- Location
- AR
[x] plan money and knowledge
[x] 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.
[x] 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.
[x] 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.
[x] 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.
[x] 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.
[x] 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.
[x] 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
[x] 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
[x] 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)
[x] 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)
[x] 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.
[x] 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.
[x] 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.
[x] 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.
[x] 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.
[x] 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.
[x] 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.
[x] 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.
[x] 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
[x] 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
[x] 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)
[x] 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)
[x] 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.
[x] 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.
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