is burning, so perhaps a few carefully deniable raids on corsair dens and bandit villages would prevent them from doing the same to you. Victory goes to the bold, after all. (Cost: 5 Wealth, Chance: 50, Time: 1 season, Reward: destruction of a bandit camp/pirate base + increase in trade revenue)
[X] In the Navy: Sudenberg is one of the safest ports in all of Araby. And that includes for Arabyans. It is past time you make sure you can keep it that way. It's time to really build up that navy. (Cost: varies with vessels constructed, Chance: 90, Time: varies, Reward: vessel construction begins) [Limited to Wargalley as-of-yet]
Stewardship actions (Pick 3): Looking at what finances you had access to, it was hard to believe that you were in control of one of the most lucrative ports in Araby, but, well, disaster tends to do that to a profit margin. You had a few idea as to how you could fix that.
[X] Bounty of the seas: Though you control a major port, you've yet to really scout for what resources the seas near you hold. From rare sea monsters and schools of fish to whales and the precious oil they hold, you could have much to gain. (Cost: 3 Wealth, Chance: 80/60/20, Time: 1 season, Reward: knowledge of sea resources + trade income increased)
[X] Tolls: Now that you've figured out how the merchants got around your tariffs, it's about time for you to properly close that loophole. Placing some toll booths on the major land routes should rectify any issue. (Cost: 15 Wealth, Chance: 60/10, Time: 2 seasons, Reward: toll booths constructed on major roads + trade revenue increased)
[X] Construction?: You haven't much Wealth for it, but perhaps some construction is in order? (Cost: varies with structures built, Chance: 90, Time: varies, Reward: construction begins)
Intrigue actions (Pick 2): Now that you have a fairly solid grasp on what's going on around you, maybe it's time to get a bit more proactive when it comes to the enemy, rather than simply waiting around to react.
[X] Investigating the disappearances: Though you got the news late, you can still send back a message to direct your men to investigate these disappearances. It's possible that the Knight-Captain simply did not have the manpower needed for this sort of thing. (Cost: 5 Wealth, Chance: 40/10, Time: 2 seasons, Reward: knowledge of what happened to the educated class in Sudenberg)
[X] Look out for Boss's: Send your spies to look out for any sign that the greenskins are uniting behind a Boss. It's best to nip these kinds of things in the bud. (Cost: 12 Wealth, Chance: 50, Time: 2 seasons, Reward: greenskin internal strife + ???)
Learning actions (Pick 3): You had felt pretty good about hiring Taalia, but, with the news your Knight-Captain, you are worried that she may not be all that she purported herself to be. Hopefully, she could be trusted.
[X] Hear ye! Hear ye!: After your failed attempt last season, you've left your idea in the hands of Taalia. Hopefully she can get the idea rolling. (Cost: 2 Wealth + 1 Wealth per season , Chance: 85/45, Time: 1 season, Reward: rumor mill + more informed populace)
[X] Safari: Taalia wants to study the wildlife around the area and catalogue all their traits. For whatever reason, you are not sure. (Cost: 5 Wealth, Chance: 70/10, Time: 2 seasons, Reward: knowledge of wildlife in Sudenberg)
[X] Delving the unknown: Taalia wants to explore the ruins of the former Witch Hunter headquarters. With the help of the Witch Hunters, themselves, of course. (Cost: Free, Chance: 30, Time: 1 season, Reward: ??? + ??? ~ ???)
Piety actions (Pick 2): Religion will always be a major factor of your people. Recent disasters have worn it down, however. Some steps are necessary for the proper worship of Sigmar to continue.
[X] Inviting the Others: Okay, maybe not Ulric, Taal, or Rhya, but you would love for Morr's family to have a presence. Some letters going out could facilitate such. (Cost: 2 Wealth, Chance: 60/10, Time: 4 seasons, Reward: Morr's Gardens + Shallyan Temples)
[X] Chaplains: As useful as War-priests of Sigmar are, maybe you could find a way to get someone taught in the arts of many of the Imperial faiths to administer to all your troops, regardless of their particular preference. (Cost: 5 Wealth, Chance: 60/20, Time: 2 seasons, Reward: Chaplains added to units + preventing inter-faith conflict within the military)
Personal actions (Pick 1) [ONE LOCKED]: Even if your arrival wasn't exactly the greatest thing to take place, there is still much you can do during your time in your soon-to-be wife's lands.
[X] Meeting the Missus: You came here to deliver your answer personally, and you'll be damned if you fail to do so. (Cost: Free, Chance: 95/65/35, Time: 1 season, Reward: "Wife get!" Miniturn) [LOCKED]
[X] Touring the islands: As these lands will shortly come under your protection, surely a quick scouting of the area would be of use? (Cost: Free, Chance: 80/50/30, Time: 1 season, Reward: "Inspection" Miniturn)