Short Summer, Long Winter, Year 110 AD
The weather has cleared out somewhat, and this winter is sure to end soon. Within a year, for certain, you can all but taste it. When it ends, you will march south to the Moat or sail west to the Iron Islands and take part in the greatest war Westeros has known since the War for Dawn itself. That, however, is not the focus of your attention today. Instead, it is on two large stacks of paper, both of which will be extremely important for the future of your kingdom. One pile contains designs for machinery which will revolutionize the textile industry, which frankly doesn't exist. Every step after the sheep is sheared can be done by powered machines. You can envision immense amounts of warm winter clothes, enough to prevent anyone from freezing to death, cheap clothing to flood the markets of other kingdoms, expensive and elaborate tapestries sold cheaper than anyone else can manage…it will bring so much coin into the kingdom, even if it has its risks. You remember the dislocations the revolution caused, the crushing poverty, the limbs lost in machines, and there's things you are probably forgetting as well.
The other stack of papers is in its own way even more dangerous. The fertilizer will all but guarantee that no one will starve during one of these winters, especially combined with your other agricultural reforms. The description of making gunpowder could bring an end to the age of the knight. And there's plenty of other useful materials described in those stacks of paper. If you let this knowledge out, you will begin a revolution and you will have no idea where it ends up.
(+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 on 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 0)
[] 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 season. Cost: 250 gold. DC: 40. Reward: Levy readiness improved, ??
[] Gifted Warriors: There are nearly a thousand wargs in Wintertown, and more scattered about your lands. There are a few hundred men and women blessed with incredible strength, albeit not to the level of the Mormont berserkers. There are people who can heal with a touch, people who can steal the courage of their foes with a song…the blessings of the Old Gods are many and mighty. Brandon intends to organize some of the Gifted into a force to be reckoned with upon the battlefield, or possibly in the more strategic sense. He has filled papers with possible uses for wargs alone – everything from delivering messages to using armored bulls as living battering rams. Time: 3 seasons. Cost: 600 gold, upkeep. DC: 55. Reward: Some sort of Gifted force attached to Winterfell guard. Type will be determined by dice rolls.
Locked 1 seasons.
[] 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.
[] New Artillery: The chain ballista isn't quite superior in every way to the regular version, but its improved rate of fire is not to be despised. Anything which helps kill reavers before they can come to handstrokes will be useful, especially since every account you have of the Ironborn monsters and mutants suggests they are primarily focused on killing in close combat. Replacing all your fleet's and defenses artillery is incredibly expensive and probably a bad idea. Replacing some is much smarter. Time: 2 seasons. Cost: 2500 gold, ships will be more expensive going forwards. DC: 50. Reward: Process of replacing all artillery begins, will continue automatically after completion.
[] Blood in the Wood: You will not allow your vassals to be terrorized and murdered, not if you can do anything about it. Send in the Guard, send in the Wardens, get them support from the Green Men, and deal with the redcaps who are attacking your people. Make examples out of them, make it absolutely clear that to harm the North is to harm you, and you will not stand for it. Time: 2 seasons. Cost: 100 gold, chance of decreased relations with fey. DC: 50. Reward: Lines drawn with fey, vassal approval.
Locked 1 season
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 1)
[] 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: 350 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.
Locked 1 season.
[] 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.
[] The Fair Folk: Your relationship with the Old Gods clearly provides a measure of protection. You would love it if it provided you with more, since the fey are still being a pain. Make some effort to learn more about the factions and the powers of the fey, and hope that what you learn is helpful and accurate. Time: 1 season. Cost: 20 gold. DC: 30/60. Reward: Information about the fey.
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 2)
[] 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.
[] MORE SHEEP!!: You are already making a great deal of coin from the sheep already present in your lands, and frankly you are almost out of pasture to support more. Buy up some cropland, convert it to pasture, and get more sheep. When all the processing of wool is converted into an industrial process, you will have more than enough wool to keep up, and the amount of coin you will get will be incredible! The only problem is…actually getting everything converted. That will be a headache and a half. Time: 3 seasons. Cost: 1000 gold. DC: 55. Reward: Way more sheep, decrease in food supply.
[] Wolfswood Road: The one place your roads didn't really go is into the Wolfswood, given the fact that it is a dense, primeval forest, but if you want your logging camps to be better you will need better transportation. A road won't solve half the problems your loggers have getting trees out, but it will help, and it will make getting into the forest much easier. Time: 4 seasons. Cost: 800 gold. DC: 30. Reward: Road into the Wolfswood.
[] 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.
[-] 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.
Locked For You Until Transportation Is Substantially Improved
[] 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 only 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: 100 gold. DC: 35. Reward: Increase to farming income.
[] Plan the Process: You will need to take several steps before you can truly begin industrializing. The first one has been taken, but now you need to find places to build textile mills, find people to make the parts, find workers, and that's all before you will see a single copper back on this investment. And you will probably want to take some precautions to prevent riots or the other issues England had with industrialization. Take some time and figure things out. Time: 1 season. Cost: 50 gold. DC: 40. Reward: Plans made for industrializing, potential problems averted, new actions unlocked, useful actions noted.
[] Start Building: You will need a factory first and foremost. There are plenty of places near the river that are suitable for waterwheels, although it will take some time to get all the mills set up and then you will need to build the factory itself. You already have a carding facility that is suitable for the moment, so the next thing will be too set up a mill for drawing and spinning – it makes sense to put the drawing frames and spinning mules together. After that, you will have time to plan your next steps. Time: 2 seasons. Cost: 800 gold. DC: 45. Reward: Build drawing and spinning mill, start producing yarn in large quantities. Increase to income.
[] Potash Making: You never realized how useful potash was until you sat down and wrote everything you knew about it while working on your chemistry plans. There are a lot of possibilities for it, and it is something known in the North. Paying some people to come to Winterton and make it in quantity shouldn't be too expensive, and with a ready supply of potash you might be able to get more glassmakers and other such trades, which will be immensely useful both for your coffers and for the people of Winterton. Especially if you can get glass gardens set up. Time: 1 season. Cost: 300 gold. DC: 40. Reward: Production of potash, increase to trade.
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.
[] A Glass Candle: Glass candles are peculiar things. Useful, immensely useful…if every vassal had one, it would be so much easier to send messages, for one thing, but there is much you don't know about them. Can they be listened on? What are their limitations? Is there any risk of some wicked spirit possessing the user? Have Brynden and the acolytes try and answer these extremely important questions, and maybe find a bit more about the higher mysteries. Time: 3 seasons. Cost: 400 gold. DC: 65. Reward: Knowledge of glass candles, hints of Valyrian magic
[] Strange Rites: The Old Gods are not the only ones who can grant power. Even leaving aside everything you have encountered in Westeros, you have heard of the warlocks of Qarth, the Jade Magisters of Far Yi Ti, the priests of Rh'llor the Red, the shadowbinders of Asshai…there are more traditions of Westeros then you can count. Scour a few libraries in the North, see if you can gather any information about how these other rites can be used and how to perform them. Time: 1-5 seasons. Cost: 1000 gold. DC: 30/60/90. Reward: ??
[] Spread Knowledge: You have made some useful things, like the waterwheels which can provide immense power, and now you will have a chain ballista. There's also the printing press, although you may want to consider keeping that under wraps for the moment. And of course, there's concrete, and then there are the things you haven't really implemented: seed drills and copper-bottomed ships and the like. Tell your lords about them and encourage them to use these to improve their desmenes. Time: 1 season. Cost: 120 gold. DC: 30. Reward: Can spread as many or as few technologies as desired.
[] New Darning: There's a couple devices in your darning barn that do it differently than the traditional methods. It's faster and it works better as well, and its one of the reasons that you are making so much coin from it. Find out who came up with it, find out more about how these work, and spread them to the rest of the barn. Time: 1 season. Cost: 100 gold, optional reward. DC: 45. Reward: Learn more about darning.
[] Finding Sources: Some of the materials you described are known to exist: charcoal, for instance. Or sulfur. Finding existing sources of them would be helpful if you are planning to exploit them on a large scale, and the Citadel does have records of such things. A hefty bribe will certainly help you get access to them, and you can send out your own people as well. Time: 1 season. Cost: 400 gold. DC: 30. Reward: Find existing sources of various materials.
[] Starting Small: Set up a "lab" for Maester Brynden and perhaps a couple steady-handed assistants in Winterfell, somewhere nice and far away from anything that could get damaged by acid, smoke, or fire. Then let him play around and try to figure out how exactly to make gunpowder and saltpeter and sulfuric acid. Maester Brynden wants to experiment with a few other things known at the Citadel and see if he can find anything interesting. Time: 1 season. Cost: 100 gold. DC: 20/40/60/80. Reward: Basic lab set up, begin figuring out how to make various chemicals practically, possibility of new developments.
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 0)
[] Seek the Pattern: Frost suspects there is a pattern of some kind to the rituals. "A great working of god, Singer, and man, like all made a tapestry out of a single thread," he described it, although you get the impression he was grasping for words, like trying to describe in detail how a bank works in the Old Tongue. One of the acolytes who came north with Valyrian steel in his chain seems to agree, although you don't like the way he watches the godswood, looking at it almost like a butcher looks at a hog. Certain limits will be put in place, and they will be abided by. Frost, you can trust on that. The others, you find yourself uncertain. Time: 3 seasons. Cost: 300 gold. DC: 85. Reward: ??
[] 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 1 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
Locked 3 seasons
[] 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.
[] Ritual Crafting: While the Sacred Arrows created by the rite do not last forever, several other rites do create objects or blessings that last for a long time. While some can be done by some of the more skilled among your Green Men, others are beyond the power of all but Frost, most notably the making of protective talismans. He will devote his time to doing so if you ask and have some of his brethren do the same. Thresholds will be blessed, beast-bane spears given to those in the Wolfswood, and a few sacred arrows will be made as an assurance. Time: 1 season. Cost: 400 gold. DC: 30. Reward: Varying number of rites performed
[] Aggressive Recruiting: Not all who join the Green Men have the skill and strength of will necessary to perform even the simplest rituals, but some do. And some who do have the skill do not join, either for personal reasons or lack of opportunity. Frost refuses to do anything about the first, but the second he can help with. Coin and royal favor will certainly help him find those with the potential to wear the Green. Time: 4 seasons. Cost: 1500 gold. DC: 45. Reward: More Green Men recruited.
Intrigue: Snow is in many ways the total opposite of Rivers. Calm where he is excitable, nondescript where he is distinctive. You can't imagine Snow having any of his predecessor's escapades, although he is most definitely equally competent. He's actually rather terrifying, especially with Janna and the Huntsmen helping him with the more physical side of things. You are fairly certain he is giving Eddard lessons. (Choose 0)
[] From Valley to Peak: Snow knows almost everything that happens in the Vale. There are still a few exceptions, however. Send Snow back to the Vale and have him fill in the last few gaps in his network. Time: 4 seasons. Cost: 800 gold. DC: 65. Reward: Advanced Spy Network (The Vale)
[] Even Deeper Secrets: Snow has people in every house in the North. He has people in every town and city too. But you want more. If your lords meet, you want to know. If anything happens, you want to know. Time: 2 seasons. Cost: 600 gold. DC: 55. Reward: Spy Network (The North).
[] 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: 43. Reward: Acolytes kept away from sensitive information, basic security procedures taught to civil service.
Locked 1 season
[] 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, upkeep. DC: 50. Reward: Simple Spy Network (The Iron Islands).
[] Find the Leader: 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. Specifically, he wants the leader, who he suspects is connected with the bloody butchery being done in the north of the Wolfswood. Time: 2 seasons. Cost: 100 gold. DC: 65. Reward: Bandit leader found.
Locked 1 season.
Personal: There's always plenty to do when it comes to being a king. Even outside of your official duties, you can make decrees and issue commands. Of course, you can also spend time with your family, help an advisor, or try and explain some of your knowledge to your advisors. (Choose 2)
[] Uplift ____: You recall an invention or system, and try to figure out how it worked well enough that someone else can make it a reality. Time: 1 season. Cost: 0. DC: Varies. Reward: New action unlocked
[] Propose Fostering/Betrothal: It's a simple matter for you to agree to the proposals you received about fostering and betrothals, either in whole or in part. Time: 1 season. Cost: None. DC: Varies. Reward: Betrothal and/or Fostering(s) arranged
[] Warging Practice: There are very few things you can't do when it comes to warging. There is one challenge you have left to face. It will not be easy, you can be certain of that, even though it is a simple progression of your splitting yourself between your direwolf and yourself. You will split yourself between multiple animals at once. Time: 1 season. Cost: 0. DC: 85. Reward: You get more skilled at warging.
[] Beast Bonding: Go riding in the Wolfswood and find a worthy beast to bond with. You aren't entirely certain what the side effects would be. Time: 1 season. Cost: 0. DC: Special. Reward: You get some sort of beast bond, possible side effects.
[] The God's Eyes: While you can open the God's Eyes more or less at will now, it can be difficult to keep them open, especially in places full of magic like Winterfell. You also suspect you are missing a great deal of nuance when you look at people or more complicated items like your crown, which just looks like plain metal. Or that skin, which makes you shudder whenever you think of it. Further practice could also extend how long you can use this gift. Time: 1 season. Cost: 0. DC: 70. Reward: Greater control and skill with the God's Eyes, more information about the skin.
[] Speak to an Advisor: You want to know more about the people you work with. Time: 1 season. Cost: 0. DC: 50. Reward: Gain knowledge of an advisor, improved opinion.
[] Family Time: Your sons are less than pleased with each other and with you. Your wife is unhappy with you, and you suspect her tolerance of magic is being tested, especially when you can sometimes see her emotions. Try to mend fences, reconcile your sons, and reassure your wife. Bend all your diplomatic skills to doing so. Time: 1 season. Cost: 0. DC: 40. Reward: You feel better, your family feels better.
[] Train Your Children (Stat): You have been making your sons go to lessons like green boys. Now it is time to teach them like men. Have them learn by shadowing you, by leading their own projects, and by discussion. You'll probably rely a lot on history for those discussions, ones you remember having with your own father as he taught you the arts of persuasion and deception. You will have to decide what to focus on teaching your sons of course. Time: 3 seasons. Cost: 0. DC: 55. Reward: Eddard's and Edwyle's stats improve, chance of trait, chance of your stats improving.
Treasury: 6650 gold
Income: 1925 gold (taxes) + 2150 gold (trade) + 400 gold (farming) + 100 gold (fur) + 325 gold (wool) + 420 gold (mines) + 80 gold (paper) + 130 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) – 150 gold (Rumors and spies)
Net Income: 4515 gold
Food Supply: Medium- surplus
Attitudes and Power Blocs
State of the Realm