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

@Elder Haman
What do you think that in military instead of gifted warriors(who we failed last turn) we take guard training?We gain some influence that can offset the one we lose bc of diplomacy actions?
And i think we should take loggings camps or cattle ranching for our free action and to take braavosi recruits next turn.
 
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I have three issues with 'Braavosi and Valyrian Steel':
- going for the Valyrian Steel maester now is burning a lot of gold and a higher DC for a slot that could be used for working at/finishing the merchant subquest, which we have only a few seasons to accomplish before we get hit with a loss of trade. And we don't know how many times we need to Copy Books for that subquest to succeed -- maybe it's just once...maybe it's three or four times. We don't have a lot of time left to find out, and we aren't hurting for the lack of a 'higher mysteries' maester right now. We will be hurting if we take a hit to trade.
- I get the appeal of using the Issue Command function to get things done, but burning 2,300 gold to do so is a lot. And it wouldn't hurt anything to wait a turn on at least the 2,100 action, when our treasury would be close to the 8,000 mark, rather than trying to burn through it all now.
- the problem with taking Braavosi Recruits now is that it locks us out of Diplomacy actions next turn, and my thought was that next round we could double up "Speak to Kings (The Reach)" and "Improve Attitudes (The Reach)", try and get some synergy for diplomatic contact & relations with the Gardeners. If we leave off on Braavosi Recruits we can take that in two turns and be just fine, but if we take it now we're limited to at most one Diplomacy action next turn, and even then only by burning a Free Action that we might want/need elsewhere. I get that the Braavosi are shiny, but we can't take our eyes off the ball just 'cause a shiny thing comes along. We need the Reach in this proto-League a lot more than we need Braavosi men right now
 
I have three issues with 'Braavosi and Valyrian Steel':
- going for the Valyrian Steel maester now is burning a lot of gold and a higher DC for a slot that could be used for working at/finishing the merchant subquest, which we have only a few seasons to accomplish before we get hit with a loss of trade. And we don't know how many times we need to Copy Books for that subquest to succeed -- maybe it's just once...maybe it's three or four times. We don't have a lot of time left to find out, and we aren't hurting for the lack of a 'higher mysteries' maester right now. We will be hurting if we take a hit to trade.
- I get the appeal of using the Issue Command function to get things done, but burning 2,300 gold to do so is a lot. And it wouldn't hurt anything to wait a turn on at least the 2,100 action, when our treasury would be close to the 8,000 mark, rather than trying to burn through it all now.
- the problem with taking Braavosi Recruits now is that it locks us out of Diplomacy actions next turn, and my thought was that next round we could double up "Speak to Kings (The Reach)" and "Improve Attitudes (The Reach)", try and get some synergy for diplomatic contact & relations with the Gardeners. If we leave off on Braavosi Recruits we can take that in two turns and be just fine, but if we take it now we're limited to at most one Diplomacy action next turn, and even then only by burning a Free Action that we might want/need elsewhere. I get that the Braavosi are shiny, but we can't take our eyes off the ball just 'cause a shiny thing comes along. We need the Reach in this proto-League a lot more than we need Braavosi men right now

300 Gold is not that bad, and 60 DC for the Valyrian Steel Link is much lower than it used to be. I understand that we want to increase literacy for the books quest, but I want to get this done first before we do something that offends the Citadel and increases the DC again, actions to increase literacy is likely to do that. (As I remember it used to a DC of 70).

I feel that Fortifying the Rivers is actually important to get started now, because I suspect that when Spring comes the Ironborn will attempt to sail up the rivers and burn our fleets. It takes 3 sasons to complete, so I think starting it now is a good idea, and we should still have enough to comfortably build two fleets which is what we need. If we have to drop something for reasons of cost I'd prefer it to be the Coppering than Fortifying the Rivers.

I'm not as certain that the Braavosi will be unhelpful to us in naval combat. They have a lot of experience in that, so I'd like to get them now that we get the Edwyle Bonus to the action. Of course, it's a bit of a mystery box, so maybe the Reach is more important, but I think we can get the Reach to join the anti-Ironborn coalition with just the Speak to Kings action, I actually don't think we need the Improve Attitudes action in addition. The Reach is likely to hate the Ironborn even more than the Stormlands and Vale does.

I can understand your position on these issues, but I guess I just see the priorities differently.


@Elder Haman
What do you think that in military instead of gifted warriors(who we failed last turn) we take guard training?We gain some influence that can offset the one we lose bc of diplomacy actions?
And i think we should take loggings camps or cattle ranching for our free action and to take braavosi recruits next turn.

I think that Gifted Warriors is too big a payoff to ignore. We should keep at it until we succeed.
 
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I'm not as certain that the Braavosi will be unhelpful to us in naval combat. They have a lot of experience in that, so I'd like to get them now that we get the Edwyle Bonus to the action. Of course, it's a bit of a mystery box, so maybe the Reach is more important, but I think we can get the Reach to join the anti-Ironborn coalition with just the Speak to Kings action, I actually don't think we need the Improve Attitudes action in addition. The Reach is likely to hate the Ironborn even more than the Stormlands and Vale does.
The others I can see your point on, but this is why I want to do some diplomatic wooing:
Attitudes of the Reach
The Citadel: 6/10
Archmaester Wyllym: 8/10
Archmaester Garth: 5/10

The Most Devout: 7/10
House Gardener: 4/10
House Hightower: 5/10
The current royal house is not particularly favourable to us, their (now former, I suppose?) chief rival is only slightly better feeling towards us, and the Citadel is lower than I'd like. If we want them in the alliance, or to be a productive partner therein, I think some diplomacy/wooing is going to be necessary. Being liked more than the Ironborn/Harren is way too low a bar for me to be comfortable with. I certainly don't feel the need for them to love us (not like I do with the Targs or Argella, though the latter is personal preference rather than strategic) but they should at least like us, and the diplomatic wooing would help a lot there.
 
The current royal house is not particularly favourable to us, their (now former, I suppose?) chief rival is only slightly better feeling towards us, and the Citadel is lower than I'd like. If we want them in the alliance, or to be a productive partner therein, I think some diplomacy/wooing is going to be necessary. Being liked more than the Ironborn/Harren is way too low a bar for me to be comfortable with. I certainly don't feel the need for them to love us (not like I do with the Targs or Argella, though the latter is personal preference rather than strategic) but they should at least like us, and the diplomatic wooing would help a lot there.
That might be true, but then I feel they are positive enough about us currently that we can get them in the coalition, and once in the coalition it should be easier to improve their feelings about us. So I wouldn't say that I'm opposed to using an Improve Relations action on them, just that I don't see it as urgent enough to delay getting Braavosi. If we have to wait two, three, or even four turns before using Improve Relations, I think that will still be okay because it will be before we get into battle with the Ironborn, and so before they decide they don't need us anymore (once the Ironborn are defeated). I'd be leaning towards three turns, as I think once we have the Most High on our side it will make improving relations with the Reach much easier.

So I think that the main disagreement we have over the Reach is that I think a slower diplomatic process is just fine for making them our friends, while you think it's more urgent.
 
I think also it's because I keep thinking of the Buy Food option in Stewardship, if our levels get low (or if we want to throw a feast* for the Influence gains) -- having better relations in the Reach could plausibly lower the DC or cost of that action, hence my desire to improve those relations sooner.



*I also think that throwing a feast before/in conjunction with announcing the warplans to our assembled lords will make all that business go over smoother -- just a thought I wanted to project into the collective before we begin actually planning such a thing in the future
 
*I also think that throwing a feast before/in conjunction with announcing the warplans to our assembled lords will make all that business go over smoother -- just a thought I wanted to project into the collective before we begin actually planning such a thing in the future

I'd kind of like to have the weddings in the first season of spring, announce the war plans there (since all the lords will be gathered) and of course having a feast will be natural. It'd be the right time to have a wedding and feast too, since winter having ended means food stocks will start to improve.
 
Well, things seem pretty much decided already, the leading plan

[X] Plan: Braavosi and Valyrian Steel

is good and well thought, even if there are a couple things I disagree. Family Time is mostly to create closer bonds in the family, so I find it a waste when the opinions of all our family members are already so high and the DC of Train your children isn't much higher.

And I recognise that the three chosen Diplomacy options are probably too important to put off. Braavosi Recruits could even net us some experienced seamen to train our crews, among others. Still, it's a pain that we must push back money-making stewardship actions again, when the earlier we do them, the more money we get from them.
 
Inserted tally. The update probably won't come till the morning, I have had an exhausting week. Has anyone else noticed professors increasing the difficulty of their classes?
Adhoc vote count started by notbirdofprey on Apr 8, 2020 at 12:49 AM, finished with 36 posts and 19 votes.

  • [X] Cold be hand and heart and bone
    [X] Plan: Braavosi and Valyrian Steel
    -[X] Issue Command (Barrow Houses): Fortify the Rivers (Rillwater, Redwater, and Barrowriver), 2100 Gold Diplomacy DC 30, Martial DC 40
    -[X] Issue Command (Green Men): The Gift of Might, seek to awaken the Gift of Might in the Umbers. Cost 200 Gold. Diplomacy DC 15 Piety DC 60
    -[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] 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.
    --[X] DOUBLE DOWN: Bandit Hunt
    -[X] FREE ACTION: 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.
    -[X] Braavosi Recruits: While most of the North, and indeed most of Westeros, are immensely proud of their heritage and way of life, but even the most arrogant noble cannot deny that the Braavosi are better at some things: trade, banking, making canals, and many other such tasks. Find down-on-their-luck or adventurous men and women of the Secret City and offer them work and pay to come to Westeros, and you will be able to use some of their skills. Time: 2 seasons. Cost: 300 gold. DC: Special. Reward: Braavosi recruits, new actions unlocked.
    -[X] 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
    -[X] 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.
    -[X] 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.
    -[X] Blood of the Bear: House Mormont were never kings, and they have been conquered many times. Umber blood runs in their veins, as does the salty blood of Ironborn. Nevertheless, they have their own gift. Some could call bears to their side, some could become them. Have Frost try and awaken this in Lyanna Mormont. Time: 1 season. Cost: 150 gold. DC: 55. Reward: The Gift of the Bear-kin reawakens in Lyanna Mormont.
    -[X] 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.
    -[X] 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.
    -[X] 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.
    -[X] Family Time
    [X] Cold be hand and heart and bone
    -[X] Expand the Guard
    -[X] Gifted Warriors
    -[X] Bandit Hunt
    --[X] Doubledown
    -[X] The Most High Holy
    -[X] Logging Problems
    -[X] Copy Books
    -[X] The Chain Ballista
    -[X] Ritual Crafting
    -[X] Find the Gap
    -[X] Security Procedures
    -[X] Speak to an Advisor: Frost.
    -[X] Create the Book
 
Turn 23 Results
New Commands

-Issue Command (Barrow Houses): Fortify the Rivers (Rillwater, Redwater, and Barrowriver), 2100 Gold Diplomacy DC 30, Martial DC 40

--Diplomacy 1d100+19 = 62. Martial 1d100+18 = 33. Winter seemed to decide to remind your people of its power. A devastatingly powerful storm swept off the Sunset Sea, bringing sleet and snow and freezing rain. The impact was particularly painful at the river mouths, where many of the supplies for the fortifications had been gathered. Much was lost, enough that time and coin had to be spent getting new wood and stone and concrete instead of building. No progress made.

-Issue Command (Green Men): The Gift of Might, seek to awaken the Gift of Might in the Umbers. Cost 200 Gold. Diplomacy DC 15 Piety DC 60

--1d100+19 = 82. 1d100+20 = 53. Weirwood was powdered and mixed with sap. Savage aurochs were herded together and carefully soothed. More mundane supplies like food and blankets were gathered, and off the expedition of Green Men went. Not a week later the storm swept over Winterfell, drifts of snow piling up ten feet high. Frost spent long hours praying in the godswood, you occasionally coming to join him when you could take a break between your ordinary duties and handling the recovery from the storm. The gods were silent. No progress made.

Ongoing Commands

-House Dustin has had terrible luck trying to build their shipyard. The storm wasn't quite as impactful as it was at the river mouth, but it still disrupted their efforts. Thankfully, barring one warehouse where the roof caved in, the actual damage was minimal. Still, you were resigned to another season or two before the shipyard was complete. Lord Dustin, however, was not. He spent hours at the docks assisting where he could, even loaning out his armsmen in places where there were not enough hands. As the season came to an end the last boards were hammered into place and a godswood was consecrated in the shipyard. Shipyard complete.

-House Glover was far enough north that the worst of the storm had petered out by the time it had reached them, meaning work on Tolgett's Yard was not slowed by more than a week or so, and any delay caused was countered by the increase in labor that came as the town began to grow to something that was at least larger than a village. Ships were already beginning to put in at the Yard, trading food for lumber and honey. Shipyard complete, Tolgett's Yard is growing.

Military

-Gifted Warriors: 1d100+23 = 116. 1d100+16 = 26. Brandon was visiting Wintertown when the storm came. What he was doing there you aren't entirely sure – he hadn't had any work planned for the day, you know that. But the result was that he had two weeks with nothing to do while people cleared the snow away from the gates and roads. And he had been rather frustrated with some recent difficulties. He decided to solve two problems at once and recruit some Gifted while he was stuck in Wintertown. First, he gathered together two dozen wargs bonded with various birds. Then he persuaded a few healers with the Blessing of Life that they would do more good in their king's colors than out. Force of wargs recruited, group of healers recruited. Locked 2 seasons.

-Bandit Hunt: 1d100+23+20 = 108. 1d100+8 = 12. After Brandon got back, he discussed any possible topic but what exactly he had been doing in Wintertown, A favorite was making plans for dealing with the bandits. He borrowed fifteen members of the guard, all the scouts, and some Wardens and went bandit hunting. They were ruthless, attacking camps in the middle of the night, interrogating the survivors, then sending them right to the Wall. A picture slowly forms as you read the reports Brandon sends back. Whoever the leader is, they always wear a red mask and a red cloak and are very flamboyant. And they have received offers to work with the Ironborn. Brandon found the corpse of the emissary impaled upon a weirwood. It was probably the emissary anyway, the corpse is very decayed. Unfortunately, whoever this leader is, they have a healthy sense of self-preservation. Bandits destroyed, the leader has not been found.

Diplomacy

-Logging Problems: 1d100+20 = 26. Bloody hell, this was complicated. Staring at the diagram you made to try and understand this feud is making your head hurt. There's no one tangle you could cut and have everything be resolved, and while you could simply use your royal authority you would probably have to do so again in a few years because everyone would be left simmering with resentment. Further complicating things is the informal status the fey have in your realm. While the Reach at least theoretically has laws that apply to and restrict the fey, even if they can't enforce them, you do not. And because that's not bad enough, the storm has also caused several ravens and messages to go astray. Things are too complicated to resolve easily.

-Braavosi Recruits: 1d100+20+10 = 78. Edwyle puts his experience with the Braavosi to good work, leaning on friends he made to pay singers to tell of the stark beauty of the North and the fierce wars the Men of Winter fought against slavery time and again, the thralldom of the Ironborn given its true name by the Moon Pool. It gets you attention, and perhaps a trickle of recruits. But what really attracts interest are the rumors which have begun spreading about the potential wealth in your land, about a king far wiser than most in the Sunset Lands. Locked 1 season.

-The Most High Holy: 1d100+20 = 63. There have been several proposed candidates for High Septon. Amusingly enough, the Green Man who created the threshold on the Starry Sept was one of those, although Most Devout Willem was quick to argue against it for several reasons. Unfortunately, Willem is not going to be the High Septon, but some of those who might are either downright friendly to you or are at least reasonable about the differences between the Old Gods and the Seven have good chances. There's also a pair of candidates backed by the Westerlands you are working to make sure do not get even close to the Crystal Crown. Locked 2 seasons.

Stewardship

-Setting Standards: 1d100+18+15= 81. The standard measures are in place in Wintertown, with plenty of examples for people to use kept in several public squares and in every office of the civil service. All the guilds have them as well. The practice is slowly spreading across the North as well, which is good. Enforcing something like this would cost far more than its worth, as much as having partly standardized measurements bothers you. You know it bothers your merchants, having fielded several complaints to that effect. Weights and measurements standardized in Winterfell, will slowly spread. Trade dislocation continues.

-Improve Roads (Advanced): 1d100+18 = 106. 1d100+6 = 18. All through Stark lands broad, smooth roads run, their surfaces incredibly hard. Tall milestones stand at even intervals, letting any traveler know how far they are from Winterfell, where all the roads lead. Even with the heavy snow, travel is quicker on them by far than it is on the dirt tracks that most of the kingdom has, and travel begins to shift accordingly as merchants begin to travel through Winterfell and Wintertown more and more. The improved travel times will have more militaristic benefits as well. Durable road network completed in Stark lands, +200 gold (trade).

Learning

-Valyrian Steel Link: 1d100+20 = 76. The Riverlands are safe for no one to travel, the western coast is not much safer. To get to you the acolytes you promised they had to travel through the Stormlands and take ship from Tarth. When they arrive, you don't find them particularly impressive: four tall, weedy men with short hair and short chains. Maester Brynden and Frost take them aside and speak to them and assure you they know what they are doing. Bonus to some Piety and Learning actions, new actions unlocked.

-The Chain Ballista: 1d100+20+5 = 75. The basic design is similar to an ordinary ballista, but with two significant additions. First, on top of where the bolt would go, there is a hopper that can drop more bolts into place. Second, the string is connected to a chain which is connected to a crank. Maester Brynden begins modifying the design almost immediately, changing the structure of the chain and the hopper. The first test designs break in minutes. The second designs break in hours. Locked 1 season.

Piety

-Blood of the Bear: 1d100+25 = 94. The rite is a solemn thing. Lyanna Mormont stands in the godswood, a mask on her head. Half of the mask shows the face of a snarling bear, half the face of a fierce, stern woman, the kind who made Ironborn bleed every step they took from the sea time and time again. She takes up a cloak of bearskin and drapes it over herself, falling to her knees on the cold snow. The wind rushes through the leaves, and you hear faint whispers. "Flesh-ripper,honey-eater,skin-shifter…" Frost steps forth, offering her an ancient bronze knife, its blade marked with runes. Calmly, she lifts her hand and slices it open. The knife seems to drink in her blood. "Bear's blood am I. Skinshifter am I. Mormont am I." She says, her voice steady despite the chill. There is a long silence. She begins to sway, her eyes closing. Eddard starts to rush forward, a denial on his lips, but his feet get tangled in the roots and he falls. You blink, and then in place of Lyanna, there is an immense brown bear, stepping forwards and catching Eddard with its two immense paws. Gift of the Bear has been awoken in Lyanna Mormont.

-Rites of the Wild: Old rites are remembered and reshaped, bargains reforged, pacts renewed. Frost continues his studies. Locked 2 seasons.

Intrigue

-Find the Gap: 1d100+19 = 107. 1d100+7 = 81. Snow has a list of all his agents. He keeps it in a locked box. You have one key, he has the other. The box is kept in an alcove where it must be opened, or the contents will be destroyed. Somehow, you don't actually know how. He looked through the list and found the problem. There are several problems, actually. First, he does not have agents among the wildlings. Second, most of the plotting was done outside, generally in the presence of fey and armsmen. Snow had focused on subverting servants, since they are much easier to recruit and tend to hear more. He intends to correct these errors as soon as you give him permission. He has already begun making inroads among the fey…+30 to Even Deeper Secrets, time reduced, new action unlocked.

-Security Procedures: 1d100+19 = 25. Well, the first person he spoke to about the need for secrecy promptly got drunk and spilled his complaints in the middle of a tavern where several acolytes were drinking. Containing that mess took months before Snow was confident nothing had been lost. Still, he made the beginnings of his point. DC reduced.

Personal

-Create the Book: You have not done this much writing in a long time. Your hand cramps as you lay down the quill, and you decide that you should add proper pens and pencils to the list of your inventions. You look through your writing one more time: you start by explaining your story, describing what you saw and how much everyone benefited from it. You make sure to mention how society was structured differently and how differently politics works and the importance of things like trade and democracy, although you do eliminate some of the more radical ideas you remembered from your old life. Then you described everything you already invented. You frown as you notice a spelling mistake halfway through. You are not rewriting the damn thing again! First part of the Book Completed

-Family Time: 1d00+19 = 26. It wasn't bad luck or accidentally offending anyone or fights or anything. With all the crises and the storm, you just didn't have the time to spare.
 
importance of things like trade and democracy
I just wanna point out how interesting it is that hes writting this down when he and his family directly benefit from and are capable of correctly using the current system of monarchy that The North has going on without it being a negative thing for his people.

Also realistically democracy is something we as The Stark probably wouldnt want since it takes our power to do things away and even if we did want it we'd probably need much much faster methods of communication than what we currently have to utilize it effectively.
 
...well. That was five failed rolls, and a waste of ~2500 gold we really could have used. I feel like there's a lesson in overreaching to be had there. At least nothing was a catastrophic failure, though I'm not looking forward to whatever penalty/malus we have from the Logging Problems after this.
 
So, seeing how these turns are turning out, we may need to go for a focus effect vs a spreading effect. For a turn, we focus on military matters we focus on actions that can support that overarching goal of the military.

What do you guys think?
 
For democracy: You are fairly certain that it is to some degree inevitable, especially with the invention of the printing press and the seeds of the agricultural revolution being planted. You are advising your descendants about that, and suggesting you go for a constitutional monarchy when it becomes feasible to try and avoid a French Revolution type event.
 
For democracy: You are fairly certain that it is to some degree inevitable, especially with the invention of the printing press and the seeds of the agricultural revolution being planted. You are advising your descendants about that, and suggesting you go for a constitutional monarchy when it becomes feasible to try and avoid a French Revolution type event.
[furiously scribbles] NO ONE EVER SAY "LET THEM EAT CAKE." YOU WILL ALL DIE AND YOU WILL DESERVE IT.
 
-Issue Command (Barrow Houses): Fortify the Rivers (Rillwater, Redwater, and Barrowriver), 2100 Gold Diplomacy DC 30, Martial DC 40

--Diplomacy 1d100+19 = 62. Martial 1d100+18 = 33. Winter seemed to decide to remind your people of its power. A devastatingly powerful storm swept off the Sunset Sea, bringing sleet and snow and freezing rain. The impact was particularly painful at the river mouths, where many of the supplies for the fortifications had been gathered. Much was lost, enough that time and coin had to be spent getting new wood and stone and concrete instead of building. No progress made.
...well. That was five failed rolls, and a waste of ~2500 gold we really could have used. I feel like there's a lesson in overreaching to be had there. At least nothing was a catastrophic failure, though I'm not looking forward to whatever penalty/malus we have from the Logging Problems after this.

I'd assume that since we made our Diplomacy roll, that House Dustin will try again next turn without us doing anything. @notbirdofprey Is that right?

Also, I'm not sure what to do about failed rolls. It's not connected to overreaching or anything. If you roll a 6 what can you do? Nor does taking an additional action make it more likely that you roll another 6. (We rolled a 6 for the Security Procedures, and a 6 for Logging Problems.)

I mean, the only really high DC that failed was the Awaken the Gift of Might Piety roll. The other DCs that failed were all lower than 50. It's not like taking Valyrian Steel Link (which we passed) somehow made it more likely for the Fortify Rivers action to fail. (Which only needed a roll of 23+ to pass by the way, we rolled a 15).

-House Dustin has had terrible luck trying to build their shipyard. The storm wasn't quite as impactful as it was at the river mouth, but it still disrupted their efforts. Thankfully, barring one warehouse where the roof caved in, the actual damage was minimal. Still, you were resigned to another season or two before the shipyard was complete. Lord Dustin, however, was not. He spent hours at the docks assisting where he could, even loaning out his armsmen in places where there were not enough hands. As the season came to an end the last boards were hammered into place and a godswood was consecrated in the shipyard. Shipyard complete.

-House Glover was far enough north that the worst of the storm had petered out by the time it had reached them, meaning work on Tolgett's Yard was not slowed by more than a week or so, and any delay caused was countered by the increase in labor that came as the town began to grow to something that was at least larger than a village. Ships were already beginning to put in at the Yard, trading food for lumber and honey. Shipyard complete, Tolgett's Yard is growing.

At least the Shipyards are finished. The fleet at Barrowtown needs to be done first for the Quest to get completed in time. I think we have to start it next turn actually.

-Gifted Warriors: 1d100+23 = 116. 1d100+16 = 26. Brandon was visiting Wintertown when the storm came. What he was doing there you aren't entirely sure – he hadn't had any work planned for the day, you know that. But the result was that he had two weeks with nothing to do while people cleared the snow away from the gates and roads. And he had been rather frustrated with some recent difficulties. He decided to solve two problems at once and recruit some Gifted while he was stuck in Wintertown. First, he gathered together two dozen wargs bonded with various birds. Then he persuaded a few healers with the Blessing of Life that they would do more good in their king's colors than out. Force of wargs recruited, group of healers recruited. Locked 2 seasons.

I guess 3rd time is the charm.

-Bandit Hunt: 1d100+23+20 = 108. 1d100+8 = 12. After Brandon got back, he discussed any possible topic but what exactly he had been doing in Wintertown, A favorite was making plans for dealing with the bandits. He borrowed fifteen members of the guard, all the scouts, and some Wardens and went bandit hunting. They were ruthless, attacking camps in the middle of the night, interrogating the survivors, then sending them right to the Wall. A picture slowly forms as you read the reports Brandon sends back. Whoever the leader is, they always wear a red mask and a red cloak and are very flamboyant. And they have received offers to work with the Ironborn. Brandon found the corpse of the emissary impaled upon a weirwood. It was probably the emissary anyway, the corpse is very decayed. Unfortunately, whoever this leader is, they have a healthy sense of self-preservation. Bandits destroyed, the leader has not been found.

Interesting, we did not make the 120 Dc which I guess was what was needed to catch the leader. Interesting that this is not Ironborn connected. Red cloak? Bolton? Or someone trying to frame Boltons?

-Logging Problems: 1d100+20 = 26. Bloody hell, this was complicated. Staring at the diagram you made to try and understand this feud is making your head hurt. There's no one tangle you could cut and have everything be resolved, and while you could simply use your royal authority you would probably have to do so again in a few years because everyone would be left simmering with resentment. Further complicating things is the informal status the fey have in your realm. While the Reach at least theoretically has laws that apply to and restrict the fey, even if they can't enforce them, you do not. And because that's not bad enough, the storm has also caused several ravens and messages to go astray. Things are too complicated to resolve easily.

Great... well, guess our Diplomacy turns are going to continue to be tied up. Might have to use our Free Action there again.

-The Most High Holy: 1d100+20 = 63. There have been several proposed candidates for High Septon. Amusingly enough, the Green Man who created the threshold on the Starry Sept was one of those, although Most Devout Willem was quick to argue against it for several reasons. Unfortunately, Willem is not going to be the High Septon, but some of those who might are either downright friendly to you or are at least reasonable about the differences between the Old Gods and the Seven have good chances. There's also a pair of candidates backed by the Westerlands you are working to make sure do not get even close to the Crystal Crown. Locked 2 seasons.

At least we succeeded at this one.

-Improve Roads (Advanced): 1d100+18 = 106. 1d100+6 = 18. All through Stark lands broad, smooth roads run, their surfaces incredibly hard. Tall milestones stand at even intervals, letting any traveler know how far they are from Winterfell, where all the roads lead. Even with the heavy snow, travel is quicker on them by far than it is on the dirt tracks that most of the kingdom has, and travel begins to shift accordingly as merchants begin to travel through Winterfell and Wintertown more and more. The improved travel times will have more militaristic benefits as well. Durable road network completed in Stark lands, +200 gold (trade).

Huh, so we managed to finish this two turns early. That's great.

-Valyrian Steel Link: 1d100+20 = 76. The Riverlands are safe for no one to travel, the western coast is not much safer. To get to you the acolytes you promised they had to travel through the Stormlands and take ship from Tarth. When they arrive, you don't find them particularly impressive: four tall, weedy men with short hair and short chains. Maester Brynden and Frost take them aside and speak to them and assure you they know what they are doing. Bonus to some Piety and Learning actions, new actions unlocked.

Glad we made this one. Honestly it was the one I was most worried about, and yet we managed it while failing other easier ones.

-Find the Gap: 1d100+19 = 107. 1d100+7 = 81. Snow has a list of all his agents. He keeps it in a locked box. You have one key, he has the other. The box is kept in an alcove where it must be opened, or the contents will be destroyed. Somehow, you don't actually know how. He looked through the list and found the problem. There are several problems, actually. First, he does not have agents among the wildlings. Second, most of the plotting was done outside, generally in the presence of fey and armsmen. Snow had focused on subverting servants, since they are much easier to recruit and tend to hear more. He intends to correct these errors as soon as you give him permission. He has already begun making inroads among the fey…+30 to Even Deeper Secrets, time reduced, new action unlocked.

Excellent.

-Security Procedures: 1d100+19 = 25. Well, the first person he spoke to about the need for secrecy promptly got drunk and spilled his complaints in the middle of a tavern where several acolytes were drinking. Containing that mess took months before Snow was confident nothing had been lost. Still, he made the beginnings of his point. DC reduced.

Not so excellent, but I guess the saved time above will be spent making up for this failure.

-Create the Book: You have not done this much writing in a long time. Your hand cramps as you lay down the quill, and you decide that you should add proper pens and pencils to the list of your inventions. You look through your writing one more time: you start by explaining your story, describing what you saw and how much everyone benefited from it. You make sure to mention how society was structured differently and how differently politics works and the importance of things like trade and democracy, although you do eliminate some of the more radical ideas you remembered from your old life. Then you described everything you already invented. You frown as you notice a spelling mistake halfway through. You are not rewriting the damn thing again! First part of the Book Completed

Huh... not what I expected, I thought we were going to conceal this behind obscure sources. I'm not sure we want the attention that will come from openly admitting we have the knowledge, not even if we say it came in a dream.
 
For democracy: You are fairly certain that it is to some degree inevitable, especially with the invention of the printing press and the seeds of the agricultural revolution being planted. You are advising your descendants about that, and suggesting you go for a constitutional monarchy when it becomes feasible to try and avoid a French Revolution type event.
I dont know really. The north is probably the best kingdom for democracy (a very sad fact) but id still say its a poor choice for a number of reasons.

I guess its not really worth getting into for now though since it doesn't matter right now.
 
@notbirdofprey
What is the state of our treasury at the end of this plan ?
Did you get inspiration for the magic and creatures from warhammer fantasy ?
Also we should have commands that are for the whole north,like building roads and the like.Plus those 200 gold we get from advance roads is a paltry sume,we will recupe our spending in 8 turns from that income.
Also the kingdom is underbalanced,we spent to much on kingly things(a very stupid thing in the north),on military and diplomacy and not enough on improvement actions.
Also the gifted warriors should draw a maintainance expense from us,they are elite warriors who should get better pay and equipment then our normal forces.
 
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I'd assume that since we made our Diplomacy roll, that House Dustin will try again next turn without us doing anything. @notbirdofprey Is that right?

Huh... not what I expected, I thought we were going to conceal this behind obscure sources. I'm not sure we want the attention that will come from openly admitting we have the knowledge, not even if we say it came in a dream.

1. No, although you will automatically succeed in convincing them to try again.

2. The book is specifically for your future descendants.

@notbirdofprey
What is the state of our treasury at the end of this plan ?
Did you get inspiration for the magic and creatures from warhammer fantasy ?
Also we should have commands that are for the whole north,like building roads and the like.Plus those 200 gold we get from advance roads is a paltry sume,we will recupe our spending in 8 turns from that income.
Also the kingdom is underbalanced,we spent to much on kingly things(a very stupid thing in the north),on military and diplomacy and not enough on improvement actions.
Also the gifted warriors should draw a maintainance expense from us,they are elite warriors who should get better pay and equipment then our normal forces.

1. I will be editing the info sheet soon.
2. Somewhat.
3. They will upon completion.
 
I don't think it was so bad. Yes, the 2000+ gold wasted by failing the roll to reinforce the rivers sting a lot, but we still passed many important rolls. We can't win them all. It's part of the fun.

We have to admit, we have been quite spoiled so far in the quest. I've rarely seen so many crits. :)
 
@notbirdofprey
Can we get an action to build a port on the white knife river,maybe on cerwyn lands to improve trade with white harbour?Or we need a royal command for that?Also we could introduce river barges to facilitate trade?
@Raukeon
First i dont know if it is failed or it take one more turn to complete it.It is a royal command after all so they must justifie how they lost the obscene amount of money we invested.
But it still to expensive when our treasury and income are so low.We need more money.
With all of the wool we have,we can introduce water powered looms,like the Englad did at the start of the industrial revolution. The processed wool is a lot more valuable then raw material.Also with cheaper and more plentiful materials we can start manufacturing winter clothes,carpets and other things to both help our people and enrich our coffers.Also we can pass water powered looms to Umbers,who if i am not mistake rise sheeps,and we just manufacture the clothes and carpets.We enrich a vassal,we make him more loyal to us and we get more money from taxes and trade,plus a new industry and source of income for us(manufacturing of clothes and carpets in water powered factories) and our people get better clothes for winter bc they are cheapear so less death and higher population.Win-Win for everbody.
Plus we can start to produce cashmere,who is more valuable.
We have many rivers,we should be stupid to not take advantage of this.
 
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Turn 23 Rumor Mill
Counterintelligence: 1d100+10+19 = ?? 1d100+?? = ???

The Storm Watchers have been quiet. The Ironborn have been dealt with. You would think that means you don't have any spies to worry about. You would think wrong. You have two brand-new sources of trouble or potential trouble, although Snow catches them both very quickly. Unfortunately, he isn't quite able to determine how hostile they are to you.

The first spy he catches is an odd man. One of his men in Wintertown found him asking questions about you and speaking with the acolytes, although they seemed quite uncomfortable with him. As soon as Snow's man began speaking with him, they all left. And from the report, you can understand why. The mysterious stranger was unhealthily pale, as bald as an egg, and apparently had "eyes like a snake." He was also discreetly followed after leaving the tavern and found trying to watch and then sneak into the press house. On his corpse a bone-white amulet was found. Looking at it feels…strange. If the powers of the Old Gods are heard as a song, this is a soothing silence, but no matter how peaceful it makes you feel it is still unnerving.

The second spy is no man, but a fey who was singing songs outside Wintertown, using his intensely melodic voice to lure people to him. Despite the stories you remember hearing, he did nothing truly terrible to them. He did again ask questions, although he seemed more interested in how you felt about the Old Gods…and how they felt about you. He was most disappointed to hear that they favor you. He did not die but was persuaded to travel elsewhere. Snow is beginning to grow concerned by the increasing numbers of fey and their attitudes and has been spending some of his free time investigating. One-time free Intrigue action.

Rumor Mill (The North/Beyond-The-Wall)

The Preacher's Prayers: The mysterious preacher has appeared once more in his long white cloak, rumor and mystery swirling about him like the winter storms. His sermons grow more dramatic as he speaks of death, leading his growing following in prayers for the fallen, kin and strangers both. Though smallfolk seem fond of him, he has given no sign of ambition or aspiration, merely appearing and disappearing seemingly at will to preach all throughout the Barrowlands. When he vanishes, Green Men start to gather there, tending to the heart trees and leading prayers of their own, prayers of life and gratitude for it.
-According to Snow: At this point, I would ordinarily decide this preacher is a fairly low priority – a Green Man with unusual views perhaps, or a worshipper of some Essosi god making a halfway decent impression. But he has given a few followers gifts. Gifts of amulets as white as bone, just like the one found on the man who was investigating the press house. And some of them seem to grant odd powers to those who wear them.

Red Cloaks, Red Caps: The forest clans have suffered greatly this season. While the southern clans are involved in a complex dispute with House Tallhart that no one seems to understand, the northern clans and House Forrester are being hunted by figures in red caps and red cloaks with cruel curved knives. Bands of armsmen, the Wardens, and fey are all fighting desperately against these menaces. Tales tell of bloody assassinations in the hearts of castles, of godswoods coming alive to protect supplicants from the red-capped figures, of stout and cunning peasants invoking the power of iron and stabbing fiercely even as their blood was drained to wet the caps of the horrors.

The Ice King's Wrath: Rumor filters down from the Frostfangs of a band of giants or beastmen stealing the wife or daughter (a few more lurid tales claiming it's both at once) of the fierce Ice King, who has extended his rule over much of the Frostfangs. Though it is doubtful he claims more than a thousand followers that makes him mighty indeed among the wildlings even aside from his powers. It is said that upon hearing this, he walked into the heart of a mountain and forged a sword of ice, vowing to quench it in the blood of those who have wronged him. Some say he has bound himself thus before a heart tree, others say he has bound the heart tree in chains of ice to grant him greater power.
-According to Snow: It was his daughter, and it was beastmen. At least that's what my sources say. I also heard she simply left and intends to forge her own kingdom somewhere in the lands beyond the wall.

The Blood of the Bear: The Old Gods reached out their hand to bless House Mormont as in days of old, granting them the strength they will need to fight off the Ironborn who still bedevil their shores. Lady Lyanna Mormont was the first among them to receive their gift, gaining the ability to turn into a bear and savage strength even when she is in human form. Berserkers in their hide cloaks have also gained in number, leading boarding actions on galleys, often sinking the ships of the Iron Fleet, while on the shores stout fortifications are defended by determined crofters. Those Ironborn brave enough to head through the forests of the island to the keep fall to cunning hunters and skilled trappers. Slowly, ever so slowly, the Ironborn decide to find other targets.

Forest Feuds: The feuds in the southern Wolfswood continue and continue to escalate. House Tallhart is threatening to call their banners if their rights are not respected, House Glover is threatening to do the same in response, Lord Reed's brothers have shown up with retinues of crannogmen to try and keep the peace, and the Fair Folk are seemingly carving out their own demesnes, occasionally including a hamlet within their borders. Hollow hills and thorn mazes form in the forest, circles of stone and mushrooms rise from the earth, and all the while lords and masters squabble over who owns what section of the forest.
-According to Snow: I have managed to somewhat rectify my lack of knowledge. At least enough that I can confirm some fey are being used to pass messages among the various nobles involved. And it seems that they are…interfering with them somehow. How exactly they are doing so, I am not certain. The letters are never opened.

Rumor Mill (The South)

Peace on the Rivers: It seems that a sort of peace has come to the Riverlands at long last. Between the fey, the Horned Men, the Faith Militant, and the riverlords, Black Harren has at least been stalemated enough that he has withdrawn his forces to a few castles, including Wayfarer's Rest and Harrenhal and ceased raiding. Entire swathes of the Riverlands have been depopulated, but the lords are determined to hold what they have and continue to prepare their forces, many gathering weirwood bows and blessed blades and distributing them to their armsmen. More heart trees are planted and carved, fey pacts are made under the light of the full moon. When Harren bestirs himself again, he will bleed. The solemn vow is whispered in a thousand places high and low.
-According to Snow: The lords are all united behind their "Justman" king, sure enough, but the various other factions aren't too happy with each other. It's all the Regency Council can do to keep another war from starting. And if that happens, you can all but guarantee Harren will take advantage.

The Beasts of the Heights: A swarm of white-furred beastmen struck savagely out of the mountains, sweeping down into farmsteads that have long since ceased to fear the peaks. Gray trees grew out of the ruined remnants and the horde grew, until a force was rallied to push them back in a series of bloody battles. The trees were burned, the farmsteads rebuilt, but once more a threat from the mountains troubles the Vale of Arryn, while several septons have proclaimed this the fault of the demon trees. Things nearly exploded into a riot in Gulltown after the clansmen confronted some of those septons, but Grafton armsmen intervened in time.
-According to Rivers: We are hunting where this started. And we will stop it.

More Beasts: Another group of beasts came down from the mountain, but these were not feared but welcomed. Great griffons, fierce and noble, flew into the Vale on a southern wind, landing in distant places and claiming them as nests. Some bold knights have sought to gain them as mounts. A few have succeeded, before flying to the Eyrie where they swore themselves to guard their young king with their lives.

Reavers Retreat: Despite the savage invocations of the Drowned Men, the reavers refuse to return to the North unless the Iron Fleet moves as one. From the Seastone Chair, Vickon Greyjoy refuses to allow this, and so the Ironborn sail elsewhere, almost retaking the Shield Islands and devastating Crakehall three times before searching for richer passages. Some have begun sailing west across the Sunset Sea…

Reavers Ruined: They returned. They did not return alive, however. Some washed up on dead, tied to pieces of lightning scarred driftwood that once made up proud longboats. Some returned still rowing along despite being skeletons. Some returned as stranger and more terrible things, creatures of inhuman hunger with mouths that opened wide enough to swallow reavers in full armor. All know now that to sail west is to sail to your death.

The Rebel of the West: Discontent continues to simmer as Crakehall is raided again and again despite the best efforts of the Blessed and the Redeemed, while the remaining rebels somehow managed to steal a dozen ships from the Farman fleet and used them to run down a few escaping longboats, returning thralls and salt-wives to their grateful families. When these families tried to provide further aid to their rescuers, King Lorren's men appeared and ran them down, hauling off those who survived in chains. He has threatened to make an example of House Crakehall if they do not correct their errors. No one knows what he means by this. No one wants to know.
-According to Snow: Hugh Hill, the leader of the rebels, is a cold, cold bastard. He tipped off one of the King's men deliberately so that King Lorren would find out and arrest the smallfolk. Then he sent singers out and about to make sure everyone knew how terrible the king was, and he finds more steel and more hands to wield it for his cause. And yet he has to know he will lose. The hills are being scoured, and the area he has to operate in is slowly being reduced…

The Lannisport Traders: Wealth flows into Lannisport as many traders decide to avoid Oldtown as rumors continue to swirl about the fey-haunted city. The preachers of the Golden Sept are extremely eager to make sure everyone knows that this is because of the benevolence of the Seven and that they should be thanked appropriately. Gold and silver flow into the septon's coffers.
-According to Snow: We aren't the only ones trying to influence the election of the High Septon. Some of the coin is going to motherhouses and alms for the poor. Some is going to the Starry Sept to encourage the Faith to elect a hardliner…

The Elections of the Faith: Oldtown sees new members of the Most Devout flowing in from nearly every kingdom. Two make their way out of the wartorn Riverlands, three come from the Vale, a full five come from Dorne bringing tales of lords abandoning the Seven in favor of the beast-gods of the Rhyonar. More come from the Stormlands as well, bringing their own stories of accommodation with the first gods of the First Men. One even comes from Crackclaw Point.
-According to Snow: Despite the best efforts of the Westerlands, the Most Devout seem more interested in getting along with other faiths. It seems we don't need to worry about a crusade for quite some time…

The New Market: As more fey gather, they have opened up a market square of sorts, one that is strangely hard to find. Sometime you must walk an arch three times while whistling. Sometime you must walk backward down a certain alley. Sometimes you simply arrive there even though you don't wish to go there. Plenty of urchins have made good coin guiding more respectable sorts to and from the Goblin Market, where one can buy dreams for sand from a distant shore and a hollow stone that lets you see through glamor with a song and fine silk for a year's memories. Rumors persist of another, darker market beneath the Starry Sept where even stranger things can be bought for dangerous prices…


@Cgce, I will add an action or two to that effect. And on the royal command: the action will continue, but extremely slowly since the storm destroyed pretty much all the material for the forts, and to replace it the houses will pay for it out of their own coffers. Which are much smaller than yours. If you give them more coin it will speed up somewhat.
 
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