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

Next thing you know, we'll find out that the reason our continents (north and rest of Westeros) so underpopulated is because we've got a nasty case of Ratmen...


Oh crap..

Well that sure explains all the nasty diseases, mysterious deaths, and the loss of magic (more-more warpstone manthing!!!), and maybe a hint to who's really controlling things in old town (oldest city in westeros - check; tall tower - check; called 'grey rats' - check, Hey wait what!?!)

...FUCK!!!

Alright, this might still be salvageable, we jsut have to make sure that our mines have no other routes except the ones we make, and we have to make sure that we always search beneath our castle.

Goddamn it! Fucking Skaven!! (I really hope I'm wrong about this.).
 
I honestly don't know what to feel that beastmen are implied to exist in the setting now. I hope this won't turn into that GameofthronesxDungeonsandDragons quest where everything kinda stopped making sense as new things showed up as time went on.

Goodbye low magic world, I will miss you.
 
I honestly don't know what to feel that beastmen are implied to exist in the setting now. I hope this won't turn into that GameofthronesxDungeonsandDragons quest where everything kinda stopped making sense as new things showed up as time went on.

Goodbye low magic world, I will miss you.
You mean the one that has 3.5mil word count? Yeah I read a little and then took a peek at character sheet, to get a little spoiler on what will happen later. That was a massive WTF moment...
 
You mean the one that has 3.5mil word count? Yeah I read a little and then took a peek at character sheet, to get a little spoiler on what will happen later. That was a massive WTF moment...
Yeah, the Viserys one. It isn't difficult to follow the logic that leads into WTF, territory. It is a good quality of writing, I just have a hard time going past a certain point where the DnD becomes overwhelming.

I forgot the name though.
Found it.
A Sword Without a Hilt: A Song of Ice and Fire/D&D 3.5 Crossover
 
Filter the quest forum by word count and it will be at the top.

By the way, I actually like what you did. The problem with the current scenario is that the North doesn't really have any enemies.

Sure, Aegon is coming, but that will be in like a decade, which means 40(!) turns. Wildlings aren't really a challenge, and conquering the North from the south is pretty freaking impossible unless the other Kingdoms unite.

We need to have some kind if an enemy to make the quest interesting.
 
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Filter the quest forum by word count and it will be at the top.

By the way, I actually like what you did. The problrm with the current scenario is that the North doesn't really have any enemies.

Sure, Aegon is coming, but that will be in like a decade, which means 40(!) turns. Wildlings aren't really a challenge, and conquering the North from the south is pretty freaking impossible unless the other Kingdoms unite.

We need to have some kind if an enemy to make the quest interesting.
There are other ways to have an enemy, instead of dropping what feels to me like 'whoops, apparently a never before known creature is now attacking'. Maybe the Iron-born go raiding? A wild dragon attacks. A faceless man attacks... I like a bit of logic to the challenge, instead of 'QM must challenge the players'.
 
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There are other ways to have an enemy, instead of dropping what feels to me like 'whoops, apparently a never before known creature is now attacking'. Maybe the Iron-born go raiding? A wild dragon attacks. A faceless man attacks... I like a bit of logic to the challenge, instead of 'QM must challenge the players'.
But those wouldn't count as war or even as prolonged conflicts. Those would be skirmishes or one time events...
 
But those wouldn't count as war or even as prolonged conflicts. Those would be skirmishes or one time events...
'Sigh', what usually kept the North from developing into a better North? A shadow war with the Citadel? I would prefer if the low magic level of Planetos stayed true to the source.

We do need some conflict, we haven't checked the opinions of all the vassals yet. But just dropping a unknown/unrecognized conflict out of nowhere doesn't feel right to me. We don't need to see an impossible situation develop, something as ridiculous as Harren the Black being fought early by the Reach to save the Riverlands could happen. I just don't want to accept we need to thoroughly break world setting canon on our knee to be challenged at all.
 
Yo if there is skaven end of quest we are done no way we are beating them lol

If it's true, batten down the hatches and prepare for a one way ticket to the moon... oh gods they reached that too didn't they?

However in all seriousness...
Reasons we're not entirely screwed if there are Skaven...

Runes - si knowledge about them - their own inherent paranoia - apparent massive lack of warpstone (severely hinders all their efforts, also no clan moulder, skryre and pestilence; and extremely week grey seers) - they don't like the cold.

Basically if there are skaven, they'll mostly be south of the riverlands. Where the man things build their cities.

Also I doubt their population would be as large as WF, they can only reach that due to being around for so long, picking off the scraps of absolutely massive human populations - and having 'very advanced' tech/breeding practices. But they can only maintain this tech/breeding practices because of warpstone, which Planetos lacks severely.
 
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I just don't want to accept we need to thoroughly break world setting canon on our knee to be challenged at all.
I would agree, if the QM haven't already started to drop hints that this isn't really low magic setting anymore. Consider all the runes on the crown and the castle walls.

If we learn this kind of magic, it will be an enormous boost. It's only logical that a drawback is put in place so that we won't conquer Planetos in 20 turns...

The best thing would be to just keep it as an OG low magic setting, but we are already past that point. 🤷‍♂️
 
I would agree, if the QM haven't already started to drop hints that this isn't really low magic setting anymore. Consider all the runes on the crown and the castle walls.

If we learn this kind of magic, it will be an enormous boost. It's only logical that a drawback is put in place so that we won't conquer Planetos in 20 turns...

The best thing would be to just keep it as an OG low magic setting, but we are already past that point. 🤷‍♂️
Well to Be honest, there are runes carved on the oldest stones of Winterfell - not that anyone knows what they're for (suspected protection against winter, and the return of the others) but as long as we don't go full Warhammer fantasy, we should be fine - you can add ice dragons (also canonical to asoiaf) beastmen, and maybe a nerfed (equivalently) underempire... ;)

Though seriously I'd say the skavenare probably not going to feature, and instead the it skavenyness will be attached to the maesters (who are basically slightly helpful skaven expys when you look at the history of their order, and the opinions of those who don't have tinted glasses)


However, I draw the line when it comes to any warhammer deities - we don't want any of that. That a cancer I'd rather never need excise, and while fitting the novels theme of, 'if there are gods their shit', we, I repeat do not need any of that.
 
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Not sure if I like the inclusion of beastmen. It's not like ASOIAF universe is lacking in monsters. Asoiaf has everything from giants, wargs, cannibals, whitewalkers to even Cthulhu monsters.

It just seems incongruous and jarring to me.
 
If it's true, batten down the hatches and prepare for a one way ticket to the moon... oh gods they reached that too didn't they?

However in all seriousness...
Reasons we're not entirely screwed if there are Skaven...

Runes - si knowledge about them - their own inherent paranoia - apparent massive lack of warpstone (severely hinders all their efforts, also no clan moulder, skryre and pestilence; and extremely week grey seers) - they don't like the cold.

Basically if there are skaven, they'll mostly be south of the riverlands. Where the man things build their cities.

Also I doubt their population would be as large as WF, they can only reach that due to being around for so long, picking off the scraps of absolutely massive human populations - and having 'very advanced' tech/breeding practices. But they can only maintain this tech/breeding practices because of warpstone, which Planetos lacks severely.
Maybe so but even an enemy with 1/10 of your strength and 1/10 the size of your armies can still destroy u if they can move around unseen like i dont know lets say they live underground and can invade your towns and cities from underneath them.
 
Rumor Mill Turn 4
Rumor Mill Short Spring, Long Summer, 105 AD.

Rumor Mill (The North)

Terror of the Wolfswood
: Something horrible and vile appeared in the Wolfswood, like monsters from the Age of Heroes. Hideous creatures half beast and half man arose from the wood, attacking several small parties before being bravely slain by King Torrhen and his men. The misshapen bodies have been hung from the walls of Winterfell for all to see. Hunters and loggers step lightly in the Wolfswood now, unsure if there is some vicious monster just behind the next tree, but none have dared show their faces in the forest.

According to Rivers: House Glover and Forrester, among several others, have sent men to verify that these creatures are real. Master Glover is considering calling his levies to run a sweep through as much of the Wolfswood as he can.

The Direwolves:
The Old Gods have greatly blessed House Stark this day! A small pack of direwolves fought beside our King, and some say they bowed to him after the battle, while others claim that the mighty creatures trotted alongside him as obediently as a well-trained puppy. No one is exactly sure what King Torrhen plans, but it is said that direwolves fought beside House Stark before, and perhaps they shall again. Some even claim that the direwolves are pregnant…

According to Rivers: You seem to have made quite an impression everywhere from the Wall to the Neck. There are nearly forty letters in my room telling me how you have an army of armored direwolves now. Many of your more pious lords are seeing this as a sign of favor, although House Manderly is a little uncomfortable with the prospect of serving a warg.

Feuding Begins:
House Hornwood has sent several letters of complaint to house Manderly regarding their vassals in Ramsgate, who have apparently been unfairly raising their tolls. The Manderlys have dismissed these missives, some of them without even bothering to reply, and their respective vassals are beginning to quarrel upon meeting.

According to Rivers: There's something going on here. There have been sealed letters between Bolton and Hornwood for a few weeks now, and Lord Hornwood suddenly starts complaining about a state of affairs that has been going on for years? I don't like it.

Wildlings Take Shelter
: For some reason, clans of wildlings have flooded south, herding elk and goats and other beasts before them, taking refuge in the lands immediately north of the Wall. While fights have broken out between various clans and multiple rangings, there is surprisingly little violence considering the size and savagery of this gathering. The Night's Watch is preparing to drive them north, although many black brothers find themselves wondering what has driven so many of the fiercely independent wildling clans so close to the Wall.

According to Rivers: I have no idea what's going on here. It is incredibly hard to get people into the Watch.

Rumor Mill (The Riverlands)

The Meeting at The Trident: Black Harren has awoken, short one arm but still alive and as cruel as he ever was. He and three of his sons met with Vickon Greyjoy where the Green Fork meets the Blue. No one knows what was spoken between the two would-be kings, but in the end, some sort of agreement was reached, and Harren was accompanied back to Harrenhal by several warriors encased entirely in black iron armor.

The Blackwoods Flourish:
Despite Harren's taxes and tithes, the mood if joyous in Blackwood lands as the weirwood tree has sprouted new leaves for the first time in no one knows how long. This has been taken as a good sign by many. The Blackwood smallfolk have thrown a grand feast despite knowing that this may call down the wrath of the ironborn. The fools!

Harrenhal Trembles: Something strange happened within the walls of Harren's grotesque castle. The walls shuddered for hours on end one day, and rumors from those few who have been within and returned to speak of it describe a fountain of dark water in the courtyard where there had been none before.

Rumor Mill (The Vale)

Gulltown Burns: A devastating fire arose in Gulltown this past season, destroying nearly half the town. No one is precisely certain as to the cause, and anger has fallen on everyone from the local septon to the lord of the town. In the wake of the fire, the Red Trading Company has purchased several damaged warehouses and begun restoring them.

According to Rivers: There's a lot going on here. The Red Trading Company has connections in half the Free Cities, most notably Volantis. And at least one of their agents was present when the fire started. They have also been paying several people who have been stirring up anger against the sept and doing it with eerie effectiveness.

Clans Halt in Raiding: Lord Royce led a punitive expedition deep into the mountains in response to several raids on his lands. Many expected it to be a failure, but he achieved remarkable success apparently, as raids have halted on his lands and the lands of several nearby lords. The smallfolk enjoy a reprieve, although several other Vale lords are displeased by the fact that it is a First Man house that has had the first substantial victory against the clans instead of another house of purer lineage.

According to Rivers: I may have partial responsibility for this: returning their crown to the Stone Crows gave me a lot of credibility with the clans, and I suggested they keep things quiet for a few years, and suggested to Lord Royce that he could get the credit. That was when I met Lady Lya…

Tensions Rise in the Eyrie:
Prince Jonos and King Ronnel are both quite young, but already their rivalry is developing dramatically. The two boys could not be more different. Each has attached themselves to different lords as well, who have begun to argue and debate in the halls of the Eyrie despite the best efforts of Queen Regent Sharra.

According to Rivers: The two are fighting, but it's highly exaggerated. Several lords, including the Graftons, are creating this feud seemingly out of thin air and then abusing its existence to convince other lords to support them in various unrelated endeavors like rebuilding and expanding Gulltown.
 
Out of everything I have just read all I can say is "bring it on."
This right here we need to send Rivers on right away. I don't like the idea of the Bolton's getting ideas about their power block now that we are building up the North. I wouldn't be surprised at all if their the main reason that the North hasn't advanced at all. They are our very own hell knights, who we have to beat down into submission every now and then.
Wildlings Take Shelter
This we need to look into anything that needs us personally looking into(preferably with dire wolves by our side). Anything that can get the savages from the North camping that close to the Wall needs to be looked into with a lot of blades.
The Meeting at The Trident:
Harrenhal Trembles:
This though requires our attention to I don't think those boys in black mean anything good for the rest of Westeros. That and we should probably send someone to burn that fountain with fire.
Rumor Mill (The Vale)
The rest of this though at most I say we tell Royce about it and let them deal with the Essos slavers.
 
Harrenhal trembling...black water...that sounds like an eruption of oil to the surface.

I think Harrenhal just jumped up in terms of priorities, gentleman and ladies.
 
Turn 5
Short Summer, Long Summer, 105 AD

The corpses hang to the side of the gates, swaying gently in the breeze. Weeks later, the smallfolk still gape and stare at them whenever they pass, and whisper dark words about what it could mean. You, on the other hand, are far more concerned with the pregnant direwolf. Her belly is dragging on the ground, but she is still pawing at the Hunter's Gate, begging to go outside. "No girl. Why don't we go to the godswood?" You say, and she seems to sigh, her tail dragging as she turns and heads back inside. You glance at your kennel master, who shakes his head. "She's not quite ready to give birth, I think." He tells you. You nod absentmindedly and head back inside the keep. Poole begins walking alongside you, juggling some reports from your tax collectors and your minor vassals. "Your grace, these new farming techniques have been extremely useful, although I think we are starting to reach the limit. People just can't harvest anymore." +150 gold (farming)

You nod and dismiss him. It's another thing to keep in mind on top of hundreds. Maybe you should make a list of some kind to help keep track of these. A blackboard perhaps. You wave the thought away. It will probably save time, but you need spare time to save it first. And right now you are too busy. The wildlings, the Boltons, the monsters from the wood…and that's just within your own kingdom. Even your family is beginning to get troublesome, with Serena wailing and sobbing when you hold her and the twins beginning to shirk their lessons, although not combat practice. Never combat practice. It's the same problem again. Time. You don't have enough of it.
Grimly, your face set like a warrior facing his death, you ascend the stairs of the keep, ignoring Rivers as he whittles a stick into a point, shaving it away bit by bit. You sit down behind your desk and begin reading the next report.

Military: Brandon is the Champion of Winter and a skilled commander of soldiers. Most importantly, you trust him with your life and throne. (Choose 2)
[] Build a Fleet (Location): Ironborn and slavers threaten your coasts, and you have gone long enough without a fleet. Order one of your vassals to begin constructing ships, and offer gold and workers to see it done. Time: 2 seasons. Cost: 3000 gold. DC: 45. Reward: A new fleet.
[] More Watchtowers: Bear Isle and many other of your vassal's lands are vulnerable to Ironborn raids. Ships are costly, but a system of watchtowers like the one you are building could help your lords respond to attacks faster. Time: 3 seasons. Cost: 2000 gold. DC: 30. Reward: Watchtower chain along the western coast.
[] Knowledge is Power: Now that Brandon has the Winterfell guard trained to his standards, he wants to expand it. Just a little. Specifically, he wants to hire some men you are pretty sure are poachers and have them work for you as scouts. He seems confident he can win their loyalty, and you can see the use of having such men serve as outriders. Time: 2 seasons. Cost: 500 gold. DC: 50. Reward: Winterfell guard expanded with scouts.
[] Woods Riders: Since you now have monsters in the forest to deal with, you need another type of soldier, one better equipped for patrolling the paths and roads of the Wolfswood. Use some of the lighter horses and hire some soldiers to create lightly equipped, mobile cavalry. They won't have the same weight as knights or heavy horse, but hopefully, that won't matter too much. It's not like they can really charge well in the woods. Although perhaps if they could shoot a bow from horseback…Time: 2 seasons. Cost: 500 gold. DC: 55. Reward: Wolfswood riders begin patrolling around the Wolfswood and along the roads inside it, new options unlocked.
[] Eyes in the Forest: None of your soldiers are really trained for fighting in wooded terrain. Charging out of it, sure. Launching an ambush from it, definitely. But engaging in battle with something like those monsters hemmed in by trees, unable to form any sort of line? Your stomach churns at the thought. Brandon doesn't like it better, so he wants to borrow some crannogmen and adapt their tactics to the forest. Time: 2 seasons. Cost: 300 gold. DC: 40. Reward: Wolfswood Wardens begin patrolling the Wolfswood, hunting the creatures. New options unlocked.
[] Scour the Wood!: House Glover has the right idea. Call up the levy and every house who can make it in time and have them send their men into the forest. Search every inch of ground for more of these creatures, and especially keep an eye out for any sign of whatever nest birthed them or pit spawned them. Time: 1 season. Cost: 1000 gold. DC: 25/65. Reward: Levy called for all houses near the Wolfwood, soldiers begin to scour the forest. Severely decreased income until patrols are ended.
[] Levy Drills: Sections of your land border the Wolfswood, and more monsters could burst from it at any time. Your guard is extremely well-trained, but they can't be everywhere. Simple spears will be provided to the smallfolk, and once a week your guards will train them on how to use them. Hopefully, it will be enough. Time: 1 season. Cost: 400 gold. DC: 25/50. Reward: Better trained levy.

Diplomacy: Jeyne seems a lot happier with you now, and you can see more affection in her eyes, although she is always a proper lady. (Choose 2)
[] Speak to Kings (Kingdom): There are other kings to the south of you. Perhaps you should open up talks with one of them. Though all of them are Andals and ironborn, you doubt any of them would outright refuse you…Time: 1 season. Cost: 50 gold. DC: 50. Reward: Positive diplomatic contact.
[] Speak with Vassals (Region): Most of your direct vassals are loyal and trustworthy, but it's good to keep an eye on them all the same. And if any of them have trouble, you might be able to help. Time: 1 season. Cost: 100 gold. DC: 30. Reward: Vassal relations boosted, aware of problems
[] Go Beyond: There are no kings or lords beyond the wall, but there are Magnars and chiefs aplenty. And giants, and wargs, and many other things dangerous and useful both. Skagos and the mountain clans might be willing to represent Winterfell, and perhaps you could work some manner of deal with the wildlings. Time: 2 seasons. Cost: 1000 gold. DC:50/75. Reward: Peaceful contact with wildlings, possible vassal/ Night's Watch disapproval.
[] Foster Children: The Boltons and the Umbers both want to foster some children at Winterfell, and there will be others. See who else is interested before you make any decisions. Time: 1 season. Cost: 25 gold. DC: 30. Reward: More information about fostering.
[] The First Night: The right of the First Night is a barbaric thing, in your opinion, and you knew many of your vassals and all of the smallfolk agree. Banning it would be a good deed, but it might upset even those who disapprove of the practice. Time: 1 season. Cost: 25 gold. DC: 20/40/60/80. Reward: First Night banned, chance of change in vassal/peasant opinion
[] Crop Rotation Part 2: Convincing the local smallfolk was relatively easy. All you had to do was show up and tell them. Spreading this system across the North will take time…or you could short-circuit the process by inviting your lords to come see for themselves. Time: 1 season. Cost: 1000 gold. DC: 25/50. Reward: Vassals adopt crop rotation system to varying degrees, possible information.
[] The Vale Clans: The mountain clans may have reduced their raiding, but they have not stopped. Speak with the Royces of Runestone and the Arryns of the Eyrie and offer your support in further reducing these raids. Telling them of how your ancestors won the loyalty of the northern clans would make a good start. Time: 1 season. Cost: 50 gold. DC: 50. Reward: Improved relations with the Vale and with the Royces, new options unlocked
[] Speak With the Clans: Even the mountain clans know of the Stark in Winterfell. Your word carries weight. Use that to make contact with the clans and hear what they have to say. Of course, if the Vale finds out they might be unhappy with you. Time: 2 seasons. Cost: 150 gold. DC: 25/50. Reward: Make contact with the mountain clans of the Vale, chance of Vale opinion loss
[] Settle the Feud: House Manderly and House Hornwood are feuding, and House Bolton appears to be encouraging things. Have both houses present their positions to you and declare a solution. Depending on what you choose, you may anger one house or another, but this disturbance must be laid to rest. Time: 1 season. Cost: 25 gold. DC: 20/40/60. Reward: Settle the feud, chance of opinion loss from one or both houses.

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. (Choose 2)
[] Hunting and Trapping: Most of the wolfswood is reserved for your use and for that of other noble houses. While it wouldn't do to completely end those privileges, if you expand the amount of free forest, hunting and trapping would be more profitable. Time: 1 Season. Cost: 0. DC: 45. Reward: Small amount of more food, small new income source, new options unlocked.
[] Expand the Forges: There are a few blacksmiths scattered among the various villages, but there really aren't enough to keep up with all the work needed to make sure everyone has good tools. Again, the poorest have to plow with sticks! Have the Winterfell blacksmiths build some forges out by Wintertown and teach a few boys the basics. Time: 2 seasons. Cost: 600 gold. DC: 50. Reward: More farming income, more food, new options unlocked.
[] Improve Roads (Basic): The roads in Winterfell are little more than mud tracks, and you can quite literally drown in them after a spring thaw. It will take extensive time and lots of gold to make them proper roads, but there's plenty of room for improvement. Time: 1 season. Cost: 1500 gold. DC: 50. Reward: Better (but not good) roads around Winterfell.
[] Concrete Construction: Concrete will be an extremely useful material, but unlike stone, it cannot be simply carved out of the ground. You must set up a building for it to be mixed, train some people in how to make it and use it, and then you will be able to use it. Time: 3 seasons. Cost: 800 gold. DC: 35. Reward: New options unlocked, increase to trade.
[] 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: 400 gold. DC: 45. Reward: New options unlocked, increase to trade.
[] Shearing Sheep: You have a lot of sheep, which means a lot of wool. Organize and expand the efforts to shear them and you will get even more wool. Wool which merchants from across the North will buy. And perhaps you could do something more with it…Time: 2 seasons Cost: 300 gold. DC: 45. Reward: New options unlocked, increase to trade.
[] Mines (Basic): Most of the valuable minerals are fairly hard to reach. Some of the lower deposits are easily accessible, however. Hire miners and have them begin working away and you will see some gold flowing into your treasury…perhaps enough to finance building mines in the highest of peaks. Time: 3 seasons. Cost: 800 gold. DC: 55. Reward: New income source.
[] 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: 2000 gold. DC: 75. 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: 300 gold. DC: 45. Reward: Knowledge of resources in the rest of the mountains

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. (Choose 1)
[] Request Books: The Citadel library is vast, and the Winterfell library tiny. Maester Brynden wants to get some books from the Citadel. One of the inner towers is largely empty, and he thinks it will be perfect for the beginnings of a library. Time: 1 season. Cost: 500 gold. DC: 65. Reward: Beginnings of a library in Winterfell.
[] Of Children's Tales: The creatures from the wood were like nothing you have seen or heard of, but you do not know every story ever. Have Maester Brynden see if he can find some trace of them in his books or in the minds of the smallfolk. Time: 1 season. Cost: 25 gold. DC: 55. Reward: Knowledge
[] Strange Flesh: The creatures were strangely resilient and odd in appearance. Give some of the corpses to the maester and have him cut them apart and see if he can find anything useful. Perhaps they have some weakness you could exploit? Time: 1 season. Cost: 50 gold. DC: 55. Reward: Knowledge, new options unlocked.
[] Road Building: You remember quite a bit about roads, but you aren't entirely certain about Roman roads were made. Talk to Maester Brynden about how roads were built, see if he can remember anything useful, and maybe let him run a couple of small-scale tests. Time: 3 seasons. Cost: 600 gold. DC: 50. Reward: New stewardship option unlocked.
[] Grinding Grain: Brynden was apparently born in Riverrun, where they had a giant waterwheel they used to grind grain. He could design and build a similar one for the river by Wintertown. While it's smaller than the White Knife it joins with, it's large enough to rarely freeze. Time: 3 seasons. Cost: 400 gold. DC: 45. Reward: Increase to farming income, new stewardship options. Locked 1 Season.
[] Northern Library: So the Citadel will not send you books again, huh? Will no matter, you will just have to do it yourself. Tell your vassals to copy what books they have and send them to you. Time: 6 seasons. Cost: 800 gold. DC: 30. Reward: Beginnings of library

Piety: Frost is extremely strange. He's so quiet you often don't notice him until he speaks, and you have never seen any hint of his skin or his eyes. There's also a faint sense of weight around him. Especially when he is sitting before the heart tree. (Choose 2)
[] Winter's Runes: If one looks close enough on the walls of Winterfell, one can find faint carvings. According to legend, they were made by the Children to strengthen the fortress where the Others were defeated. Have Frost examine the runes and see if there ever was any magic to them. Time: 1 season. Cost: 0 gold. DC: 75. Reward: Knowledge of the original runes of Winterfell, hints about the truth…
[] The Horned Men: On the Isle of Faces, it is said that the Horned Man slays all who trespass on that sacred soil. Frost wishes to create a less…brutal version for the North by making an order of thanes. They will be no different from other thanes except for an additional oath: To protect the sacred sites of the Old Gods from those who would do it harm. Time: 2 seasons. Cost: 250 gold. Reward: Order of the Horned Men formed
[] Stories of the Age of Heroes: Frost doesn't remember any story which featured monsters like the ones you killed, but he is not the only Green Man around. Have him again seek knowledge among his brethren, and hopefully, you can find something useful from them. Time: 1 season. Cost: 50 gold. DC: 35. Reward: Information
[] The Green Book: The south has its Seven-Pointed Star, but the Old Gods have no such book. Frost wants to write something similar. It will consist mostly of stories, but in these stories will be the truth of how men are meant to act. The importance of keeping your word, the sacred bond of guest right, the obligations between parent and child…One thing it will not contain, however, is how to worship. Frost is not a septon. Time: 2 seasons. Cost: 100 gold. DC: 40. Reward: The Green Book is written, the Faith of the Old Gods continues to grow
[] The Southern Clans: There are still followers of the Old Gods to the south, most prominently the mountain clans of the Vale. Frost wishes to send Green Men among them to tend to their weirwoods and offer their counsel. Time: 2 seasons. Cost: 100 gold. DC: 50. Reward: Faith of the Old Gods grows stronger in the south, new options unlocked.
[] Rites of the Field: 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 field and grove and attempt to recreate them. Time: 4 seasons. Cost: 50 gold. DC: 75. Reward: New magic unlocked
[] Rites of the Wild: The First Men and the Children of the Forest learned much from each other once the Pact was sworn, but much has been forgotten. Frost and his brethren will begin to seek the rites of the wood and waters and attempt to recreate them. Time: 4 seasons. Cost: 50 gold. DC: 75. Reward: New magic unlocked
[] Rites of the Flesh: The First Men and the Children of the Forest learned much from each other once the Pact was sworn, but much has been forgotten. Frost and his brethren will begin to seek the rites of the man, woman, and child and attempt to recreate them. Time: 4 seasons. Cost: 50 gold. DC: 75. Reward: New magic unlocked
[] Rites of Battle: 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 battle-luck and blood-fury and attempt to recreate them. Time: 4 seasons. Cost: 50 gold. DC: 75. Reward: New magic unlocked


Intrigue: Rivers does not seem to be especially bright. Good at picking locks and sneaking about, but not bright. Still, he's better than you at dark deeds done in the dark. (Choose 2)
[] Beyond the Wall: The Night's Watch doesn't always fight the wildlings. Sometimes they talk and trade. Rivers thinks he can get someone to share what they talk about. Time: 2 seasons. Cost: 25 gold. DC: 50. Reward: Rumor mill (Beyond the wall)
[] From Valley to Peak: Rivers knows almost everything that happens in the Vale. There are still a few exceptions, however. Send Rivers 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)
[] No Fights This Time: River's arm has mostly healed. Mostly. Send him to the Isles once more, and pray he doesn't get another fit of idiocy. Time: 1 season. Cost: 50 gold. DC: 35. Reward: Rumor mill (Iron Islands)
[] Even Deeper Secrets: Rivers has people in every house in the North. He has people in every town and city too. But you want more. If your lords meet, you want to know. If anything happens, you want to know. Time: 3 seasons. Cost: 600 gold. DC: 55. Reward: Spy Network (The North).
[] Further Afield: 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 Rivers get to work. Time: 2 seasons. Cost: 100 gold. DC: Varies. Reward: Rumor mill for the chosen location
[] Deeper Rivers: Now that Rivers can give you an idea of what's going on in the Riverlands, have him start making additional contacts and see if he can get more reliable information about what's going on. Time: 2 seasons. Cost: 400 gold. DC: 50. Reward: Simple Spy Network (The Riverlands).
[] Plan an Operation: You don't have a formal organization for doing your dirty work, just Rivers and whoever he decides to bring with him. It ought to be enough. Give him a job and he will get it done. Time: Varies. Cost: Varies. DC: Varies. Reward: Describe the operation and target and I will assign time, difficulty, cost, and DC. The reward depends on the task.
[] An Extra Advisor: Rivers is a bit of an idiot, especially when it comes to outside work. Find someone to help him handle his duties. Preferably without him knowing, you think. Time: 2 seasons. Cost: 50 gold. DC: 50 to hide it, Varies for who you find. Reward: Another intrigue advisor.

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
[] Order a Vassal: You can tell your vassals what to do, although there's no guarantee they will obey and they probably won't like it. Still, it's a way for things to get done without spending your gold on it. Time: 1 season. Cost: Vassal relations. DC: Varies. Reward: Your vassal does what you tell them.
[] 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
[] Before a Heart Tree: Spend a long night praying before a heart tree, trying to understand why and how you woke up as Torrhen Stark. Time: 1 season. Cost: 0. DC: 55. Reward: Knowledge
[] 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: You have a daughter, a wife, and two sons. Even though Torrhen remembers them, you don't. Time to fix that. Time: 1 season. Cost: 0. DC: 50. Reward: You feel better, your family feels better.
[] Dealing with Direwolves: The direwolves spend most of their time in the kennel, occasionally visiting the godswood or the forest. Spend some time with them and have your family do so as well. See if there is any truth to those stories about Starks. Time: 1 season. Cost: 0. DC: 45. Reward: Family gets pet direwolves.
[] Build a Blackboard: You don't have enough time to spare. You don't have the time to figure out a way to save time. But somehow you will. Build a blackboard, hire a secretary…you don't know what, but somehow you will gain some breathing room. Time: 5 seasons. Cost: 200 gold. DC: 55. Reward: +1 free action.

Treasury: 2150 gold
Income: 400 gold (taxes) + 1020 gold (trade) + 490 gold (farming)
Expenditures: -20 gold (signal towers), -10 gold (stables)
Net Income: 1890 gold
Food Supply: Small+ surplus
 
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