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

If we distribute say, a third of the remaining to Valemen houses, even if they are required to swear allegiance to the King in the North, there are going to be no complaints from the Valemen. It's not like the regions are nation states. They are feudal lords, and mostly concerned with benefit for their houses. If they get to establish a cadet branch for their second or third son that they previously had no hope of providing anything more than a household knight position for they are going to be happy. If they can provide a favored bastard son with a position far away from their jealous wife then they are going to be happy. The fact that these sons will not be sworn to House Arryn isn't going to bother them at all.

I think I get it. You mean that if the noble houses like the Royces, Redforts, Corbrays and the the like get some piece of the cake for themselves, they won't care whether the one at the top and dictating the rules is House Stark or House Arryn. That they'll prioritize the benefits of their own House over any national pride as Valemen or any obligation to House Arryn as their kings. Is that correct?

It makes sense. Still, I don't think we should treat it as a certainty. More likely, it'll be a Diplomacy Roll, burning Influence, or both.

Not to mention, it still leaves House Arryn itself to appease.
 
[x] The Truth (Obi-wan style)
-[x] When we fell terribly sick, we dreamed a dream, in which we lived another life in another world, a world filled with wonders. We have been trying to recreate some of the wonders from that world.
[x] [Direwolf] Fenrir
[x] [Sword] Frostmourne
 
[x] The Truth (Obi-wan style)
-[x] When we fell terribly sick, we dreamed a dream, in which we lived another life in another world, a world filled with wonders. We have been trying to recreate some of the wonders from that world.
[x] [Direwolf] Fenrir
[x] [Sword] Frostmourne
 
[x] The Truth (Obi-wan style)
-[x] When we fell terribly sick, we dreamed a dream, in which we lived another life in another world, a world filled with wonders. We have been trying to recreate some of the wonders from that world.
[x] [Direwolf] Fenrir
[x] [Sword] Frostmourne
 
Inserted tally. Vote's closed, and Edwyle goes with...Frostmourn
Adhoc vote count started by notbirdofprey on Apr 1, 2020 at 12:07 AM, finished with 34 posts and 20 votes.
 
Speaking With The Maester
(Technically the Truth: 1d100+19 = 61)

It's a grand speech you give Maester Brynden, telling him all about your feverish dreams where you saw another world, describing the things even more wondrous than the blessings of the Old Gods. You speak of birds of steel holding hundreds in their bellies and roads cutting through entire mountain ranges, but such things are so outside the good maester's experience that you find yourself shifting to humbler things which were no less powerful to those who remember winters where good men starved or went hunting in the depths of a blizzard. "I saw many things, if not quite how to make them. That's why I have had so many odd ideas...the printing press was the first. It was a test, I suppose. If that was real, why would the other things not be?" He starts to speak, pauses, closes his mouth, opens it again, and then he stands up and bows to you. "Your Grace...I would need some time to think about this." You grant him leave to go and return to your duties for the day, although you find your focus wandering...Edwyle is supposed to be coming soon. You would ordinarily have several hours warning, but the snow is falling thickly enough to obscure vision. Suddenly the horn sounds four times, announcing a Stark returning. You rise, Fenrir (who you finally named for the supposed first-ever direwolf companion and a half-remembered myth) waking from his long nap and padding along behind you as you throw a thick fur cloak about you and then stride out to greet your second son, at last returning from Braavos.

The snow falls all around you, blowing about, but you trudge relentlessly through the growing drifts as the gates slowly open. You see Edwyle dismounting from his sleigh, Winter jumping down behind him. to touch noses with Fenrir. Under Edwyle's equally thick cloak, you can see his clothes, in house colors but cut in a more Braavosi fashion. It looks odd. He starts to greet you, but before he gets halfway through it you have him buried in a half-hug. He lets out a yelp, then Eddard dumps some snow down his back. The two start wrestling just like young boys before Sybelle comes down with Jeyne. While their mother looks on with an indulgent smile - your sons are men grown, and ever since you agreed to treat them as such they have acted almost too seriously - ever-sensible Sybelle sighs and then lets out a fairly unladylike cough. Edwyle glances up, a radiant smile on his red-cheeked face, pushing Eddard's deeper into a snowbank. "Lady Sybelle, I must say...it seems you have grown ever more radiant since I last saw you." He says with an elaborate bow. She gives a soft snort.

You are so caught up in conversation with the two of them that you don't think to ask to see Frostmourn until Edwyle has left to change and prepare for the feast. Sybelle finds some excuse to leave soon after, heading in the same direction. A strange coincidence, that. You gesture for a guardsman to follow, and start to add some extra instructions. "Loud and slow, Your Grace." He repeats with a grin. You nod and he heads off.

You were halfway through a letter about the Skagosi from Lord Arnulf and so you go to finish it before preparing yourself. You find Maester Brynden standing outside your solar. "Your Grace, I would be honored to assist you in bringing about a world more like the one you dreamed, but if I may make a suggestion...perhaps you could write down some of these ideas? It would possibly help you figure out what is viable, and it would certainly help future kings should some mischance befall you." You both consider the idea for some time, discussing how such a book would be written and concealed, what warnings and advice it should contain. You are still considering when Jeyne comes to fetch you for the feast.
 
That turned out well. We told the truth without telling anything controversial and now have the full support of our maester.

And for the book, the most important thing would be a treatise on the scientific method. Because there are two things that make scientific progress feasible:

A reliable and wide spread way of transmitting and debating knowledge. And a codified method to make research reproducible and understandable for others.
 
Writing down our ideas/memories would be a good start, but what'd really help in the long run would be to give the people of North the tools to more effectively innovate on their own. Education's the most obvious one, and we've already taken some steps in that regard (proto-schools that teach people basic literacy and math and the printing press to reduce the cost of books, with wood-/plantpulp paper as a logical next step to reduce cost even further), but what'd really change things in the long run would be to set up organized research institutions, since they'd be able to pursue innovations on their own, and we could potentially just hand ideas and the like off to them instead of having to work on them ourselves.
 
Rumor Mill Turn 22
Counterintelligence: 1d100+19+10 = ??

It has been quiet. No new spies were found, no earth shattering revelations appeared. Snow took advantage of this to study the cyphers and codes of the Storm Watchers, trying to understand them further.

Information (The North/Beyond-The-Wall)

Barrow Preachers: The fierce and fiery words of the Barrow Preacher have spread across the Barrowlands as the mysterious figure in his bone-white cloak strides into villages and hamlets out of the snow, unbothered by the cold. Stories differ on what exactly he preaches, with some claiming he denounces unjust lords, others claiming he speaks madness and rebellion, and still others saying he calls for a crusade against the dead stone gods of the South. No one knows if he is a knave stirring trouble or a true holy man, but neither Green Men nor armsmen have stood against him.
-According to Snow: Two of my men listened to him preaching. He is preaching against dead gods, and he's very persuasive about it. He never mentioned anything about the south though. The other things he mentions are odd. He speaks little about matters of justice and loyalty and the keeping of oaths, and instead focuses on the holiness of becoming stronger.

The Prince Returns: House Stark now wields a second sword of Valyrian steel, in the hands of Prince Edwyle. Named Frostmourn, rumors abound about how he acquired it. Everyone knows it was during his time in Braavos. Some say it was a gift from the Sealord, some say it was from his daughter, some say that he fought a mighty serpent and found the blade in its guts.
-According to Snow: Whatever the truth is, a house having two Valyrian steel swords is all but unheard of. It's certainly made Edwyle very popular. Popular enough that a couple houses are hoping to persuade you to break the betrothal so they can marry their daughter to you instead.

Stolen Steel: A group of particularly fierce bandits have begun praying on the villages that live between Wintertown and the royal mines, attacking caravans and trying to steal the metal. The guards have put up fierce opposition but have been unable to find the bandits. They have begun interrogating the smallfolk, who appear to know nothing of these attacks.
-According to Snow: Bandits don't just come from nowhere. And attacking caravans carrying ore doesn't make a whole lot of sense either. Especially since my men have found at least one stash of the stolen ore, but it wasn't marked or anything. They were just trying to bury a captured bandit when their shovel struck stone.

Karstark Feast: Lord Arnulf Karstark was persuaded to betroth his eldest son to the daughter and heir of House Crowl. The unexpected betrothal was celebrated with a feast which was unusually sumptuous for the depths of winter. The Skagosi showed shocking skill in dancing, teaching several to young men and women at the feast, although the Sword Dance they refused to teach to any not of their number.
-According to Snow: Afterwards, the various lords retired to discuss business and ambitions. It seems Lord Mosswell has come to House Karstark's attention once more, and plans are being made to deal with them, specifically be sending the recalcitrant lord to the Wall, fostering his son on Skagos, and taking away some of their better land.

Sundered Ice: Word has finally come from the Watch. Many are the tales they tell of their long months out of contact, as giants and wildlings and beastmen made desperate attempts to climb the Wall. The vast majority of these attempts failed as the ice of the wall weakened and rotted under their grip, sending them crashing back down.
-According to Snow: From what my sources tell me, that's not particularly unusual. What is unusual is that when the builders were lowered to examine the Wall, they could find no trace of where it was damaged.

The Kingdom of Frost: A man dressed half in white and black has begun carving a kingdom out of the rocks of the Frostfangs, wielding strange powers of snow and ice. Chiefs who defy him are found frozen solid, shattering like ice when touched. Clan after clan have submitted, gathering their meager stocks of food and burying them deep in caves. While some have starved, many are hopeful that more will survive now. Perhaps it is just wishful thinking...

Fire amongst the Thenns: The longhouses of the Thenns burned one night as the glacier clans rallied together to strike their rivals, skating soundlessly over snow and throwing lit brands which burned the thatch and fur and bark homes. Many died in the blaze, and many more will die in ensuing months from lack of shelter. The Magnar has vowed not to feast by the hearthfire until he has slain three of the clansmen for every Thenn who died.

Information (The South)

Seagard Suffers: It seems winter has been especially hard on the Mallisters, even if the Ironborn have largely left them alone. Many people have disappeared from their streets and the armsmen and city watch are both steadily being reduced in numbers as their lord struggles to pay them. While some riverlords are attempting to support them, others look on with amusement or gleefully prepare to steal the port city out from under them.
-According to Snow: There is a camp a few miles up from Seagard in a sheltered cove along the bay. It is half-buried in a hill, sheltered by an incredibly thick nest of branches, and nearly impossible to see if one is not looking for it. And a half-dozen galleys are hidden in it, along with every missing man from Seagard. It has customarily been the duty of House Mallister to fend off Ironborn invasions. It seems they are working to make up for their fiaulre during the Hoare invasion.

The Azure Guard: Springing forth from the waters of the Blue Fork, twenty-seven warriors garbed in armor of the brightest blue have stood in challenge of Black Harren and his army of monsters. Champions of the Drowned God have been slain in duels and horrid creatures hunted down by silvery hounds. They have ridden the length and breadth of the Riverlands, guesting in near every keep. It is said one can tell of their coming by watching the sky, for storms and rain flees from their presence.

Break-hall: Crakehall suffered from a series of raids from the Ironborn that left many of the smallfolk bereaved and broken. Their lord suffered just as much, for his son was taken captive while attempting to fend off the raiders. Enraged by King Lorren's seeming indifference, he raised his banners in rebellion. And was promptly crushed, his army shattered by the Blessed and his walls overrun by the Redeemed. A distant cousin has been installed in place of the rebellious lord, and yet a Crakehall bastard with a giant boar has also been ordered into the castle and told to hunt down the last of the rebels.
-According to Snow: It is a task he has proven oddly incompetent at it, most likely because of his own sympathies and because several other lords are quietly supporting the remnants of the Crakehall forces, including his brother.

Osgrey's Hunt: Lords have traveled from across the Reach to attend the grand hunt he proposed, bringing all manner of captured beasts bound with chains of cruel iron to be set loose in the woods and then run down and killed. Several septons have gathered to speak against such fell deeds and were driven off in some places by armsmen and in others by wrathful crowds.
-According to Snow: As per usual, a Reachman's hunt is a cover for plotting. Something to do with a position typically filled by the Hightowers that is now vacant.

Water Flows Pure: Once more the gallant Prince Gawen has shown that his name is well earned, hunting down three foul fey that were meldings of man and beast dripping with vile filth, shedding it constantly wherever they walked. Though his armor had to be burned afterward, the prince was reportedly still in good spirits.

The Dornish Stir: Perhaps sensing weakness, the Dornish have stirred themselves. Raids have increased all along the Marches, the usual warbands accompanied by all manners of strange beasts, many of which seem akin to fey if not exactly like them.

The Drowned Dead: Rotting ships were raised from the depths of the ocean, their shattered planks festooned with long strings of seaweed and massive barnacles. Drowned Men, their bodies bloated and blessed by the Drowned God, marched onto the ships to crew them, setting themselves to row with tireless endurance, chanting praise to He Who Drowned.

The Storm of The West: Once more the savage fleet struck at the holy islands of the Drowned God, lightning crackling from their masts, the blows of their warriors striking with the force of thunder, sinking a dozen longships and then vanishing into an immense stormcloud. Even the creatures of the Drowned God could not find them on the waves, tentacles and toothed maws seeking wood or flesh and finding naught but air. House Farwynd claimed to have spotted them, but their fleet found no trace of ships.

The Gulltown Tourney: A lesser branch of House Arryn has held a grand tourney, with prizes in the thousands. Hundreds of knights gathered to fight in the melee and ride in the joust, and there was a new, fairly popular contest: rope-pulling, where two teams tried to pull a rope one way or the other.
-According to Rivers: Unfortunately, it seems not every house was content with the plans for the Riverlands. Some simply planned to redefine the borders a bit. Others were planning to put the lesser branch on the throne in the Eyrie. They are being dissuaded.

I decided to change up the format for rumor mills somewhat.
 
Last edited:
Seagard Suffers: It seems winter has been especially hard on the Mallisters, even if the Ironborn have largely left them alone. Many people have disappeared from their streets and the armsmen and city watch are both steadily being reduced in numbers as their lord struggles to pay them. While some riverlords are attempting to support them, others look on with amusement or gleefully prepare to steal the port city out from under them.
-According to Snow: There is a camp a few miles up from Seagard in a sheltered cove along the bay. It is half buried in a hill, sheltered by an incredibly thick nest of branches, and nearly impossible to see if one is not looking for it. And a half-dozen galleys are hidden in it, along with every missing man from Seagard

Not sure I understand the meaning of this. Is this a rebellion against the Mallisters be disaffected armsmen? Or is this a deceit by the Mallisters to make their enemies see weakness, and so bait an attack that can be put down by hidden troops? Can you make this more explicit?

Will we have an option to send them aid?

Break-hall: Crakehall suffered from a series of raids from the Ironborn that left many of the smallfolk bereaved and broken. Their lord suffered just as much, for his son was taken captive while attempting to fend off the raiders. Enraged by King Lorren's seeming indifference, he raised his banners in rebellion. And was promptly crushed, his army shattered by the Blessed and his walls overrun by the Redeemed. A distant cousin has been installed in place of the rebellious lord, and yet a Crakehall bastard with a giant bastard has also been ordered into the castle and told to hunt down the last of the rebels.
-According to Snow: It is a task he has proven oddly incompetent at it, most likely because of his own sympathies and because several other lords are quietly supporting the remnants of the Crakehall forces, including his brother.

"a Crakehall bastard with a giant bastard" I'm not sure what that means. Is there a half giant involved in this? Or is that supposed to refer to a bastardsword? But a giant bastardsword doesn't make sense either... since a bastardsword is a one and half-hand sword, so it's size is fixed.

The Storm of The West: Once more the savage fleet struck at the holy islands, lightning crackling from their masts, sinking a dozen longships and then vanishing into an immense stormcloud. Even the creatures of the Drowned God could not find them on the waves, tentacles and toothed maws seeking wood or flesh and finding naught but air.

I have no idea where this is or who it is referring to. Maybe the Ironborn tried to attack the Isle of Green Men in God's Eye again? I'm afraid it's too poetic to be useful information.
 
I decided to change up the format for rumor mills somewhat.
If the players choose to place a spy network for the basic rumor mill in the Stormlands and Dorne, how would that change the current rumor mill? Cause those were the only two places I believe the basic network didn't exist in, yet.
 
Last edited:
If the players choose to place a spy network for the basic rumor mill in the Stormlands and Dorne, how would that change the current rumor mill? Cause those were the only two places I believe the basic network didn't exist in, yet.

We're also missing Dragonstone, since all the valid places to send diplomatic delegations have been so far also valid to send spies. And that's only in Westeros. Who know how it'll work in Essos.

The Drowned Dead: Rotting ships were raised from the depths of the ocean, their shattered planks festooned with long strings of seaweed and massive barnacles. Drowned Men, their bodies bloated and blessed by the Drowned God, marched onto the ships to crew them, setting themselves to row with tireless endurance, chanting praise to He Who Drowned.

Uh oh. The Ironborn already had more ships than us, and now they're getting even more. Worse, they're magical ships.

@notbirdofprey A few consults, please.

If we raise our Spy Network in the North from Simple to Normal, would it improve our counter-spying operations and rolls?

When will the red yew trees we planted be ready to make bows from them?

What requisites do Eddard and Edwyle need to fulfill to be eligible for Thanehood? And will their weddings happen automatically when it's time or do we have to do something about it?

Is Braavos a valid option for the Further Afield action or do we need to succeed 'What's going on in Essos?' first?

Are any of these valid?

-Issue Command (Western lords): Expand logging around Deepwood Motte while coordinating with the local Green Men to avoid disturbing any Fay. Resources: 150 Gold.
-Issue Command (Bureaucrats): Keep the work that deals with sensitive info exclusively for northern workers. Keep an eye on the newly hired acolytes, and take note if any of them asks too many questions about things that aren't their business. Resources: 50 Gold.
-Issue Command (Snow): Instruct the bureaucrats on some basic measures of vigilance and info security to avoid making things too easy to possible spies. Resources: 75 Gold.
-Issue Command (All the noble lords in the North): Contribute to build more ships in Torrhen's Square or Bear Island. Resources: 2 Influence, 1500 Gold.

The Storm of The West: Once more the savage fleet struck at the holy islands of the Drowned God, lightning crackling from their masts, the blows of their warriors striking with the force of thunder, sinking a dozen longships and then vanishing into an immense stormcloud. Even the creatures of the Drowned God could not find them on the waves, tentacles and toothed maws seeking wood or flesh and finding naught but air. House Farwynd claimed to have spotted them, but their fleet found no trace of ships.

From the wording, we should have been aware of the 'savage fleet' before, but I don't remember it. I've checked previous posts, but I can't find any mentions of it. Some mix-up maybe? Or have I just missed it?

The Azure Guard: Springing forth from the waters of the Blue Fork, twenty-seven warriors garbed in armor of the brightest blue have stood in challenge of Black Harren and his army of monsters. Champions of the Drowned God have been slain in duels and horrid creatures hunted down by silvery hounds. They have ridden the length and breadth of the Riverlands, guesting in near every keep. It is said one can tell of their coming by watching the sky, for storms and rain flees from their presence.

Are these human magical warriors or a new kind of Fey?
 
Last edited:
This is very quickly going from low fantasy shit to some Warhammer Fantasy End Times shit.

It's getting really friggin confusing.
 
@notbirdofprey A few consults, please.

If we raise our Spy Network in the North from Simple to Normal, would it improve our counter-spying operations and rolls?

When will the red yew trees we planted be ready to make bows from them?

What requisites do Eddard and Edwyle need to fulfill to be eligible for Thanehood? And will their weddings happen automatically when it's time or do we have to do something about it?

Is Braavos a valid option for the Further Afield action or do we need to succeed 'What's going on in Essos?' first?

Are any of these valid?

-Issue Command (Western lords): Expand logging around Deepwood Motte while coordinating with the local Green Men to avoid disturbing any Fay. Resources: 150 Gold.
-Issue Command (Bureaucrats): Keep the work that deals with sensitive info exclusively for northern workers. Keep an eye on the newly hired acolytes, and take note if any of them asks too many questions about things that aren't their business. Resources: 50 Gold.
-Issue Command (Snow): Instruct the bureaucrats on some basic measures of vigilance and info security to avoid making things too easy to possible spies. Resources: 75 Gold.
-Issue Command (All the noble lords in the North): Contribute to build more ships in Torrhen's Square or Bear Island. Resources: 2 Influence, 1500 Gold.

From the wording, we should have been aware of the 'savage fleet' before, but I don't remember it. I've checked previous posts, but I can't find any mentions of it. Some mix-up maybe? Or have I just missed it?

Are these human magical warriors or a new kind of Fey?

1. Yes, slightly.

2. In a year or so.

3. They need to do some act of impressive martial valor. One with witnesses, preferably. And yeah, their weddings will happen automatically.

4. Braavos is a valid option.

The DCs would be:

Diplomacy DC 25, Stewardship DC 50.
Diplomacy DC 5, Intrigue DC 30/60. If it passes DC 30, it works but causes problems, if it passes DC 60 it works smoothly. I will make it into an action.
That will be an action.
Diplomacy DC 45, Stewardship DC 40.

The "once more" bit is how the rumor is being spread around. They have been attacking the Iron Islands for a while now.

And fey. They are fey.
 
Last edited:
Tentative Plans:

[] Issue Command (Western lords): Expand logging around Deepwood Motte while coordinating with the local Green Men to avoid disturbing any Fay. Resources: 150 Gold.
[] Issue Command (Green Men): The Gift of Might, seek to awaken the Gift of Might in the Umbers. Cost 200 Gold.

Marital:
[] Gifted Warriors

Third time is the charm?

[] Guard Training

Maybe? Depends on if winter is still ongoing. Might need to switch to building fleets instead.

Diplomacy:
[] 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.

Time to do this now that Edwyle is back. His new trait is now listed on his sheet:
Xenophile: He is interested in foreign peoples and different ways of doing things. It genuinely fascinates him. (+2 Learning, bonus to Diplomacy with unfamiliar people, penalty to Diplomacy with xenophobic people)

[] Speak to Kings (Reach): 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.

Time to see reach out to them. :V

All Stewardship actions are locked, though we might use a free action here (or martial, depends on how close we are to the war). Probably Expanding School, or maybe Wolf's Walls.

Learning will probably have a new action to produce a book, which we probably want to take. For second action, take Valyrian Link. (Want to get all Citadel actions done before Expanding Schools and irritating them).

[] 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.

For Piety:

Let's do this one as it's only one season:
[] 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.

Personal:

If we are making science books, then let's synergize that with teaching Eddard and Edwyle:

[] Train Your Children (Learning): 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.

Then either Family Time (since Edwyle is back after a long while) or God's Eyes.

That's about 1900 Gold (we need to keep the costs down so we can build up money for more fleets.

@notbirdofprey Looking at the treasury on the State of the Realm page, it looks like the cost of last turn has been deducted, but that the seasonal income has not been added. Is that just waiting until the new turn is posted to update?

Also, I have a few Issue Command DC's to ask about:

[] Issue Command (Green Men): The Gift of Might, seek to awaken the Gift of Might in the Umbers. Cost 200 Gold.
[] Issue Command (Barrow Houses): Fortify the Rivers (Rillwater, Redwater, and Barrowriver), Looking to have the Diplomacy DC around 30 and Stewardship DC around 40?
[] Issue Command (Tallhart and Cerwyn): Construct a road between Cerwyn and the shipyard on Torren's Lake. Cost 500 Gold.

I know the Tallharts and Cerwyn are not usually grouped together, but they would benefit greatly from this road connecting the White Knife to Torren's Lake (and thus the Rillwater.) Also, what would the DCs change too, if the Manderlys where included in that grouping?

Thank you!
 
Well, my opinions.

Marital:
[] Gifted Warriors
Third time is the charm?
[] Guard Training
Maybe? Depends on if winter is still ongoing. Might need to switch to building fleets instead.

For the record and future estimations, Winter has lasted 4 turns so far, while Summer lasted 6. This section is difficult, because we're gonna have several new actions after succeeding the Ballistae. If winter finishes, Review Levies should have one spot booked. If it doesn't, I'd like to give Gifted Warriors one cooldown turn after two failures.

Diplomacy:
[] Braavosi Recruits:
[] Speak to Kings (Reach):

Total agreement here.

All Stewardship actions are locked, though we might use a free action here (or martial, depends on how close we are to the war). Probably Expanding School, or maybe Wolf's Walls.

We should take More Logging Camps with the Free Action. It's just one turn, and War Preparations is taking a lot of money. At this point, Wolf's Walls isn't urgent. It can wait till the roads are finished and take that spot. Similarly, with the newly hired acolytes staffing the Civil Services, there is less urgency to literacy. Money should take precedence.

Learning will probably have a new action to produce a book, which we probably want to take. For second action, take Valyrian Link. (Want to get all Citadel actions done before Expanding Schools and irritating them).
For Piety:
Let's do this one as it's only one season:
[] 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.

Those seem the best options, yes. Empowering weapons is likely to take several turns, and I'd like to awaken Lyanna's blessing before her wedding with Eddard.

You didn't list Intrigue actions. I think we should take Scouting the Sept. It's cheap, a single turn, and since we're trusting Willem to become our man within the Most Devout, we should make sure he's on the level with us. And for the second, if we get the actions to train the bureaucrats in infosec, we should take that one and put some obstacles for Argella and the Citadel.

Then either Family Time (since Edwyle is back after a long while) or God's Eyes.

God's Eyes, and use the double down. Our reputation with all our family members is 8 or higher. We can leave Family time for when we lose some of it.

I'd really like to uplift glass, since not only would it allow us to make greenhouses, it can bring us a lot of money given how expensive Myrish glass is. However, it can wait.

we need to keep the costs down so we can build up money for more fleets.

It's not only a matter of gold, but also enough time to build them. The two shipyards in the making are still only half-done.
 
Last edited:
I'd really like to uplift glass, since not only would it allow us to make greenhouses, it can bring us a lot of money given how expensive Myrish glass is. However, it can wait.
I'm pretty sure glass already exists. Sunglass is a house sworn to Dragonstone, and I believe they make glass there. Perhaps a trade agreement can be reached?

You're right, I forgot Intirgue. I'd say that it's probably time to eliminate the Ironborn spies that we know about. Then I'm torn between Investigate teh Sept, What's going on in Essos (because the Sealord obviously wants something from us), and Deppeing the Spy Network in the North to try and improve our Counter Intelligence. There is also probably going to be a new action about preventing leaks of information to the Citadel.

I wonder if there might be a direct action to improve Counter Intelligence than improving the Northern Spy Network.
 
I'm pretty sure glass already exists. Sunglass is a house sworn to Dragonstone, and I believe they make glass there. Perhaps a trade agreement can be reached?

You're right, I forgot Intirgue. I'd say that it's probably time to eliminate the Ironborn spies that we know about. Then I'm torn between Investigate teh Sept, What's going on in Essos (because the Sealord obviously wants something from us), and Deppeing the Spy Network in the North to try and improve our Counter Intelligence. There is also probably going to be a new action about preventing leaks of information to the Citadel.

I wonder if there might be a direct action to improve Counter Intelligence than improving the Northern Spy Network.
glass does exist its made by Myr (I think thats how you spell it) but I don't think any place outside of it knows how to make it
 
Can someone introduce this option in there plan?I truly think it will bring great benefice in the future with a lower mortality equal more people.
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)
 
I'm pretty sure glass already exists. Sunglass is a house sworn to Dragonstone, and I believe they make glass there. Perhaps a trade agreement can be reached?

Well, the idea was creating our own source of glass. IIRC, glass in Westeros is very scarce and very expensive, and the reason there were barely any greenhouses in the North in canon wasn't because they lacked the knowledge, but because all the glass had to be imported to the North and even House Stark could barely afford to pay for it.

Having a Northern provider of glass would allow for affordable greenhouses for all the noble houses, and better insulation for the windows of many keeps, and likely the richer merchants, thus improving survival rates. It'd also be a big source of income, since we'd be a cheaper alternative provider for the Reach, the Vale, maybe Braavos and Lorath, and eventually the Riverlands.

Anyway, it's not really a priority. I just wanted to sow the idea.

I'd say that it's probably time to eliminate the Ironborn spies that we know about. Then I'm torn between Investigate teh Sept, What's going on in Essos (because the Sealord obviously wants something from us), and Deppeing the Spy Network in the North to try and improve our Counter Intelligence. There is also probably going to be a new action about preventing leaks of information to the Citadel.

I'd say the order of urgency for those would be:

1. Investigate the Sept. Because according to the Manderly Quest, the new members of the Most devout will be chosen by Summer 110 (Turn 25)
2. Kill the spies. Take into account we were warned that if we roll under 90 the Ironborn will suspect foul play and step up their military actions. Personally, I'd do it on the first turn of spring, to limit their time to prepare.
3. Further Afield (Braavos). Since the Sealord is 'friendly' (at least like Argella is friendly) discovering their plans is less vital. And this one focuses in Braavos.
4. Spy Network in the North.
 
Last edited:
Turn 23
Short Winter, Long Winter, Year 109 AD

Winter seems to have loosened its grip at least a little, you find yourself thinking as you stare out over the walls. Fenrir has gone hunting with your shadowcat. You can sense them stalking together, a most unusual pack but one no less deadly for it. The scent of deer seems to fill your nostrils…it takes an effort of your will to loosen the connection as you step away from the rampart, turning back to the keep. You have no desire to taste blood and raw venison again. It's still cold enough to make you glad of your furs, but snow is falling only rarely now, and it is never more than a light dusting. Perhaps you will see spring again in a season or two, but muse as you return to the Great Hall, preparing to sit in judgment over various dispute great and small. It's quite possibly your least favorite part of being king, especially since it takes so long…establishing the civil service cut down on the number you had to deal with dramatically, but once you started trying to establish a system of standard measurements, that decrease vanished like smoke in the wind.

Your head is pounding by the time you are done, but you head to your solar anyway to see if any ravens arrived or any advisors had new proposals for you to consider. Maester Brynden had two letters from you, while Brandon and Snow both had proposals for dealing with the bandits attacking your ore caravans. You read the letters first. The first is from White Harbor, informing you that Septon Willem has accepted an invitation to join the Most Devout. Lord Manderly is most appreciative of your efforts to aid the Starry Sept. He comments in your letter that you have been truly supportive of the message that you stated in the Conclave. You did have practical considerations behind your decisions, something all involved are doubtless aware of – influence within the Most Devout could prove very useful, especially given the attitude of King Lorren. +3 Influence

The second letter contains less happy news. A mixed multitude of wildlings, forest clans, and fey have been making trouble for House Glover and House Tallhart. The two masterly houses have been trying to establish logging camps larger than the ones you made to supply their own efforts at building ships and shipyards, but various parties have interfered repeatedly. They somehow managed to keep this from Snow's agents for nearly a year before they called you in to intercede.

(+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: 2900 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 seasons. 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.

[] Coppering The Fleets: Copper is expensive. You were aware of that, of course – there are several copper mines in your kingdom, none particularly productive anymore – but you did not realize just how bad it would be. Coppering your fleets would cost almost as much as building a new one and take even longer. The benefits, however, are substantial. You will need every advantage you can get against the Iron Fleet, and they will save on maintenance in the long-term. Time: 3 seasons. Cost: 2500 gold, ships will be more expensive going forwards. DC: 45. Reward: All ships coppered, speed increased, maintenance reduced.

[] Bandit Hunt: Rally some of your smallfolk, some of the Wardens, and the Winterfell Guard and go on a hunt, looking for these bandits and dealing with them. Not only have they attacked and injured your smallfolk, they have attacked men in your pay. Failing to respond will make you look weak, and you will not allow that, nor will you allow them to go unpunished. The hunt will take some time and cost a great deal. Some would say it's using a warhammer to swat a fly. You say you will be getting the job done. Time: 1-2 seasons. Cost: 400 gold. DC: 40/80/120. Reward: Bandits crushed.

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: 300 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.

[] The Most High Holy: The Most Devout are still somewhat lacking in numbers. Several years of being murdered by fey will do that to an organization, you suppose. But they are already considering a candidate for a new High Septon. There are several candidates with attitudes that would be dangerous to you, although there is no guarantee they will be selected, of course. Or that they will have the power to act against your interests…The Faith has lost much strength in recent years. You will not be able to change the course of the decision as completely as you might like, but bribes and envoys and pressure on Most Devout Willem will sway it somewhat towards your interests. Time: 3 seasons. Cost: 500 gold, 2 Influence. DC: 35. Reward: Increased chance of High Septon with favorable attitudes being selected.

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

[] Logging Problems: Two of your houses are in dispute with…quite a few vassals, fey, people sworn directly to you, people not really sworn to anyone…it's a mess of competing claims, arguments, near-rebellion, and feuding. Use your authority to settle matters and divide things fairly and justly. Time: 1 season. Cost: 150 gold. DC: 45. Reward: Claims and disputes settled before they boil over.

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)

[] 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.

[] 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. Locked 1 Season.

[] 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.

[] 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.

[] 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.

[] 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. Locked 2 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.

[] 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 seem 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.

[] 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.

[] 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.

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 2)

[] 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: 60. Reward: New actions unlocked, bonus to some Piety and Learning actions, further attention from Citadel.

[] The Chain Ballista: The weapon Brandon sketched out looks like it could be lethally effective. Of course, it was roughly sketched out on the back of a ripped requisition form while Brandon was running on half a night's sleep, so there are probably more things wrong with the design than you can shake a stick at. Have Maester Brynden take a look at it, refine the design somewhat, and make a couple test versions. Time: 2 seasons. Cost: 100 gold. DC: 55. Reward: Rapid-fire ballista design.

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 1)

[] 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 love 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. Locked 3 seasons

[] 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.

[] War Runes: Runes have been carved into all manner of weapons and armor to no effect, but older runes still seem to function, at least to some extent. Some Green Men will study the runes in Winterfell and other ancient castles, while Frost will seek answers in the Greendream, an endeavor perilous to most. The secrets of the runes of the First Men and Children will be revealed, you hope, although you have been cautioned not to expect to much. Truly rediscovering them will be a long and difficult process. Time: 4 seasons. Cost: 250 gold. DC: 70. Reward: More knowledge of runes.

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 2)

[] 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).

[] Find the Gap: Somehow, Snow's spies missed this entire affair with the wildlings, the forest clans, and now the fey. Have him look into how this happened, then solve the problem. Were his spies caught? Did he not have them in the right place? Was this simply bad luck? Snow wants answers, and so do you. Time: 1 season. Cost: None. DC: 30. Reward: Find out what was missing, bonus to Even Deeper Secrets.

[] Coded Messages: Snow has taken inspiration from the way Princess Argella used coded messages to instruct her agents, and he wants to devise something similar for the Hunters. He isn't quite as brilliant to come up with a way of hiding orders in the weave of a carpet, but he thinks he can manage some way to conceal what he really tells them. Time: 1 season. Cost: None. DC: 50. Reward: Cipher designed, bonus to Hunter actions.

[] Security Procedures: Snow might understand the necessity of what he does, but that doesn't mean he always likes it. For example, he understands that it's important to make sure the upper ranks of your civil service keep the acolytes away from anything you would consider sensitive such as the making of concrete, the printing press, and the carding factory. He just finds the process of teaching people really tedious. Time: 2 seasons. Cost: 50 gold, Citadel attention. DC: 45. Reward: Acolytes kept away from sensitive information, basic security procedures taught to civil service.

[] 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.

[] 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 Huntsmen 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.

[] Friends Among the Fey: The fey are everywhere in the Reach. Literally everywhere. Snow intends to take advantage of that when building his spy network there, leaning on the Green Men to identify ways to recruit the little house fey and tricksome gremlins and bribe them into telling his agents things. He expects to not be the only one doing so. He also expects it to not be a problem. Time: 2 seasons. Cost: 400 gold. DC: 50. Reward: Spy Network (The Reach).

[] Iron Spies: Most of the Iron Islands seems to be in the grip of mad servants of the Drowned God, with crazed priests ruling just as much as the lords do and horrific abominations skulking in shadows or parading about, eager to raid and destroy. It takes a very brave man to go gathering information there. Time: 2 seasons. Cost: 900 gold. DC: 50. Reward: Simple Spy Network (The Reach).

[] Find the Bandits: The banditry has displeased Snow at least as much as it displeased you. He intends for those responsible to be found and given to the king's justice. This will take time, so there might be some grumbling while he searches, but it is far more efficient than searching a vast swathe of the forest with hundreds of men. Time: 3 seasons. Cost: 100 gold. DC: 35. Reward: Bandits found and hung.

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.

[] Create the Book: Begin writing the book for your sons and their children so that things you don't manage to design and develop for the North can be created after you die. Write the introduction, design some precautions for keeping it safe, and add in what you have already one. Time: 1 season. Cost: 0. DC: None.

Treasury: 6425 gold

Income: 1155 gold (taxes) + 1950 gold (trade) + 400 gold (farming) + 100 gold (fur) + 325 gold (wool) + 420 gold (mines) + 80 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: 4135 gold

Food Supply: Medium surplus



Attitudes and Power Blocs

State of the Realm
 
Last edited:
[] 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.
think we should try and do this to gain a lot of gold
 
Back
Top