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

Next turn we will get option in stewardships that we need plus the impending war,so we need as much gold as possible and an expensive plan right now will leave us in a very dangerous situation.
@notbirdofprey
The expanded winterfell guard and the fleets will draw expensese for maitainance?
Also i feel that we should modify our kingly expenses to something like 200 gold which for north is quite good.I mean it is foolish for us to.spend half of our taxes only to look good,expecially in the north.We are not the lannister or the tyrells, for us and the north are things more important then apparence.
 
Expanding the Winterfell guard will increase upkeep, your vassals pay for the upkeep of fleets on their land, although I guess you could pay it for them if you want.
 
Man, the quest updated just after I went to bed, and now I'm scrambling to catch up.

@notbirdofprey Okay, so this is a long post, but you asked about actions that had previously been requested, so I'm going to include those in a list, plus a few other questions, and some Issue command ideas. I'll try and call out your name at each point where I need your input.

Glad we took the double down here, that was a big pay off. @notbirdofprey That puts us at 5 + 1d4 influence, right? I'm sort of wondering if we have been getting all the Influence from the other quests we succeeded in. Lets, see, it was the Bureaucrats, Merchants, Green Men, Western Lords. As I remember they had things like 1d2-1 and 1d4-1, so I suppose we just had crappy rolls for all of them but...
Both these orders seem to have worked out perfectly. With the Braavos success, that means the Manderly quest has been achieved, which is another 1d4 influence.

Was hoping we might get an Edwyle Interlude, but I'm happy with what we got.

@notbirdofprey I'm not seeing that we ever got the 1d4 from successfully completing the Manderly quest added to our influence? Or was that the +2 Influence we got at the start of our turn?

Or maybe if we developed a ballista, and mounted it on the cogs. (Video). More ballista info.

@notbirdofprey Can we get this as an option next turn? I'm assuming that we already have knowledge on how to build these things? Or do we need to take a learning action to research siege weapons? I'm pretty sure these are known in the Game of Thrones world already.
4. I will add action for making artillery and Sacred Arrows, although you already do have some - there's a bunch in the towers around Fever River.

@notbirdofprey So you added the action for the Sacred Arrows (included in the Ritual action), but I don't see any action for building ship borne ballistas.

Wow... okay... so this can be very powerful. @notbirdofprey I assume that the sets of black armor that we captured from our raid on the Ironborn are objects empowered by the Drowned God, and so can be used for this Rite?
Yes, you can use the black armor for the Given Sacrifice, either personally or you can have the Green Men do it.

@notbirdofprey So I was expecting an action to sacrifice the black armor for the Given Sacrifice. I was figuring we could do it as a Personal Action. We have two sets, so I figured probably one for ourself, and then one for either Eddard or Brandon.

The Skycall Rite: Difficulty: Arduous. Power: Strong. Price: The one who performs the ritual must climb to the very top of a heart tree and cast their blood into the sky, doing this thrice each at dawn, dusk, high noon, and midnight. Effect: A large number of birds will come to the heart tree and answer the commands of the one who performed the ritual for twelve times twelve days. Note: using any eagles for the Invocation of the Eagle would be a bad idea.

@notbirdofprey This would be a very useful action to add bird scouts. Perhaps as an Issue Command for the Western Lords to select someone to perform this ritual, and then keep watch over the Western Shores to warn of any incoming Ironborn ships?

Ouch... they can lie beneath a roof of starstone. That's why the Starry Sept is so vulnerable to them, they cannot enforce truth on them. This information should help Speton William in his efforts to advance to the Most Devout I think. We can pass it on to the Starry Sept through the Snowy Sept. Maybe a Warding Gift can also be created by the Septwood faiths to help ward off the fay?
The Blessed Threshold: Difficulty: Complicated. Power: Moderate. Price: A threshold must not be crossed for three days and three nights while a line of powdered weirwood and certain herbs is spread across it. Effect: The threshold is able to resist hostile supernatural beings such as dangerous fey with strength proportionate to the amount of people behind the threshold, how close they are, and the time since the rite.
The Blessed Threshold is basically what the Faith needs to protect against the Fay. We just need to figure out how best to present it so that we can gain some diplomatic benefits.

@notbirdofprey So I was expecting some kind of diplomatic action to provide the Sept with information, and an offer to aid in the Blessed Threshold to help protect them. But maybe this can be done as an Issue Command to the Snowy Sept? Give them the information, and command them to provide the Starry Sept with a Blessed Threshold? Or would it be better to give that command to the Septwood faith?

Another thought would be an Issue Command to the Septwood Faith to prepare a Rite of the Warding Gift? Probably with the Manderly that joined their faith providing the noble blood?

The Healing Hands: Accompanied by a strange band, a young septa has traveled the lands around White Harbor, offering healing and succor to the wounded with skill greater than even that of a maester's. Injuries that would take months to heal instead take mere hours under her skilled care. Many are the blessings heaped upon her head.

-According to Snow: She is quite popular, almost too popular. There was nearly a riot in Woolfield due to people fighting to get access to her, and the Green Man thinks that if she does not get a good night's sleep soon she will collapse.

@notbirdofprey I was also wondering if there was something we could do to aid this saint of the Seven. Something that can be seen as a peace offereing fromt he Old Gods to the Seven, suggesting cooperation as a possible approach. Not sure what it would be though. Perhaps one of the sets of black armor could be sacrificed for this instead?

[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

@notbirdofprey Has this option changed at all? Since we know about the rite calling the large eagles it seems like this should have changed from before.

[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.

@NightKings If we are going to do another train our children, shouldn't it be in Learning first? Since that is the primary advantage we have compared to any other stat? Teach them some of our secret knowledge, so that it isn't completely dependent on us?

@notbirdofprey And then my question has about the difficulty of the following betrothal proposals:

Propose to House Blackwood a betrothal between Alys and the young King Justman.
Propose to House Arryn a betrothal between Serena and Ronnel Arryn

And on a more general note for the rest of the players, I think we should be keeping an eye on our food supplies, they are down to medium, and we need to make sure we have enough gold to replenish them if necessary.
 
And on a more general note for the rest of the players, I think we should be keeping an eye on our food supplies, they are down to medium, and we need to make sure we have enough gold to replenish them if necessary.
I agree with you on this point but it seem that many choose the more expensive plans.I wanted to keep some gold in the reserve so next turn we can take some option from stewardship for food and money income plus to have some reserves to buy food if we need plus for the incoming war.
 
Rough Plan ideas:

Martial:
[] 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.

I really think we should do this one. It takes three seasons, and isn't that expensive at only 600 gold. Best to start it now so we actually have wargs available when the invasion time comes.

I want to see what the ballista action is like before deciding on the second martial action, but of the current options leaning towards Guard Training.

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

This action is essential to take this turn. We need to know if they are having any food problems. If they start starving we fail a mission that has pretty hefty penalties. We are already down to Medium, and they are probably lower than us to start with.

For the second action I was leaning towards establishing relations with the Reach, but I could be persuaded to support the Braavosi Recruits action. I also want to see what the diplo action is involving the Starry Sept, now that we know the solution to their problems.

@notbirdofprey I remember you said this would get a bonus if the trade deal with Braavos was successful. Is this a bonus to doing this before Edwyle returns? Or is the bonus after he returns

Stewardship:
Current actions are locked, so choosing something here requires using our Free Action. If we do pick one here, I'd prefer to use the +15 bonus on the hardest DC, which is Setting Standards.

Learning:
[] 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.

I think this is the best choice, it solves the Bureaucrats issue the fastest, and I'd like to do this and the Valyrian Link before annoying the Citadel with Expanding the Schools. Copy Books is going to just attract more attention form the Citadel, so that should wait until we got a Valyrian link maester. Also, if it works like last time we can get some more acolytes bonuses to some of our specific fields of interest (like agriculture and chemistry).

Piety:
[] 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

This is a good choice, but recruiting more Green Men seems like a too expensive one. Let's pick Rite of the Wild instead:

[] 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

Power over water will useful in the sea battles to come.

Intrigue:
All options are locked, but maybe it's time to use our Free Action here to do some Counterintelligence work?
[] Kill Someone (Ironborn spies): 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.

@notbirdofprey The DC and cost of this?

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

We got to do this one. Why do people keep saying "Oh that's a good idea" and then not doing it when the time comes to vote?

For the other action, I'm divided between God's Eyes or possibly the Given Sacrifice Ritual if the QM adds that. I agree that training our children is important, but I'd note that Edwyle is still in Bravoos! How is that supposed to work?

That's roughly 1750 gold, plus additional cost depending on the other actions, which probably varies between ~200 gold, and ~600 gold. I think that is a more reasonable cost, with real benefits, but preserving some cushion for more fleets and a possible future food purchase.
 
@NightKings If we are going to do another train our children, shouldn't it be in Learning first? Since that is the primary advantage we have compared to any other stat? Teach them some of our secret knowledge, so that it isn't completely dependent on us?

Actually both of our sons surpasses our learning stat by 1. It is kinda difficult to choose a stat to train them in, because beside Diplo which we just trained, they are almost equal if not better in all stats. The heir's piety and intrigue is the only stat lower than ours, and the second son's inferior stat's are stewardship and intrigue. And i choose stewardship because i like it.
 
Killing Ironborn Spies would have a DC of 15/90. 15 for killing them, 90 for doing it without arousing suspicion.

Braavosi recruiting bonus and Edwyle's new trait will be revealed after he comes home.

Both betrothals would be pretty difficult since they are firstborn sons and their marriages would be needed internally.

Edit: And you haven't quite finished the Manderly quest.
 
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[X] Plan: Ballistas and Sacrifice

-[X] Issue Command (Green Men): research magic to empower weapons and armor, while testing different kinds of weapons and materials to see which gives better results. Try and replicate the runes Frost saw on the weapons in the Barrow. Resources: 100 Gold, a shipment of different types of weapons (swords, daggers, arrowheads, axes, spears, maces, hammers, etc) from the Winterfell Forge Complex made of different materials (steel, bronze, stone, wood, bone, etc) Diplomacy DC 15, Piety DC 75

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

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

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

We need to know if they got food problems. This turn.

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

I think this is worth trying. Would probably achieve the new Manderly quest.

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

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

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

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

Let's try to get power over the water before a massive sea invasion.

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

We need to do this after all the uplifting we have been doing. Stop putting it off.

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

Total Cost: 2900 Gold
 
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[X] Plan: Ballistas and Sacrifice

Why not. I have no strong opinions and I love Ballistae. Also Next turn I am pushing to uplift some weapons.
 
[] 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.
[] 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
[] 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.
[] 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.

New options for this turn where just added, and the Speak to Pyrite action has changed. Might change our voting choices. Also, we don't get the Braavosi recruit bonus until Edwyle returns, so we should wait on that action until then.

 
@notbirdofprey I added the Issue Command to the Green Men to test empowering armor and weapons. But I dropped the 1 influence, since with a Diplomacy DC of 5 it seemed wasteful. I assume that the Diplomacy DC increases slightly, but that the Piety DC remains the same?
 
I dropped the 1 influence, since with a Diplomacy DC of 5 it seemed wasteful. I assume that the Diplomacy DC increases slightly, but that the Piety DC remains the same?

Yeah, it was a waste. I also dropped it. I thought, with the order to go to the Stormlands being so recent, the Green Men would have been more reluctant to back-to-back orders, but apparently they like Torrhen more than that.
 
[X]Plan Health and Magic:
[X]Issue command(northern lord):improve roads(basic),gold 400, Diplomacy DC 45 and Stewardship DC 60
Military:
[X]Guard Training
[X] Building Ballista
Diplomacy:
[X]Offer Assistance to the Faith:
[X]Speak to Pyrite(double down)
Stewardships:
[X] Expand the Schools(free action)
Learning
[X]Improve the rivers
Piety:
[X]Gift of the might
[X]Blood of the bear
Personal
[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,a better hygiene during any sort of medical procedures,expecially treatment for open wounds(using alcohol for disifection,washing hands,boiling anything before using ,making sure the wounds remain clean)
[X]Sacrifice the Armor
 
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@Elder Haman
The problem with rites of the wild it is that is long and it will only give us more magic to research,we won't gain any benefit after it is finalized.So for magic we better try to awake the magic in our bannerman,that could give us an advantage in a fight.Ritual crafting we can take right before the war,it is only a season.
Hiring acolites will be a waste without an expanded school and it will bring more citadel attention on us before we have a full spy ring in the citadel.
Gifted warriors is to long and together with building ballista(a good idea) will keep our military option limited to much time.
Setting standard may look good but we cant afford to lose any trade right now,maybe if we expand schools we will get a bonus or a reduce DC for it.
I am sorry if my observation offended you and i gladly wait your ideas about my plan Health and Magic.
 
@Elder Haman
The problem with rites of the wild it is that is long and it will only give us more magic to research,we won't gain any benefit after it is finalized.So for magic we better try to awake the magic in our bannerman,that could give us an advantage in a fight.Ritual crafting we can take right before the war,it is only a season.
Hiring acolites will be a waste without an expanded school and it will bring more citadel attention on us before we have a full spy ring in the citadel.
Gifted warriors is to long and together with building ballista(a good idea) will keep our military option limited to much time.
Setting standard may look good but we cant afford to lose any trade right now,maybe if we expand schools we will get a bonus or a reduce DC for it.
I am sorry if my observation offended you and i gladly wait your ideas about my plan Health and Magic.

Actually, when we have done the other Rites actions, we develop rituals right out of that. So it should give us some useful actions. I feel that having one Piety action taken with a long term action is okay as long as we keep the other one free. Gift of Might should be given to the Green Men as an Issue Command to save on Piety actions. I disagree with you about the order in which we do literacy actions, I've already explained my reasoning at length so I won't repeat it here. Improving Rivers is a good choice, but I want to get these other Citadel related actions done first.

Because Gifted Warrior is three seasons I think that makes it even more important to start now. Better to do the long term actions while still in winter so we are more flexible the closer we get to war. Speaking to Pyrite is not a priority anymore now that we know about the Ritual, and the most important and essential diplomacy action this turn is to speak with the northern lords so we can make sure they have enough food. I don't want to do anymore uplifting until we speak to our Maester Adviser and make sure to firm up our relationship with him.

I also think an Issue Command to the Northern Lords to improve roads is a bad move during the winter. Lets take care of their food needs first, and then maybe when they are feeling grateful we give them a command like that.

I don't mind you explaining your difference of opinion, but I think we might have to agree to disagree.
 
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Honestly I'm surprised that no plan includes review the levy considering we are going to war with harren soon
 
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