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

Such bipolar dice! A super-crit in the letter and then a fail in the cipher. We were very, very lucky that we had so many bonuses.

So, if I'm reading it right, Argella knows that we know about her spies, but not that we've gotten her new codes and can keep reading her secret communications. That's damn sweet! We may have lost a monopoly, but I think we've gained much more.

Sorry for being so slow, my muse got sidetracked by a story idea and I have been working on that a lot.

Slow? Honestly, I'm amazed at how fast you post updates. There have been times when you post daily. Seriously, we're fortunate that you're keeping the quest so lively.

I just hope your new ideas don't pull you away too much. So many good quests get dropped. I remember one whose QM said they were taking a break of a month to refresh... and four months later no news.
 
I have to admit I'm kinda curious how they were planning to steal a printing press in the first place. Those things aren't exactly small or lightweight, even the early, Gutenberg-ish one-sheet-at-a-time ones. Would've taken a fair amount of crazy hijinks to get one out of the printing workshop, then out of the city, and then out of the kingdom, I'd think.

Unless I'm misunderstanding and the idea was to steal the blueprints for a printing press, rather than a physical sample.
 
Hey,can someone help me:i want for the next turn plan to give the northern lords the command to improve road(basic).What DC should i use and how much gold?
And it is to early to command the lords to prepare for war(check the stores,the weapons,review there levies and such) to increase the speed of gathering troops,the quality(better training and equipment) and the numbers of troops they can bring?
 
Hey,can someone help me:i want for the next turn plan to give the northern lords the command to improve road(basic).What DC should i use and how much gold?
And it is to early to command the lords to prepare for war(check the stores,the weapons,review there levies and such) to increase the speed of gathering troops,the quality(better training and equipment) and the numbers of troops they can bring?
The way issue command works is to write up one, and then ask @notbirdofprey what the DCs, cost, etc, should be for it. There will be a DC diplomacy check for them being willing, and then a DC for the difficulty of them actually doing it.

So take this:
[] Issue Command (Power Bloc): Give a command to those under your command, spending gold and favors to ensure that they will do so without dragging their feet. Even with the best of wills, failure is still possible of course. Time: Varies. Cost: Varies. DC: Varies. Reward: Varies. Please @ me when doing this action, which is a free action that can be done as many times as you want. Possible resources to spend include gold, Influence, upkeep, the services of your advisor (actions), and special resources. The difficulty will vary based off power, opinion, what the actual command is, and how much you spend.

And edit it to something like this:

[] Issue Command (Northern Lords): Improve Roads (Basic): Command the Northern Lords to improve the roads between Long Lake and Castle Black to Basic levels. Time: 2 seasons? Cost: 1000 Gold?? DC: ???

Or you might say you want a Diplomacy DC no higher than 40, and a difficulty check no higher than 50, and ask what resources you need for that.

Of course, the above is just an example, perhaps it's a different section you want to focus on? Also, I'm completely guessing at the cost, as it's going to be much more expensive than just building roads around Wintertown due to the distance involved.

I also think that an order to the Northern Lords to improve roads during winter will go over very very poorly, as they are focused on surviving the winter, and want to save their gold and resources to buy food, Nor am I sure what the significant benefit is to us right now. Sure we want to do it eventually, but it has no major economic benefits, so it seems an unwise investment this early.

As for preparing for war, I think we want to wait at least until we take a counter intelligence intrigue action to eliminate the Greyjoy spies and succeed at it before we reveal our invasion plans to the Lords.
 
Turn 22
Short Fall, Long Winter, Year 109 AD

Your time in Winterfell has been quite pleasant ever since you returned from Barrowton. The smallfolk have always regarded you with a great deal of respect, but rumors have spread of you personally confronting some great evil in the depths of the Great Barrow. You suppose one could look at it that way. Regardless, it certainly makes persuading reluctant lords much easier, especially since House Dustin is (supposedly) indebted to you now. +2 Influence

Audiences have begun taking up far less of your time now, which is rather fortunate since you have been able to spend more of it with Rodrik, Alys, and Serena. Eddard has begun riding out into your lands, visiting the crofters and seeing that their problems are solved. Despite the driving snow and bitter cold, he has made it as far out as the Wolfswood on several occasions, even meeting some of the wildlings.

Edwlye meanwhile is clearly enjoying his time in Braavos, so different from the North. He has heard vaguely troubling rumors of sounds coming from the mazes of Lorath and the children of the Black Goat awakening in Qohor, but he is confident that the Secret City will withstand whatever comes. He is doing his duty as best he can as well, although he has confessed disliking the lack of a godswood. He has purchased some land for the planting of a weirwood sapling near the Isle of Gods. You find yourself smiling at his letters, so enthusiastic and excited, but it seems in some ways at least he has been influenced by Braavosi norms. He has taken an interest in trade many would consider unseemly, but you only find approval, especially when he idly fantasizes about establishing a bank of some kind.

Meanwhile, shipyards are still being built in Barrowton and Tolgett's Yard. Progress is almost painfully slow, especially in the Yard where the forest is practically fighting the construction of a road wide enough to make it practical. Some fey have been interfering with it, savage tree-women attacking lone workers and figures of woven plants and twigs causing roots and vines to trip up travelers, but Green Men have been dispatched to mediate. Meanwhile, the Green Men you sent south have returned to the North with good tidings and hope for strong relations with the Stormlands.

(+1 Free Action)

[] Issue Command (Power Bloc): Give a command to those under your command, spending gold and favors to ensure that they will do so without dragging their feet. Even with the best of wills, failure is still possible of course. Time: Varies. Cost: Varies. DC: Varies. Reward: Varies. Please @ me when doing this action, which is a free action that can be done as many times as you want. Possible resources to spend include gold, Influence, upkeep, the services of your advisor (actions), and special resources. The difficulty will vary based off power, opinion, what the actual command is, and how much you spend.

Military: Brandon is the Champion of Winter and a skilled commander of soldiers. He has gotten scarily stealthy. Brandon Cassel isn't quite as good, but he fills in the gaps well enough. Eddard tries to help too, and does a pretty good job of it. (Choose 2)

[] Build a Fleet (Location): Ironborn and slavers threaten your coasts, and you have gone long enough without a fleet. Order one of your vassals to begin constructing ships, and offer gold and workers to see it done. Time: 2 seasons. Cost: 2750 gold. DC: 45. Reward: A new fleet.

[] Wardens of the Road: The beastmen probably aren't a significant threat anymore. Most of the Wardens have had minimal encounters, and there have been no reports of beastmen attacks from any of your subjects, new or old. Have some of them patrol the roads around the Wolfswood and help deal with any bandits of other threats instead. Time: 1 season. Cost: 150 gold. DC: 30. Reward: Potential increase to trade income

[] Guard Training: Brandon has replaced all the dead or severely wounded guardsmen by now, or at least selected men who will serve as adequate replacements after their training is done. With some of his spare time, he could train other men to a similar standard for other houses. And naturally, he will encourage those men to remember their loyalties to Winterfell should the unthinkable happen…Time: 2 seasons. Cost: 100 gold. DC: 45. Reward: Other houses gain small number of men trained and equipped equivalent to Winterfell guard, vassal loyalty increased.

[] The Royal Order: The Wolfswood Wardens proved to be a substantial boon, hunting bandits across your lands and those of House Glover and Tallhart. Even with their limited numbers, the benefits were immense. Brandon envisions an order of men dedicated to patrolling and protecting your loyal subjects all across the North, all sworn directly to House Stark and the King of Winter. It would be an incredibly expensive proposition, in influence to found and persuade your vassals to accept this massive increase in royal authority, and in gold to upkeep and provide for. You would need to find and equip a vast amount of men, pay them…but having such a force would be incredibly useful, for a variety of reasons, especially if you burned your brain and remembered what the best armies in history did. Time: 2 seasons. Cost: 700 gold. DC: 70. Reward: Influence Interludes

[] Improve the Wardens: The Wolfsguard do not quite have the strength or heavy equipment of the Winterfell Guard. Adding a small force of heavily trained and well armored men to their ranks would be a substantial force multiplier. It might be a bit upsetting to some of your vassals however – creating such a force implies that you think they will need them, and not everyone knows about your plans for the Ironborn. Time: 1 season. Cost: 600 gold, vassal approval, medium upkeep increase. DC: 40. Reward: Force roughly equivalent to Winterfell Guard added to the Wardens

[] Expand the Guard: Alternately, you could directly expand the Winterfell Guard. Increasing their size will upset your vassals less, since the cost will be borne entirely by you, and having the entire under your direct command is a comfort as well. If you increase the size of the guard anymore after this, you will likely need to build new barracks for them though. Time: 1 season. Cost: 800 gold, chance of vassal approval, high upkeep increase. DC: 45. Reward: Winterfell Guard increased in size.

[] Review Levies: It has been some time since Brandon had the opportunity to ride your immediate lands and make sure that the levies are in order and ready to come when called, and he has never done so for the newly expanded Wintertown. Have him take a few guards and make sure the sergeants are doing their jobs and that there aren't any villages or hamlets slacking on the number they will send. Time: 2 season. Cost: 250 gold. DC: 40. Reward: Levy readiness improved, ??

[] Gifted Warriors: There are nearly a thousand wargs in Wintertown, and more scattered about your lands. There are a few hundred men and women blessed with incredible strength, albeit not to the level of the Mormont berserkers. There are people who can heal with a touch, people who can steal the courage of their foes with a song…the blessings of the Old Gods are many and mighty. Brandon intends to organize some of the Gifted into a force to be reckoned with upon the battlefield, or possibly in the more strategic sense. He has filled papers with possible uses for wargs alone – everything from delivering messages to using armored bulls as living battering rams. Time: 3 seasons. Cost: 600 gold, upkeep. DC: 55. Reward: Some sort of Gifted force attached to Winterfell guard. Type will be determined by dice rolls.

[] Fortify the Rivers: Brandon is determined to make the entire western coast of the North completely impenetrable to Ironborn attacks. To this end he has proposed making defenses similar to those on the Fever River on the Rillwater, the Barrow River, and the Redwater, establishing artificial reefs, chains, and towers to make a formidable barrier to any hostile fleet. Barrowton has been sacked when the Ironborn were at their height, as has Torrhen's Square. Proper fortifications may not be completely impenetrable to attack, but they will make the price far higher than even the boldest reaver will want to pay. Time: 3 seasons. DC: 45. Cost: 2000 gold. Reward: Heavy fortifications on the Rillwater, the Barrowriver, and the Redwater.

[] Sacrificial Raid: Send some men down to the Riverlands with orders to attack any Ironborn they can find, specifically aiming to capture ones "blessed" by the Drowned God so that they can be dragged back to a heart tree and sacrificed. It will be difficult and costly, and will bring unwanted attention. It will also look bad to many houses and factions, including the Faith and likely House Arryn as well. But the blessings of the Old Gods are mighty things…They are worth the price. Time: 1 season. Cost: 50 gold, chance of foreign disapproval. DC: 75. Reward: Rite of the Given Sacrifice is performed.

[] Building Ballista: You generally don't put ballista on ships, relying on archers and warriors for fighting, but there is no reason for that to be so. Adding ballista and men trained in their use to the galleys will add to their lethality at range, allowing your fleet to kill your enemies from further away than they can kill you. Only a fool would not find that valuable. Time: 2 seasons. Cost: 600 gold. DC: 60. Reward: Ballista mounted on all fleets.

Diplomacy: Jeyne has regained her warmth, especially when Edwyle or Eddard helps them. Of late, she alternates between one of the newer septwoods and the sept itself. (Choose 2)

[] Speak to Kings (Kingdom): There are other kings to the south of you. Perhaps you should open up talks with one of them. Though all of them are Andals and ironborn, you doubt any of them would outright refuse you…Time: 1 season. Cost: 50 gold. DC: 50. Reward: Positive diplomatic contact.

[] Speak with Vassals (Region): Most of your direct vassals are loyal and trustworthy, but it's good to keep an eye on them all the same. And if any of them have trouble, you might be able to help. Time: 1 season. Cost: 50 gold. DC: 30. Reward: Vassal relations boosted, aware of problems

[] Throw a Feast: Ordinarily, you would not throw a feast this close to winter, but given the state of the stores you are willing. It will be grander than normal, serving as an enormous statement of your power and wealth, and it will make a very solid impression on your vassals and allow you an opportunity to politick and persuade and make a few subtle deals on one matter or another. Time: 1 season. Cost: 1750 gold, Surplus goes down one level. DC: 25. Reward: 2d6 Influence, chance of increased vassal opinion

[] Play Nice: Write some letters, send a gift or two, make some minor arrangements and deals with some of your vassals. The political game is not one most would associate with Northmen, but it is played, even if it very different than it is south of the Neck. Time: 1 season. Cost: 300 gold. DC: 55. Reward: 1d4-1 Influence, small chance of increased vassal opinion

[] Show Favor(House): There are many ways for a king to show his favor to his bannermen. Positions can be given, tithes restructured, minor aid offered. And of course there are always gifts – a horse from the royal stables or a Winterfell hound would be highly prized even by the greatest houses of the North. Even simple praise would see some hold their heads higher and answer your call prompter. If you have need of a particular House's aid, showing your favor to them may make persuading them far easier, especially if you are not blatantly obvious about your reasons for doing so. If you are extremely skillful in showing your favor, you may even inspire others to strive higher in hopes of earning similar rewards. Time: 1 season. Cost: 100 gold, 1 Influence. DC: 25/50/75. Reward: House opinion boost, 1d2-1 Influence/Large house opinion boost , 1d2+1 Influence/Large house opinion boost, general vassal opinion boost, 1d4+1 Influence.

[] Braavosi Recruits: While most of the North, and indeed most of Westeros, are immensely proud of their heritage and way of life, but even the most arrogant noble cannot deny that the Braavosi are better at some things: trade, banking, making canals, and many other such tasks. Find down-on-their-luck or adventurous men and women of the Secret City and offer them work and pay to come to Westeros, and you will be able to use some of their skills. Time: 2 seasons. Cost: 400 gold. DC: Special. Reward: Braavosi recruits, new actions unlocked.

[] A Polite Punishment (House): While a king can easily show favor, disfavor can also be demonstrated through slights and insults, both subtle and vicious. When a house disobeys you or a noble displeases you, a polite, restrained show of your displeasure can accomplish much to ensure they will correct themselves and serve as a warning to other houses who might consider testing you. Of course, pushing too far can cause unrest and trouble with the house in question and possibly others as well. Time: 1 season. Cost: 50 gold, 1 Influence. DC: 25/50/75. Reward: general vassal opinion boost, house opinion loss, 1d2-1 Influence/general vassal opinion boost, 1d2+1 Influence/ general vassal opinion boost, house opinion boost, 1d3+1 Influence.

[] Speak to Pyrite: The Rite in the Vale is something of a concern, as is the sudden presence of beastmen and House Upcliff. While your relationship with the Vale is generally fairly good, it is not good enough to get the sort of information you need by going through Queen Sharra, so you must speak to Pyrite, who is still loyal to you in many ways. Even though he has been reluctant to broach many of these subjects in detail, if you ask he will surely tell you, right? Time: 1 season. Cost: 20 gold. DC: 70. Reward: Partial information about Lord Upcliff and the beastmen.

[] Offer Assistance to the Faith: Given the situation in the Reach, you can understand why the Faith is going through so much panic. Those blessed by the Seven will probably help against the fey, but the Old Gods have demonstrated far more ability to ward off the ravages of the fey. Offering aid to the Starry Sept in bargaining with them and fending them off would improve your relations and make Septon Willem look very impressive to the Most Devout, who just happen to have a few gaps in their numbers…It might upset the Green Men at least a little. Time: 1 season. Cost: 300 gold, chance of Green Men disapproval. DC: 55. Reward: Improved chances of Septon Willem joining the Most Devout, increased opinion with House Gardener and the Faith

[] Improve Attitudes (Kingdom): There are several other kingdoms you share a continent with, and while they may not be able to take your lands they can certainly make things difficult, especially if a large number of the upper nobles don't like you. Fortunately, several of the noble houses have members charming enough you could send them south and feel confident that they would make a good impression. You would even number Eddard among them. Time: 2 seasons. Cost: 150 gold. DC: Varies. Reward: Improved relationship with kingdom.

Stewardship: The Poole's have always served the Starks. You can remember your father telling him that as a boy. Jaime Poole has continued that tradition, and ably. Lately, Alen Locksely has been taking on more of his work in Wintertown and Eddard has been helping the aging steward with his work. (Choose 0)

[] Improve Roads (Basic): The roads in Winterfell are little more than mud tracks, and you can quite literally drown in them after a spring thaw. It will take extensive time and lots of gold to make them proper roads, but there's plenty of room for improvement. Time: 1 season. Cost: 400 gold. DC: 40. Reward: Better (but not good) roads around Winterfell. (+15)

[] Cattle Ranching: There are lots of cows now on your land. There's lots of land without any people. Put the two together to begin expanding your cattle herds and selling the meat and leather and milk. Time: 2 seasons. Cost: 150 gold. DC: 30. Reward: New options unlocked, increase to trade. (+15)

[] From Wool To Yarn: You have arranged for a sheep farming business that is doing well enough, but you want to improve it. Selling yarn is much more valuable than selling raw wool. Hire some more workers and have them scour and card the raw wool and make it into yarn to sell. Time: 2 seasons. Cost: 200 gold. DC: 55. Reward: Increase to trade. (+15) Locked 1 season.

[] Setting Standards: You have designed your standard weight and measure system and found semi-logical reasons for them. Now comes the difficult part: getting others to use them. While everyone can see the benefit, deciding who needs to change tends to be troublesome. Fortunately, you are the king and can simply order people to use your system, although that's only really practical in Wintertown thanks to the Snowcloaks and your civil service being so efficient. Arrange a meeting with the not-quite guildmasters and the head of the smith's guild, give your orders to the King's Men in Wintertown who run the bureaucracy, and have the standard system spread across Wintertown and some of the immediate neighborhood. Time: 2 seasons. Cost: 300 gold. DC: 55. Reward: Standard weights and measures system used in Wintertown and surrounding areas. Note: may cause temporary issues with trade. (+15)

[] Mines (Difficult): It will be expensive in blood, in time, in labor, in coin. Perhaps it is foolish, perhaps not. But all the most valuable ores are on the highest peaks, and you need the income these mines will provide. Time: 5 seasons. Cost: 1500 gold. DC: 70. Reward: Major new income source.

[] Expand the Surveys: The mountains clans have heard about the wealth you found in the mountains. Now they spend what time they can spare searching for ores and gems in their land. Hire the prospectors again and have them search through the rest of the mountains. Time: 2 seasons. Cost: 100 gold. DC: 35. Reward: Knowledge of resources in the rest of the mountains.

[] New Mills: Build more water wheels and set them up with grindstones. Free up livestock and grind grain faster. Poole gets quite the gleam in his eye when he talks about all the things he could do with more waterwheels. Time: 2 seasons. Cost: 300 gold. DC: 30. Reward: Increase to farming income. (+15)

[] Other Artisans: The forges are already bringing in wealth, and the amount will certainly grow. But people need more than iron and steel. They need houses and furniture and carts and all manner of things. Some will come naturally, but more will come if you encourage them. Having the carpenter's guild will certainly accelerate the process, and the civil service attracts some as well. But if you want to rival Barrowton or White Harbor or the great cities of the south, you will need to do more. Time: 1 season. Cost: 300 gold. DC: Special. Reward: Increase to trade, increased chance of guilds forming, chance of new options. (+15)

[] The Wolf's Walls: One of the best ways to distinguish an actual town from a collection of houses and shops is the presence of walls. Only chartered towns may have them, and while your town lacks them it will never quite be seen properly. They also serve the twin functions of defense and helping keep order. Time: 3 seasons. Cost: 400 gold. DC: 25. Reward: Wintertown gets good walls. (+15)

[] New Farm Tools: Begin paying artisans to create seed drills, and arrange for them to be used by some of the farmers around Wintertown. Given the season, they probably won't see much use, and you don't have the industry to make very many, but it will be a start. Time: 1 season. Cost: 650 gold. DC: 40. Reward: Small increase to farming income, will increase in later turns. Small increase to food surplus. (+15)

[] Establish Shipyards (Location): Before building a fleet, you need to establish the groundwork. Barrowton has docks, but they are not particularly large. All Bear Island has are a few piers for fishing boats, and the same is true for Torrhen's Lake. White Harbor is really the only place in the North with the facilities to construct large ships. It's time to change that. Begin constructing docks, gathering timber and rope and tar, and establishing all the things you will need to build and service a powerful fleet. Time: 2 seasons. Cost: 550 gold. DC: 50. Reward: Cost reduction for shipbuilding, improved results and chance of success for shipbuilding actions, possible increase to trade.

[] Improve Roads (Advanced): Use the concrete and hard labor to build Roman roads all around Winterfell and Wintertown, greatly facilitating trade and increasing the speed of travel all throughout your domain. Costly, but certainly worth it. Time: 5 seasons. Cost: 1500 gold, upkeep. DC: 50. Reward: Really good roads all through your lands, increase to trade. (+15) Locked 3 seasons.

[] More Logging Camps: When logging camps were first set up, nearly a dozen sites were surveyed, but only a few were selected in the end. There simply wasn't enough gold to build all the shelters and purchase all the tools needed. Fortunately, this means that with some more gold more logging camps can be established in very little time. Really, the only preparation required will be building shelters and then the woodsmen can get to cutting trees and sending them back to Wintertown. Time: 1 season. Cost: 250 gold. DC: 25. Reward: One-time income, increase to logging income, increase to trade. (+15)

[] Fruit Trees: There are some scattered apple trees in the Wolfswood and some chestnut trees just outside Winterfell. There are probably other fruit trees as well in the North. Begin growing them to help provide food for some of the poorer families and trade goods for the richer. Perhaps you could seek the aid of the Green Men in ensuring that the trees grow swiftly and healthily too. You know they have a ritual for it, and such deeds seems to be part of their duties, according to the Green Book. Time: 2 seasons. Cost: 50 gold. DC: 45. Reward: More fruit trees, small increase to food supply, small increase to trade. (+15)

[] Purchase Food: Food is going to become scarcer and scarcer in the North, although you feel comfortable with how much you have at the moment - it's twice as much as you had last winter. Still, the Reach will have more, and Dorne, and the Vale, and the Stormlands. Send them gold and timber and steel and they will send you food to help fill your granaries. Much of the wealth of White Harbor and Barrowton was built off this sort of trade. Time: 1 season. Cost: 1000 gold. DC: 20. Reward: Food supply increases. (+15)

[] Expand the Schools: You've a school in Winterfell which serves a few dozen children and less than twenty adults as a part-time duty for one or two of the acolytes. Buy a small building in Wintertown, give those acolytes the full-time duty of teaching people to read and write, give an incentive or two for people to learn and then join up with the civil service, and you expect to have classes much larger. Hopefully at least a few of the graduates will fill in the gaps in your civil service. Time: 2 seasons. Cost: 900 gold, upkeep, Citadel attention. DC: 45. Reward: Increased literacy, support for civil service, Citadel attention. (+15)

[] Issue a Charter (Location): There are other places in the North that could reasonably be called towns or even a city. Barrowton is on the cusp where you could justify giving it a city charter. The castle town below Deepwood Motte is almost as large as Wintertown. There are a few other places, like the Dreadfort, that could also arguably deserve a town charter. Of course, the politics of giving such a charter would be somewhat complicated – every house has rivals you would need to placate. Time: 1 season. Cost: 50 gold, 2 Influence. DC: 25. Reward: Charter issued, opinion gained, increase to trade.

[] Sky-Mills: Many of the rivers you would build waterwheels on have drifting chunks of ice that would make construction less practical, and in any case, there are so many places waterwheels can be built where they would provide enough power to be worthwhile. Windmills, however, require only empty fields to function and clear weather to be built. And they would serve just as well for grinding grain into flour. Time: 2 seasons. Cost: 250 gold. DC: 35. Reward: Increase to farming income. (+15)

Learning: Maester Brynden is an old man who has served your family for many years. And he's not a bad man, for someone born south of the Neck. You gather he's something unusual among the knights of the mind as well, but he's heartened by word from Archmaester Wyllym. Eddard and Edwyle have mostly stopped attending his lessons, but they visit the library often. (Choose 1)

[] Copy Books: Create some copies of books for the Citadel. They will pay you a good price for it, but they will also be trying to figure out how you do it, and saying yes risks your monopoly. Saying no will get their attention as well though. Time: 1 season. Cost: 25 gold. DC: 35. Reward: Increased attention from the Citadel, one-time income.

[] Improving Rivers: Not all rivers are suitable to place waterwheels on. Some don't have the necessary current to drive a wheel, some don't have a steep enough drop, some are simply to narrow. There are beasts which can shape the water to their needs – most prominently beavers, which are admittedly rare through much of the North. But if they can do it, surely men can as well? Time: 3 seasons. Cost: 600 gold. DC: 65. Reward: Dams, weirs, and mill ponds. New actions unlocked.

[] Valyrian Steel Link: Have Archmaester Wyllym send you some trustworthy acolytes with a Valyrian steel link or two to help make sense of all these new magics and study some of the examples of more hostile magic such as the skin you found on the sea. Time: 1 season. Cost: 300 gold. DC: 70. Reward: New actions unlocked, bonus to some Piety and Learning actions, further attention from Citadel.

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

[] Copper on Ships: You have described the way to attach copper to ships so that it doesn't fall off, but the details are somewhat vague. You know it has something to do with the nails…fortunately its simple enough to dump some salt in water and set something up to test a few possible methods. Maybe it's the material the nails are made of? Maester Brynden will try some different materials and report back on what seems to work. And then he will test it on a small boat to make sure it works. Time: 2 seasons. Cost: 350 gold. DC: 45. Reward: New action unlocked. Locked 1 season.

Piety: Frost is extremely strange. Which makes sense since he is a Child of the Forest. Now that you think about it, that was rather obvious. He seems haunted by the prophecy he has shared with you. Edwyle has been helping him sometimes, although not too much. He does not wish to become a Green Man if it means giving up being a lord. (Choose 2)

[] More Field Rites: A few new (or old) rituals have been (re-)discovered and are being taught to those who are capable. In time you will see your fields growing more fertile, and weirwoods growing from saplings to mighty trees ready to be carved in a matter of weeks. You suspect there is more to be learned though. Time: 4 seasons. Cost: 100 gold. DC: 70. Reward: New magic unlocked.

[] More Rites of War: The gifts of the Old Gods are potent in war, granting you the power to make your armies seem far vaster than they are and create lethal arrows potentially deadly enough to slay even a full-grown war dragon…although you pray you never have to test that. But threats and foes abound in Westeros, not to mention whatever horrors lurk in Essos or beyond the Sunset Sea. In bleaker moments, you consider the possibility of Brandon the Shipwright leading a fleet of ghost ships under the command of some insane warlock, but then you remind yourself to dismiss the tales of Old Jenny. She does lover her horror stories. The point remains: any advantage you can gain is an important one. Time: 4 seasons. Cost: 100 gold. DC: 70. Reward: New magic unlocked.

[] Rites of the Wild: The First Men and the Children of the Forest learned much from each other once the Pact was sworn, but much has been forgotten. Frost and his brethren will begin to seek the rites of the wood and waters and attempt to recreate them. Time: 4 seasons. Cost: 50 gold. DC: 75. Reward: New magic unlocked

[] Rites of the Flesh: The First Men and the Children of the Forest learned much from each other once the Pact was sworn, but much has been forgotten. Frost and his brethren will begin to seek the rites of the man, woman, and child and attempt to recreate them. Time: 4 seasons. Cost: 50 gold. DC: 75. Reward: New magic unlocked

[] The Red Gift: In the blood of the Red Kings there is power, power which lies closest to the surface in all the old bloodlines except for yours. Mighty and terrible were the Red Kings of the Age of Heroes, able to take on the skill and aspect of whatever skin they wore. Allow Frost to try and reawaken these powers in Cregan Bolton. Time: 1 season. Cost: 125 gold. DC: 55. Reward: The Red Gift reawakens in Cregan Bolton.

[] The Gift of Might: The Umbers were kings once as well, and their blood is ancient as the Bolton's. It is said that the hill that Last Hearth rests on was lifted up and thrown to its current location by one of their many powerful warlords in a fit of rage. Send Frost north to awaken these powers in Lord Umber and his sons. Time: 2 seasons. Cost: 200 gold. DC: 55. Reward: The Giant's Strength reawakens in Lord Umber and his sons.

[] Blood of the Bear: House Mormont were never kings, and they have been conquered many times. Umber blood runs in their veins, as does the salty blood of Ironborn. Nevertheless, they have their own gift. Some could call bears to their side, some could become them. Have Frost try and awaken this in Lyanna Mormont. Time: 1 season. Cost: 150 gold. DC: 55. Reward: The Gift of the Bear-kin reawakens in Lyanna Mormont.

[] Ritual Crafting: While the Sacred Arrows created by the rite do not last forever, several other rites do create objects or blessings that last for a long time. While some can be done by some of the more skilled among your Green Men, others are beyond the power of all but Frost, most notably the making of protective talismans. He will devote his time to doing so if you ask and have some of his brethren do the same. Thresholds will be blessed, beast-bane spears given to those in the Wolfswood, and a few sacred arrows will be made as an assurance. Time: 1 season. Cost: 400 gold. DC: 30. Reward: Varying number of rites performed

[] Aggressive Recruiting: Not all who join the Green Men have the skill and strength of will necessary to perform even the simplest rituals, but some do. And some who do have the skill do not join, either for personal reasons or lack of opportunity. Frost refuses to do anything about the first, but the second he can help with. Coin and royal favor will certainly help him find those with the potential to wear the Green. Time: 4 seasons. Cost: 1500 gold. DC: 45. Reward: More Green Men recruited.

Intrigue: Snow is in many ways the total opposite of Rivers. Calm where he is excitable, nondescript where he is distinctive. You can't imagine Snow having any of his predecessor's escapades, although he is most definitely equally competent. He's actually rather terrifying, especially with Janna and the Huntsmen helping him with the more physical side of things. You are fairly certain he is giving Eddard lessons. (Choose 0)

[] From Valley to Peak: Snow knows almost everything that happens in the Vale. There are still a few exceptions, however. Send Snow back to the Vale and have him fill in the last few gaps in his network. Time: 4 seasons. Cost: 800 gold. DC: 65. Reward: Advanced Spy Network (The Vale)

[] Even Deeper Secrets: Snow has people in every house in the North. He has people in every town and city too. But you want more. If your lords meet, you want to know. If anything happens, you want to know. Time: 3 seasons. Cost: 600 gold. DC: 55. Reward: Spy Network (The North).

[] Further Afield (Kingdom): You have ways of hearing what happens in the immediate south, but now you find yourself concerned with what's happening even further away. Pick a kingdom or nation and let Snow get to work. Time: 2 seasons. Cost: 100 gold. DC: Varies. Reward: Rumor mill for chosen location. Locked 1 season

[] Deeper Rivers Part 3: Every time you hear new information about the Ironborn in the Riverlands, it's something disturbing. Still, you need to get as much advanced warning as possible. There's almost nothing left for Snow to try and co-opt, but he can try and solidify his network at least a little. Time: 3 seasons. Cost: 800 gold. DC: 85. Reward: Advanced Spy Network (The Riverlands).

[] In the West, Part 3: You are almost as reluctant to send people to the Westerlands as you are to the Riverlands, but you want word if King Lorren starts planning a crusade or something equally significant happens. You have men in enough places to have a fair warning of anything like that, but you will want more, especially if you are planning to use the Hunstmen in any significant capacity. Establishing safe houses for them would be extremely important. Time: 3 seasons. Cost: 900 gold. DC: 90. Reward: Advanced Spy Network (The Westerlands)

[] Harrenhal: The network in Harrenhal has been devastated by Harren's sudden assault on it and by the sheer slaughter he has wreaked in and around his accursed castle. Some say even the very stones are whispering to him, identifying traitors, and that blood drips from the walls instead of dew. You are uncertain just how true that is…but you need to find out. Having advanced warning of anything he is planning could mean the difference between victory and defeat. Fortunately, you have some fairly expendable agents to send south. The Hunters are best at killing, but some could handle spying. Especially since the castle is half empty, meaning they have plenty of space to hide. Time: 2 seasons. Cost: 200 gold. DC: 70. Reward: Get another spy in Harrenhal, information.

[] Kill Someone (Target): Name your target and spend the necessary amount on supplies, and give both to Janna. They will die, although it's unlikely to be subtle. And if they are caught, there will be retaliation. Best be careful. Time: Varies. Cost: Varies: DC: Varies. Reward: A corpse. Please @ me when you use this action so I can give you the numbers.

[] What's going on in Essos?: You have been hearing reports from Essos every so often, but nothing credible. Have Snow collect rumors and sailor's tales and try and spin them together into something coherent and at least a little accurate, although it will be vague as well. Time: 1 season. Cost: 25 gold. DC: 58. Reward: Mostly accurate but very general description of what's going on in Essos.

[] Deceptive Attack: Instead of using the Hunters to assassinate a specific lord or king, you will have them unleash havoc near the Golden Tooth, trying to make it look like Harren's reavers are the ones responsible. Bandits will be given gold to attack farms and caravans, villages will be slaughtered, and scraps of black cloth will be left behind. Attempts will be made at suggesting it was the Ironborn through other methods, such as shouting about the Drowned God and making sure there are survivors. Time: 2 seasons. Cost: 100 gold. DC: 75. Reward: Loren grows more hostile to Ironborn.

[] Spy on Pyrite: Snow is reluctant to do this, for personal reasons and professional ones. Pyrite is the one who taught him everything he knows and they still keep up a friendly correspondence when they exchange information. And almost every man you have in the Vale passes his information through Pyrite, including the ones who watch the watchers. Getting someone new without his notice will be extremely difficult. But you need the information he is keeping from you and you can't trust that he will just give it to you. Time: 2 seasons. Cost: 150 gold, possibly the relationship with Pyrite. DC: 80. Reward: Everything Pyrite knows on the Rite, the beastmen, and Lord Upcliff.

[] Make a Prophecy (Topic): Why find a prophecy when you can just take some parchment, stain it so it looks old, and then write down whatever nonsense you want? Whether to persuade the dragonlords to go to Essos or to suggest that they should tread carefully around the direwolf, make up a prophecy and pass it off as the real thing to Aegon and his sisters, hopefully convincing them that whatever you wrote is real. Or at least that you were fooled by the "prophecy" too. Fortunately, given the way Rhaenys talked, it shouldn't take too much to persuade her of its veracity. She seemed quite obsessed with them. Time: 2 season. Cost: 100 gold. DC: 65. Reward: Fake prophecy about chosen topic.

[] Scouting the Sept: The Snowy Sept has no real influence or power in the North, but they could be useful in gaining leverage with southern houses and kingdoms. Perhaps if the High Septon spoke in your favor, it might even make King Lorren decided to be reasonable. Similarly, there could be information in the Snowy Sept about what exactly is happening in Oldtown. Have your men inside the Snowy Sept gather what information they can find on both Septon Willem and the situation in the Starry Sept and report to you. Time: 1 season. Cost: 25 gold. DC: 15. Reward: Information on Septon Willem and the Starry Sept.

[] Spies in the Citadel: While the Hightower is besieged and the Starry Sept is a bloody killing ground, the Citadel has weathered this storm with surprising ease thanks to old spells carved within the stones and providing frequent aid to the Changelings. The Maesters claim neutrality in all things, but you doubt that – they certainly did not like you until very recently. Plant a few minor nobles as acolytes and give them orders to send frequent letters home telling you about the going-ons at the Citadel. You will also take the opportunity to place some more men in the Reach. Time: 2 seasons. Cost: 300 gold, upkeep. DC: 30. Reward: More information on Oldtown/the Citadel. Simple spy network (the Reach). Locked 1 Season

Personal: There's always plenty to do when it comes to being a king. Even outside of your official duties, you can make decrees and issue commands. Of course, you can also spend time with your family, help an advisor, or try and explain some of your knowledge to your advisors. (Choose 2)

[] Uplift ____: You recall an invention or system, and try to figure out how it worked well enough that someone else can make it a reality. Time: 1 season. Cost: 0. DC: Varies. Reward: New action unlocked

[] Propose Fostering/Betrothal: It's a simple matter for you to agree to the proposals you received about fostering and betrothals, either in whole or in part. Time: 1 season. Cost: None. DC: Varies. Reward: Betrothal and/or Fostering(s) arranged

[] Warging Practice: There are very few things you can't do when it comes to warging. There is one challenge you have left to face. It will not be easy, you can be certain of that, even though it is a simple progression of your splitting yourself between your direwolf and yourself. You will split yourself between multiple animals at once. Time: 1 season. Cost: 0. DC: 85. Reward: You get more skilled at warging.

[] Beast Bonding: Go riding in the Wolfswood and find a worthy beast to bond with. You aren't entirely certain what the side effects would be. Time: 1 season. Cost: 0. DC: Special. Reward: You get some sort of beast bond, possible side effects.

[] The God's Eyes: While you can open the God's Eyes more or less at will now, it can be difficult to keep them open, especially in places full of magic like Winterfell. You also suspect you are missing a great deal of nuance when you look at people or more complicated items like your crown, which just looks like plain metal. Or that skin, which makes you shudder whenever you think of it. Further practice could also extend how long you can use this gift. Time: 1 season. Cost: 0. DC: 70. Reward: Greater control and skill with the God's Eyes, more information about the skin.

[] Speak to an Advisor: You want to know more about the people you work with. Time: 1 season. Cost: 0. DC: 50. Reward: Gain knowledge of an advisor, improved opinion.

[] Family Time: Your sons are less than pleased with each other and with you. Your wife is unhappy with you, and you suspect her tolerance of magic is being tested, especially when you can sometimes see her emotions. Try to mend fences, reconcile your sons, and reassure your wife. Bend all your diplomatic skills to doing so. Time: 1 season. Cost: 0. DC: 40. Reward: You feel better, your family feels better.

[] Train Your Children (Stat): You have been making your sons go to lessons like green boys. Now it is time to teach them like men. Have them learn by shadowing you, by leading their own projects, and by discussion. You'll probably rely a lot on history for those discussions, ones you remember having with your own father as he taught you the arts of persuasion and deception. You will have to decide what to focus on teaching your sons of course. Time: 3 seasons. Cost: 0. DC: 55. Reward: Eddard's and Edwyle's stats improve, chance of trait, chance of your stats improving.

[] Sacrifice the Armor: The black armor is an unclean thing. Looking at it makes your skin crawl. You can't think of anything to use it for, but as a given sacrifice to the Old Gods. Doing so personally would grant you some boon, although you know not what form it will take. You doubt it will be anything great, certainly nothing that will extend beyond the walls of Winterfell. You are not even certain you will get to choose what the gods bestow upon you. Time: 1 season. Cost: 0. DC: Special. Reward: Boon or choice of boon.



Treasury: 4590 gold

Income: 1105 gold (taxes) + 1950 gold (trade) + 400 gold (farming) + 100 gold (fur) + 25 gold (wool) + 420 gold (mines) + 100 gold (paper) + 50 gold (logging)

Expenditures: -20 gold (signal towers), -10 gold (stables), -10 gold (scouts), - 75 gold (various tariff/tax reductions for houses), -15 gold (Snowcloaks), -500 gold(Kingly things), - 10 gold (civil service), - 25 gold (Wardens), - 200 gold (Winterfell Guard)

Net Income: 3805 gold

Food Supply: Medium+ surplus



Attitudes and Power Blocs

State of the Realm

There were a couple actions people suggested in the discussion, I think. Please link to them or rewrite the suggestions, and I will add them. Probably not tonight though, it's really late.

Also, a couple people have been commenting on the income numbers. The reason for the differences:

1. You have really low taxes and generally poor lords. This is especially true in the North. If you raised the taxes, they would have to choose between revolt or extinction. They need every bit of coin they can get to buy food.
2. You can't have too sharp a difference between taxing the north and the south (Houses like Cerwyn and Manderly and Ryswell sell a lot of food north).
3. Trade tariffs and tolls are used to make up the shortfall, effectively taxing the south more heavily while coming across as fairly equitable.
4. So basically a good chunk of your trade income is disguised as tax. Also, a lot of the gold from Wintertown and everything in it shows up as trade.

Finally, would anyone be interested in being a beta reader?
 
Last edited:
@notbirdofprey How old are our sons currently? And how old is Argella Durrandon? Do we know if the Reach and Dorne have any eligible bachelorettes? Who would be the prime marriage candidates within the north?
 
Attitudes and Power Blocs
This link does not work. It was the same last turn. Looks like a link but nothing happens when clicking. Like a hyperlink with an empty href attribute.

For actions I would have to think about them. Especially how to budget them. But I think we should grab either Setting Standards or Expand the Schools for our last +15 action. Who knows. Maybe an increase in literacy from Expand the Schools will lower the DC of Setting Standards.
If we go for Sacrificial Raid then we should really double down there as the political fallout could be irritating.
 
My ideal plan for this turn, quite Gold consuming but doable.

[X] Blessing of Gods and Literacy
[X] Guard Training: Brandon has replaced all the dead or severely wounded guardsmen by now, or at least selected men who will serve as adequate replacements after their training is done. With some of his spare time, he could train other men to a similar standard for other houses. And naturally, he will encourage those men to remember their loyalties to Winterfell should the unthinkable happen…Time: 2 seasons. Cost: 100 gold. DC: 45. Reward: Other houses gain small number of men trained and equipped equivalent to Winterfell guard, vassal loyalty increased.
[X] Gifted Warriors: There are nearly a thousand wargs in Wintertown, and more scattered about your lands. There are a few hundred men and women blessed with incredible strength, albeit not to the level of the Mormont berserkers. There are people who can heal with a touch, people who can steal the courage of their foes with a song…the blessings of the Old Gods are many and mighty. Brandon intends to organize some of the Gifted into a force to be reckoned with upon the battlefield, or possibly in the more strategic sense. He has filled papers with possible uses for wargs alone – everything from delivering messages to using armored bulls as living battering rams. Time: 3 seasons. Cost: 600 gold, upkeep. DC: 55. Reward: Some sort of Gifted force attached to Winterfell guard. Type will be determined by dice rolls.

[X] Braavosi Recruits: While most of the North, and indeed most of Westeros, are immensely proud of their heritage and way of life, but even the most arrogant noble cannot deny that the Braavosi are better at some things: trade, banking, making canals, and many other such tasks. Find down-on-their-luck or adventurous men and women of the Secret City and offer them work and pay to come to Westeros, and you will be able to use some of their skills. Time: 2 seasons. Cost: 400 gold. DC: Special. Reward: Braavosi recruits, new actions unlocked.
[X] Speak to Pyrite: The Rite in the Vale is something of a concern, as is the sudden presence of beastmen and House Upcliff. While your relationship with the Vale is generally fairly good, it is not good enough to get the sort of information you need by going through Queen Sharra, so you must speak to Pyrite, who is still loyal to you in many ways. Even though he has been reluctant to broach many of these subjects in detail, if you ask he will surely tell you, right? Time: 1 season. Cost: 20 gold. DC: 75. Reward: Partial information about the Vale ritual, Lord Upcliff, and the beastmen.
- Double Down

[X] Expand the Schools: You've a school in Winterfell which serves a few dozen children and less than twenty adults as a part-time duty for one or two of the acolytes. Buy a small building in Wintertown, give those acolytes the full-time duty of teaching people to read and write, give an incentive or two for people to learn and then join up with the civil service, and you expect to have classes much larger. Hopefully at least a few of the graduates will fill in the gaps in your civil service. Time: 2 seasons. Cost: 900 gold, upkeep, Citadel attention. DC: 45. Reward: Increased literacy, support for civil service, Citadel attention. (+15)

[X] Copy Books: Create some copies of books for the Citadel. They will pay you a good price for it, but they will also be trying to figure out how you do it, and saying yes risks your monopoly. Saying no will get their attention as well though. Time: 1 season. Cost: 25 gold. DC: 35. Reward: Increased attention from the Citadel, one-time income.

[X] Ritual Crafting: While the Sacred Arrows created by the rite do not last forever, several other rites do create objects or blessings that last for a long time. While some can be done by some of the more skilled among your Green Men, others are beyond the power of all but Frost, most notably the making of protective talismans. He will devote his time to doing so if you ask and have some of his brethren do the same. Thresholds will be blessed, beast-bane spears given to those in the Wolfswood, and a few sacred arrows will be made as an assurance. Time: 1 season. Cost: 400 gold. DC: 30. Reward: Varying number of rites performed
[X] Aggressive Recruiting: Not all who join the Green Men have the skill and strength of will necessary to perform even the simplest rituals, but some do. And some who do have the skill do not join, either for personal reasons or lack of opportunity. Frost refuses to do anything about the first, but the second he can help with. Coin and royal favor will certainly help him find those with the potential to wear the Green. Time: 4 seasons. Cost: 1500 gold. DC: 45. Reward: More Green Men recruited.

[X] The God's Eyes: While you can open the God's Eyes more or less at will now, it can be difficult to keep them open, especially in places full of magic like Winterfell. You also suspect you are missing a great deal of nuance when you look at people or more complicated items like your crown, which just looks like plain metal. Or that skin, which makes you shudder whenever you think of it. Further practice could also extend how long you can use this gift. Time: 1 season. Cost: 0. DC: 70. Reward: Greater control and skill with the God's Eyes, more information about the skin.
[X] Train Your Children (Stewardship): You have been making your sons go to lessons like green boys. Now it is time to teach them like men. Have them learn by shadowing you, by leading their own projects, and by discussion. You'll probably rely a lot on history for those discussions, ones you remember having with your own father as he taught you the arts of persuasion and deception. You will have to decide what to focus on teaching your sons of course. Time: 3 seasons. Cost: 0. DC: 55. Reward: Eddard's and Edwyle's stats improve, chance of trait, chance of your stats improving.

Treasury: 70 Gold
 
Last edited:
[X] of books and men

[X] Guard Training: Brandon has replaced all the dead or severely wounded guardsmen by now, or at least selected men who will serve as adequate replacements after their training is done. With some of his spare time, he could train other men to a similar standard for other houses. And naturally, he will encourage those men to remember their loyalties to Winterfell should the unthinkable happen…Time: 2 seasons. Cost: 100 gold. DC: 45. Reward: Other houses gain small number of men trained and equipped equivalent to Winterfell guard, vassal loyalty increased.
[X] Gifted Warriors: There are nearly a thousand wargs in Wintertown, and more scattered about your lands. There are a few hundred men and women blessed with incredible strength, albeit not to the level of the Mormont berserkers. There are people who can heal with a touch, people who can steal the courage of their foes with a song…the blessings of the Old Gods are many and mighty. Brandon intends to organize some of the Gifted into a force to be reckoned with upon the battlefield, or possibly in the more strategic sense. He has filled papers with possible uses for wargs alone – everything from delivering messages to using armored bulls as living battering rams. Time: 3 seasons. Cost: 600 gold, upkeep. DC: 55. Reward: Some sort of Gifted force attached to Winterfell guard. Type will be determined by dice rolls.

[X] Braavosi Recruits: While most of the North, and indeed most of Westeros, are immensely proud of their heritage and way of life, but even the most arrogant noble cannot deny that the Braavosi are better at some things: trade, banking, making canals, and many other such tasks. Find down-on-their-luck or adventurous men and women of the Secret City and offer them work and pay to come to Westeros, and you will be able to use some of their skills. Time: 2 seasons. Cost: 400 gold. DC: Special. Reward: Braavosi recruits, new actions unlocked.
[X] Speak to Pyrite: The Rite in the Vale is something of a concern, as is the sudden presence of beastmen and House Upcliff. While your relationship with the Vale is generally fairly good, it is not good enough to get the sort of information you need by going through Queen Sharra, so you must speak to Pyrite, who is still loyal to you in many ways. Even though he has been reluctant to broach many of these subjects in detail, if you ask he will surely tell you, right? Time: 1 season. Cost: 20 gold. DC: 75. Reward: Partial information about the Vale ritual, Lord Upcliff, and the beastmen.

[X] Expand the Schools: You've a school in Winterfell which serves a few dozen children and less than twenty adults as a part-time duty for one or two of the acolytes. Buy a small building in Wintertown, give those acolytes the full-time duty of teaching people to read and write, give an incentive or two for people to learn and then join up with the civil service, and you expect to have classes much larger. Hopefully at least a few of the graduates will fill in the gaps in your civil service. Time: 2 seasons. Cost: 900 gold, upkeep, Citadel attention. DC: 45. Reward: Increased literacy, support for civil service, Citadel attention. (+15) (free action)

[X] Improving Rivers: Not all rivers are suitable to place waterwheels on. Some don't have the necessary current to drive a wheel, some don't have a steep enough drop, some are simply to narrow. There are beasts which can shape the water to their needs – most prominently beavers, which are admittedly rare through much of the North. But if they can do it, surely men can as well? Time: 3 seasons. Cost: 600 gold. DC: 65. Reward: Dams, weirs, and mill ponds. New actions unlocked.

[X] The Gift of Might: The Umbers were kings once as well, and their blood is ancient as the Bolton's. It is said that the hill that Last Hearth rests on was lifted up and thrown to its current location by one of their many powerful warlords in a fit of rage. Send Frost north to awaken these powers in Lord Umber and his sons. Time: 2 seasons. Cost: 200 gold. DC: 55. Reward: The Giant's Strength reawakens in Lord Umber and his sons.
[X] Blood of the Bear: House Mormont were never kings, and they have been conquered many times. Umber blood runs in their veins, as does the salty blood of Ironborn. Nevertheless, they have their own gift. Some could call bears to their side, some could become them. Have Frost try and awaken this in Lyanna Mormont. Time: 1 season. Cost: 150 gold. DC: 55. Reward: The Gift of the Bear-kin reawakens in Lyanna Mormont.

[X]Uplift:Health and hygiene improvement:water and milk boiling,expecially for children,washing the hands more regularly, washing the bed sheets and linen,separation between animals and humans,a better waste disposal from both humans and animals(dug pits covered with wooden lids were the weaste can be put until it is used in farming),regular bathing and the use of saunas for communal bathing,introducing soaps and it uses,better cleaning during birth(boiling the linen used,washing hands,a clean room with sauna being the best for a clean birth),a more cleaner house.
[X] Train Your Children (Stewardship): You have been making your sons go to lessons like green boys. Now it is time to teach them like men. Have them learn by shadowing you, by leading their own projects, and by discussion. You'll probably rely a lot on history for those discussions, ones you remember having with your own father as he taught you the arts of persuasion and deception. You will have to decide what to focus on teaching your sons of course. Time: 3 seasons. Cost: 0. DC: 55. Reward: Eddard's and Edwyle's stats improve, chance of trait, chance of your stats improving.
 
[X] Plan Warships and Magic

[X] Issue Command (Green Men): research magic to empower weapons and armor, while testing different kinds of weapons and materials to see which gives better results. Try and replicate the runes Frost saw on the weapons in the Barrow. Resources: 100 Gold, a shipment of different types of weapons (swords, daggers, arrowheads, axes, spears, maces, hammers, etc) from the Winterfell Forge Complex made of different materials (steel, bronze, stone, wood, bone, etc)

2 Military Actions
[X] Build a Fleet (Torrhen's Square) (Double down)
[X] Gifted Warriors

2 Diplomacy Actions
[X] Speak with vassals (Northern Lords)
[X] Speak to Kings (Reach)

0 Stewardship Actions + 1 Free Action
[X] Setting Standards

1 Learning Action
[X] Valyrian Steel Link

2 Piety Actions
[X] Rites of the Wild
[X] Blood of the Bear

0 Intrigue Actions

2 Personal Action
[X] Speak to an Advisor (Maester Brynden)
[X] Train Your Children (Martial)

Cost 4350 Gold. Nearly all our treasury, but doable. It focuses on getting more much needed ships, calming Brynden (Please, don't underestimate him being spooked last turn. We were warned by the QM right at the beginning that too fast uplifting would have consequences and unwanted attention), and getting more magic. With the coming war and how much respect good warriors are given in westeros, I think Martial is the best stat to train our children at the current time.

We don't know when Winter will end, and I think 5-6 fleets is the bare minimum we'll need against the Ironborn. As has been mentioned, Rites of the wild is stated to deal with waters, so the hope is that it could give us something to deal with storms, prevent our ships from being lost or stranded, use the sea to attack, or something else along those lines.

Thinking about it, since it's a semi-specific kind of magic. Maybe it'd be better to choose another piety action and use an Issue command on the Green Men when they're finished with the weapons to research sea-based magic. Any thoughts on it?

And since I'm asking, what do you think about Uplifting Glass next turn after we're sure Brynden isn't gonna do something rash about our strangely prolific inventions?
 
Last edited:
Back
Top