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

State of the Realm/Character Sheet
Name: Torrhen Stark
Age: 37
Title: King in the North, King of Winter, Lord of Winterfell, The Unbroken, The Giftgiver, Beastbane
Prestige: 500
Influence: 11/70
Description: You are a remarkably nondescript man, with pale gray eyes and dark brown hair. You are stronger than average, and visibly so, but not enough to really stand out, especially when compared to some of your more…interesting vassals.

Diplomacy: 17+2 = 19. Most lords of the north are as blunt as hammers. You are too, but you can also be subtle and tactful when it suits you. You also give very impressive speeches.

Martial: 16. You can lead an army with some skill, but your brother is by far the superior general.

Stewardship: 16+1+1 =18. Numbers and figures are easy for you to work with, and management is where you thrive.

Intrigue: 15+1 = 16. The best part of believe is the lie.

Piety: 12+2+4+2 =21. It is easy to believe in gods which have touched you directly the way the Old Gods have, and you thank them for all the times they have intervened, even if sometimes the interventions are a little disturbing.

Learning: 14+1+1 =16. You have a head for numbers and figures, even if it's nothing special.

Personal Combat: 17+2 =19. With Ice in your hand, you are an instrument of lethality.


Traits:

Knowledge: Industrial: You are widely read on the process of industrialization, and you have some practical experience as well. You've made steel, built waterwheels, and you know how a mechanical loom works. (+1 Stewardship, +1 Learning, bonus to some Uplift actions)

Knowledge: Agricultural: You are familiar with farming and fishing with animal husbandry. You have actually run your own farm for some time. You can design a seed drill or a mechanical reaper, make fertilizer, or construct a greenhouse. (+1 Stewardship, +1 Learning, bonus to some Uplift actions)

One of the First Men: As one of the First Men, you are different from men of the Isles or South of the Neck in attitude and appearance.

Skilled Warg: Direwolf Bond, Raven Bond, Strange Shadowcat Bond: You have a loyal companion in the form of a fierce direwolf named Fenrir. You can warg into this direwolf less at will and still retain control over your human body for short periods of time, and even when you are not doing it so it seems to sense your thoughts. You also have a bonded raven, and can warg into other animals easily. (+8 to Personal Combat when accompanied by bonded direwolf. +1 when accompanied by bonded raven without direwolf. +3 to Personal Combat without direwolf but with other animals. +4 to Piety, penalty to diplomacy with those who dislike magic.)

Good at Speeches: You are practiced at delivering speeches, and can stir any man's heart or quell a crowd's fury with only a few moments of thought and a dozen sentences. (+2 Diplomacy)

The God's Eyes: You can see things as they truly are, stripping away the falsehood of the world to see the skein of reality beneath. While you lack true control, the flashes of insight it gives you are still useful. (+2 Piety, +1 Intrigue)

Possessions:

The Crown of Winter/The Sword Crown: This crown of gray skymetal sits uneasily on your brow, but you wear it all the same. Inside and out are two sets of runes, one in the tongue of the First Men and one in something else. Some of that something else was written by the Children of the Forest and may still have power. (+2 Piety, grants the following powers: Call Upon Ancestors, Defy Magic, The Rightful King, Wolf Warning, Wolf Bond)

Ice: A Valyrian steel greatsword and the ancestral weapon of your house, it is as much a symbol of your rulership as your crown. (+2 to Personal Combat)

Sung Weirwood Bow: An ancient bow sung from a weirwood by one of the last Children of the Forest, it was given to you in gratitude by the Wull. It is a potent and lethal weapon with limits you have not explored. (+3 Personal Combat)


Dramatis Personae

Jeyne Stark, 34 years old

Martial: 12
Diplomacy: 16+1+2+1 = 20
Stewardship: 15+2+3 = 20
Learning: 13+2 = 15.
Intrigue: 15

Traits:

Holds Grudges: She will never forget a slight or insult. Or a slight insult, for that matter.
Expert Hostess: She knows a great deal about holding a party – everything from acquiring food and entertainment to diffusing fights before they can disrupt the celebrations. (+2 Stewardship, +1 Diplomacy)
Attractive: She is a gorgeous woman. Tall, graceful, elegant…(+2 Diplomacy)
Expert Organizer: She is incredibly skilled at making plans of any type. The more complex, the better. It's actually a little scary how effective she is. (+3 Stewardship)
Linguist: She has developed a skill for languages, and knows several, enabling her to impress many by conversing in their native tongue. (+1 Diplomacy, +2 Learning)
Cautious About Magic: She was raised in the Light of Seven, but sees the potential for good magic has. She is concerned what overuse could lead to, but recognizes it is not necessarily evil.


Eddard Stark, 17 years old

Martial: 15+3+1 = 19
Diplomacy: 17+ 1 = 18
Stewardship: 16 +2 = 18
Learning: 14+1 +2 = 17
Piety: 13+2 =15
Intrigue: 15+2+2 =19

Traits:

Martial Enthusiast: He loves learning to fight, and would spend all day sparring and training if he could. (+3 Martial)
Love of History: He enjoys stories of previous kings and learning about the past almost as much. The Hungry Wolf is his second-favorite king, although he won't tell you who the first is. (+1 Learning)
Diligent: He is determined and studious, working hard to learn everything he will need as King in the North. (+2 Learning, +2 Stewardship)
Heir to the Throne: As your eldest son, he will take the throne after you die.
Warg: Direwolf Bond: He has a loyal companion in the form of a fierce direwolf named Watcher. You can warg into this with difficulty (+3 to Personal Combat when accompanied by bonded direwolf. +2 to Piety, penalty to diplomacy with those who dislike magic.)
Unfair: He does not believe in fair fights. (+1 Martial, +2 Intrigue.)
Pragmatic: While he tries to maintain honorable conduct, he knows that sometimes things must be done that he would rather not do to help maintain the peace and protect his people. And he will do them without regret. (+1 Diplomacy, +2 Intrigue)
Storyteller: He enjoys telling and sharing and hearing stories, and has a gift for telling them well from other perspectives, making him enjoyable to listen to. (+4 to Diplomacy in informal situations.)


Edwyle Stark, 17 years old

Martial: 14+3 = 17
Diplomacy: 16+2 =18
Stewardship: 16
Learning: 17+2 = 19
Piety: 18+2+2 = 22
Intrigue: 15


Traits:

Martial Enthusiast: He loves learning to fight, and would spend all day sparring and training if he could. (+3 Martial)
Godseeker: He spends much of his time in the godswood when he is not occupied, meditating before the trees or playing with his direwolf. He spends almost as much time speaking with Frost or other Green Men who visit Winterfell. (+2 Piety)
Warg: Direwolf Bond: He has a loyal companion in the form of a fierce direwolf named Winter. You can warg into this with difficulty (+3 to Personal Combat when accompanied by bonded direwolf. +2 to Piety, penalty to diplomacy with those who dislike magic.)
Charmer: He is naturally charming, and has honed this charm into something impressive. (+2 Diplomacy)
Xenophile: He is interested in foreign peoples and different ways of doing things. It genuinely fascinates him. (+2 Learning, bonus to Diplomacy with unfamiliar people, penalty to Diplomacy with xenophobic people)

Possesions:
Frostmourn, a Valyrian Steel Longsword

Serena Stark, 6 years old.

Traits:

Baby: She is still unformed clay.
Shy: She does not like being the center of attention.


Alys Stark, 3 years old.
Rodrik Stark, 3 years old.

Thane Brandon Snow, Brandon the Bowman, Champion of Winter, 34 years old

Martial: 19+3+2 =23
Diplomacy: 15
Stewardship: 15
Learning: 16
Piety: 15+2 = 17
Intrigue: 17+3 = 20
Personal Combat: 19

Traits:

Warg: Direwolf Bond: He has a loyal companion in the form of a fierce direwolf named Shadow. He can warg into this with difficulty (+3 to Personal Combat when accompanied by bonded direwolf. +2 to Piety, penalty to diplomacy with those who dislike magic.)
Strategist: He likes to look at the big picture of how a war is fought. (+2 to Martial)
Experienced Commander: He has led men in battles for many years, fending off wildlings, bandits, and Ironborn with equal skill and efficiency. (+3 to Martial)
Silent Walker: He is eerily capable of moving silently, able to cross even the roughest ground without making a sound. Or climbing castle walls without making a sound. (+3 to Intrigue)


State of the Realm:

Military:

600 Winterfell Guard: Equipped with half-plate, heavy tower shields, and large steel axes, these highly trained and disciplined warriors are a nigh-unbreakable wall on the battlefield. (Elite, extremely well-equipped heavy infantry. Great Offense, Great Defense, Adequate Mobility, Great Morale)

75 Winterfell Scouts: Trained to track and scout, these men and women can hide anywhere with cover, painting themselves with mud and plants to better blend in. Their shadow cloaks give them uncanny skill in hiding and passing without trace, further enhancing their deadly abilities. While they carry limited weapons, they tip them in poison in the tradition of their crannogmen teachers to maximize the impact of their weapons. (Elite, extremely well-equipped scouts. Great Offense, Low Defense, Great Mobility, High Morale)

2100 Wolfswood Wardens

-1000 Wolfguard: Equipped with a mix of chain and hide armor and sturdy spears designed to take the charge of enormous beasts without breaking, these warriors are skilled in moving in forests without being detected and fighting in small groups. (Trained, equipped light infantry/scouts. Good Offense, Adequate Defense, Good Mobility, Good Morale)

-550 Arrows of the North: Riding Steeds specially bred for endurance and speed, equipped with longbows and quivers full of arrows, they shoot their foes full of holes then ride away before they can close the distance. Some call them cowards, but the Arrows of the North laugh in their faces.(High endurance archer dragoons, trained, equipped. Good Offense, Adequate Defense, Great Mobility, Good Morale)

-550 Wolf Riders: Riding Steeds specially bred for endurance and speed, equipped with light lances and longswords of Northern steel, they work in groups with the Wolfsguard and the Arrows of the North to destroy any threat on Northern roads. (High endurance light cavalry, trained, equipped. Good Offense, Adequate Defense, Great Mobility, Good Morale)

1300 Levies: Wearing gambesons and thick furs or hide armor, only the very richest can afford scale or chainmail. Every member is equipped with a stout shield and a spear, and they are trained in their use. Although compared to professional soldiers they lack discipline and courage, they are stout enough to hold the line. (Light infantry, trained, equipped. Adequate Offense, Adequate Defense, Adequate Mobility, Adequate Morale)

500 Levy Archers: Wearing gambesons and thick furs, most wield shortbows, with only the most skilled having the superior longbow. They are trained to fire in volleys and can keep up a steady rate.(Archers, trained, equipped. Adequate Offense, Adequate Defense, Adequate Mobility, Adequate Morale)

50 Warg Scouts: Armored with gambesons and some chain, these men and women are not trained to fight, although they may have some skill with blade or bow. Instead, they are typically kept near the commander and told to scout, looking through the sharp eyes of their falcon companions to hunt down threats and opportunities. (Scouts, trained, equipped. Adequate Offense, Adequate Defense, Adequate Mobility, Adequate Morale.)

30 Healers: Armored with gambesons, these healers are usually only armed with knives. Trained by maesters and Green Men to heal, they use herbs, poultices, and their own powers to keep other soldiers from dying of their wounds. The best among them can take a man wounded unto death and have him hale and hearty and returning to the fray in under an hour. (Elite healers. Low Offense, Adequeate Defense, Adequate Mobility, Adequate Mobility, Good Morale)

Additional troops can come from vassals
12 Longships in service to the Manderlys
10 Galleys in service to the Manderlys

7 Galleys in service to the Mormonts
12 Galleys in service to the Tallharts
12 Galleys in service to the Dustins

Economy:

Treasury: 5785 gold
Income: 1950 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

Towns and Cities:

White Harbor: 25,500. Walls, harbor, city watch, markets, sewers, multiple guilds, the Snowy Sept, septwoods, shipyard.
Wintertown: 13,000. Sewers, markets, godswoods, smith's guild, carpenter's guild, small brewer's guild, city watch, septs, septwoods, forging complex, concrete factory, paper mill.
Barrowton: 14,000. Sewers, walls, markets, harbor, multiple guilds, godswoods, city watch, shipyard.
Tolgett's Yard: 1,100. Walls, shipyard

Realm Improvements:

Signaling System between Moat Caitlin and Winterfell
Signaling System all along western coast, with substantial additional fortifications.
Fever River, Barrow River, Rillwater, and Redwater are all heavily fortified
Royal Stables established outside Winterfell
Winterton and Tolgett's Yard have been given town charters.
Hunters have been established as group of assassins.
Shipyard built on Torrhen's Lake and Bear Isle and in Barrowton

New Technology:
Printing Press
Concrete
3 Field and 4 Field crop rotation
Roman Roads
Seed Drills
Standard Weights and Measures
Anti-fouling sheathing
Gunpowder
Nitrates, phosphates, and other basic chemicals
Spinning mule, drawing frame, water-powered textile machinery.


Attitudes and Power Blocs
 
Last edited:
Turn 1
Turn 1. Year 104 AD, short summer, long summer.

You stir from your bed, your thoughts and the thoughts of Torrhen circling about your mind, chasing each other, distracting you as you sit down to eat. It's been a week and you still haven't gotten used to it, but at least you can function now, even if still weirds you out when you find both sets of memories colliding…You bastard brother Brandon is there, entertaining your daughter Serena. He looks up as you come in. "Brother!" He says, smiling broadly. Like just then. His smile fades slightly as you flinch. "Your wife just went to find the boys…" He continues, poking Serena in her stomach and she squeals with delight. As you sit down to join them, Maester Brynden comes, holding a stack of parchment. "Your grace…we received a white raven earlier this morning. Summer has begun." He says, placing the stack on the table. You sigh as you begin to read through it. A king's work is never done.

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)
[] Guard Training: The Winterfell Guard consists of about 300 men. Brandon wants to increase the amount of time they spend training and turn them from adequately skilled professionals to true warriors. And weed out any who can't keep up while he's at it. Time: 2 seasons. Cost: 200 gold. DC: 35/70. Reward: More elite Winterfell Guard.
[] Watchtowers: Ravens and riders are all well and good, but neither is as reliable as Brandon likes. He wants to build and man a series of watchtowers equipped with beacon fires and bronze mirrors, stretching from Moat Caitlin to Winterfell. To start with, anyway. Time: 3 seasons. Cost: 2000 gold. DC: 40. Reward: Watchtower chain from Moat Caitlin to Winterfell.
[] 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.

Diplomacy: You are a calm man and you have a way with words, so you generally handle diplomacy yourself. Although having someone to delegate some of it too wouldn't be a bad idea…(Choose 1)
[] Find an advisor: There are lots of letters to write and read for this sort of thing and very few of them are worth the parchment they are written on. So you are going to find someone to help deal with it. Time: 1 season. Cost: 50 gold. DC: Varies. Reward: Diplomacy advisor, additional action.
[] Speak to Kings: 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: 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
[] The Honor of the Watch: The Watch provides a valuable service, but not everyone sees that. Southron kings send nothing but rapists and rusty weapons to the Wall, and even many in the north don't care much about it. You think that should change. Time: 2 seasons. Cost: 500 gold. DC: 35. Reward: Northern vassal relations boosted, reputation boost, Night's Watch likes you.

Stewardship: The Poole's have always served the Starks. You can remember Torrhen's father telling him that as a boy. Jaime Poole has continued that tradition, and ably. (Choose 2)
[] Taking Stock: You aren't exactly sure how much is on your land. How man farmers, how many craftspeople…you don't even really know how many villages there are. Send men out to get a count of what's there and how much of it there is. Time: 2 seasons. Cost: 100 gold. DC: 40. Reward: You know who's on your land.
[] Survey the Mountains: The mines of the Westerlands give them incredible wealth, but you have mountains as well. While most of these mountains are in the land of various clans sworn to you, some belong directly to you. Search that portion for resources. Time: 1 season. Cost: 100 gold. DC: 45. Reward: You know what minerals are in the mountains.
[] Expand the Granaries: The granaries of Winterfell are vast, but you still almost ran out last winter. Poole wants to dig the granaries and root cellars deeper, although then preservation becomes a problem. Time: 2 seasons. Cost: 1000 gold. DC: 30. Reward: Can store more food.
[] Improve Roads: 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.

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 2)
[] 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: 60. Reward: Beginnings of a library in Winterfell.
[] Woodwitches and Midwives: The Citadel supposedly knows everything about healing, but Maester Brynden disagrees. He wants your leave to seek knowledge among the midwives and woodwitches and other hedge healers in and around Winterfell. Time: 2 seasons. Cost: 50 gold. DC: 45. Reward: Maester Brynden is better at healing.
[] Seek Help: Maester Brynden is an old man, and some of his duties tax his body. He wants to send for help from the Citadel, which will come in the form of an acolyte or two, maybe someone just starting their chain. Time: 1 season. Cost: 250 gold. DC: 40. Reward: More learned men in Winterfell

Piety: You find yourself praying in the godswood early one morning, and thinking about matters of faith. They aren't something you have a great deal of experience with, but clearly there's some sort of power out there. (Choose 1)
[] Seek a Septon: The Faith of the Seven is widespread in Westeros, although in your kingdom it is largely limited to the lands of House Manderly. Surely a faith so popular will have answers for you…Time: 1 season. Cost: 100 gold. DC: Varies. Reward: Septon as piety advisor, +1 action
[] Ask the Old Gods: The Old Gods are the gods of your people and ancestors and vassals, and if you desire answers you shall find them in the face of a heart tree. Time: 1 season. Cost: 0. DC: Varies. Reward: Follower of the Old Gods as piety advisor, +1 action.

Intrigue: Most of the north dislike cloak and dagger work, but you understand the use of such things. If only they didn't take so much time… (Choose 1)
[] Finding Sneaks: If you can find someone to help you spy, things will go so much smoother. Finding someone sneaky won't be hard. The trouble is finding someone sneaky you can trust. Time: 1 season. Cost: 50 gold. DC: Varies. Reward: spymaster, +1 action.
[] Rumors of the North: People hear things, and mention them in passing to other travelers, to farmers, to pretty much everyone but great lords and kings. Pay some men to share what rumors they hear. Time: 1 season. Cost: 25 gold per turn. DC: 20. Reward: Rumor mill (North)

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.
[] Reconcile: Having two sets of thoughts in your brain is beginning to become a strain. Spend some time meditating and work things out. Time: 1 season. Cost: 0. DC: 50. Reward: You feel better, ??
[] 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.
 
[X] Plan: Winter is Coming
[X] Guard Training: The Winterfell Guard consists of about 300 men. Brandon wants to increase the amount of time they spend training and turn them from adequately skilled professionals to true warriors. And weed out any who can't keep up while he's at it. Time: 2 seasons. Cost: 200 gold. DC: 35/70. Reward: More elite Winterfell Guard.
[X] Watchtowers: Ravens and riders are all well and good, but neither is as reliable as Brandon likes. He wants to build and man a series of watchtowers equipped with beacon fires and bronze mirrors, stretching from Moat Caitlin to Winterfell. To start with, anyway. Time: 3 seasons. Cost: 2000 gold. DC: 40. Reward: Watchtower chain from Moat Caitlin to Winterfell.

[X] Find an advisor: There are lots of letters to write and read for this sort of thing and very few of them are worth the parchment they are written on. So you are going to find someone to help deal with it. Time: 1 season. Cost: 50 gold. DC: Varies. Reward: Diplomacy advisor, additional action.

[X] Taking Stock: You aren't exactly sure how much is on your land. How man farmers, how many craftspeople…you don't even really know how many villages there are. Send men out to get a count of what's there and how much of it there is. Time: 2 seasons. Cost: 100 gold. DC: 40. Reward: You know who's on your land.
[X] Expand the Granaries: The granaries of Winterfell are vast, but you still almost ran out last winter. Poole wants to dig the granaries and root cellars deeper, although then preservation becomes a problem. Time: 2 seasons. Cost: 1000 gold. DC: 30. Reward: Can store more food.

[X] Woodwitches and Midwives: The Citadel supposedly knows everything about healing, but Maester Brynden disagrees. He wants your leave to seek knowledge among the midwives and woodwitches and other hedge healers in and around Winterfell. Time: 2 seasons. Cost: 50 gold. DC: 45. Reward: Maester Brynden is better at healing.
[X] Seek Help: Maester Brynden is an old man, and some of his duties tax his body. He wants to send for help from the Citadel, which will come in the form of an acolyte or two, maybe someone just starting their chain. Time: 1 season. Cost: 250 gold. DC: 40. Reward: More learned men in Winterfell

[X] Ask the Old Gods: The Old Gods are the gods of your people and ancestors and vassals, and if you desire answers you shall find them in the face of a heart tree. Time: 1 season. Cost: 0. DC: Varies. Reward: Follower of the Old Gods as piety advisor, +1 action.

[X] Finding Sneaks: If you can find someone to help you spy, things will go so much smoother. Finding someone sneaky won't be hard. The trouble is finding someone sneaky you can trust. Time: 1 season. Cost: 50 gold. DC: Varies. Reward: spymaster, +1 action.

[X] Reconcile: Having two sets of thoughts in your brain is beginning to become a strain. Spend some time meditating and work things out. Time: 1 season. Cost: 0. DC: 50. Reward: You feel better, ??
[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] Plan: Winter is Coming
We should start the fleet and roads next turn for faster travel/trade/troop movements and we really need a fleet for the ironborn in case they try to raid us. Plus we can start building merchant ships to go to essos for extra money and supplies.
 
[X] Plan: Winter is Coming


I think fertilisers or crop rotation should be the first uplift project.
Agreed, something like seed drills would be damn useful too. Jethro Tull invented a horse-drawn one in 1700, cant be too difficult.


Theres also basic hygiene theory ie wash your damn hands!, and roman road design. Both would be great for differing reasons.
 
Inserted tally
Adhoc vote count started by notbirdofprey on Oct 17, 2019 at 6:44 PM, finished with 5 posts and 4 votes.

  • [X] Plan: Winter is Coming
    [X] Guard Training: The Winterfell Guard consists of about 300 men. Brandon wants to increase the amount of time they spend training and turn them from adequately skilled professionals to true warriors. And weed out any who can't keep up while he's at it. Time: 2 seasons. Cost: 200 gold. DC: 35/70. Reward: More elite Winterfell Guard.
    [X] Watchtowers: Ravens and riders are all well and good, but neither is as reliable as Brandon likes. He wants to build and man a series of watchtowers equipped with beacon fires and bronze mirrors, stretching from Moat Caitlin to Winterfell. To start with, anyway. Time: 3 seasons. Cost: 2000 gold. DC: 40. Reward: Watchtower chain from Moat Caitlin to Winterfell.
    [X] Find an advisor: There are lots of letters to write and read for this sort of thing and very few of them are worth the parchment they are written on. So you are going to find someone to help deal with it. Time: 1 season. Cost: 50 gold. DC: Varies. Reward: Diplomacy advisor, additional action.
    [X] Taking Stock: You aren't exactly sure how much is on your land. How man farmers, how many craftspeople…you don't even really know how many villages there are. Send men out to get a count of what's there and how much of it there is. Time: 2 seasons. Cost: 100 gold. DC: 40. Reward: You know who's on your land.
    [X] Expand the Granaries: The granaries of Winterfell are vast, but you still almost ran out last winter. Poole wants to dig the granaries and root cellars deeper, although then preservation becomes a problem. Time: 2 seasons. Cost: 1000 gold. DC: 30. Reward: Can store more food.
    [X] Woodwitches and Midwives: The Citadel supposedly knows everything about healing, but Maester Brynden disagrees. He wants your leave to seek knowledge among the midwives and woodwitches and other hedge healers in and around Winterfell. Time: 2 seasons. Cost: 50 gold. DC: 45. Reward: Maester Brynden is better at healing.
    [X] Seek Help: Maester Brynden is an old man, and some of his duties tax his body. He wants to send for help from the Citadel, which will come in the form of an acolyte or two, maybe someone just starting their chain. Time: 1 season. Cost: 250 gold. DC: 40. Reward: More learned men in Winterfell
    [X] Ask the Old Gods: The Old Gods are the gods of your people and ancestors and vassals, and if you desire answers you shall find them in the face of a heart tree. Time: 1 season. Cost: 0. DC: Varies. Reward: Follower of the Old Gods as piety advisor, +1 action.
    [X] Finding Sneaks: If you can find someone to help you spy, things will go so much smoother. Finding someone sneaky won't be hard. The trouble is finding someone sneaky you can trust. Time: 1 season. Cost: 50 gold. DC: Varies. Reward: spymaster, +1 action.
    [X] Reconcile: Having two sets of thoughts in your brain is beginning to become a strain. Spend some time meditating and work things out. Time: 1 season. Cost: 0. DC: 50. Reward: You feel better, ??
    [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.
 
Turn 1 Results
Guard Training: 1d100+22 = 73. Brandon starts his training sessions every day before the sun comes up. The men of the guard run about Winterfell, with Brandon literally running rings around them as he encourages the slowest members with harsh words and blows from a staff. He doesn't let up all day, drilling them in every weapon, having them fight as individuals and units, and he even makes them fight blindfolded! You were worried that the sheer intensity of the training might cause some men to quit, but not one does so. They will serve the Stark in Winterfell, and they will give him everything they have. Locked 1 Season

Watchtowers: 1d100+22 =118. Second roll: 1d100+18=65. You send men south to build watchtowers. Each one will stand thirty feet tall and will be topped with a signal fire and bronze mirror, to allow them to send signals to each other. In a fit of inspiration, Brandon adds signal flags, creating a system to allow more complex messages to be sent during the day. Perhaps there is another use for those flags.
Brandon also decided to make the watchtower building an exercise for the guards. He promised them a day off from training for every watchtower they built, starting from Winterfell while the masons started from Moat Caitlin. They met each other halfway. Now it's just a matter of recruiting and training signalmen… Locked 1 Season. New actions unlocked.

Find an advisor: 1d100+17 = 50. Lady Jeyne Stark was once Lady Jeyne Manderly, and she often held court for her father when he was sick. She has the experience needed to speak with lords and kings and she sees what they do not say, perhaps even deeper than you. Reward: Lady Jeyne as Diplomacy advisor, +1 actions

Taking Stock: 1d100+18=114. Second Roll: 1d100+14 = 73. Poole sends out men by the dozen and spends his days poring over maps, checking and double-checking to make sure each count is accurate and that nothing is counted twice. While he's only covered about half the area around Winterfell, he already has found a dozen villages that haven't appeared on any map. A brief ride out makes sure they are still loyal and puts a bit more in your coffers. And since those villagers are happy to give a detailed account of everything in their general area, it frees up enough men that all but a few paltry scraps are fully surveyed. Poole assures you those will be taken care of soon enough without further intervention on his part. Rewards: +30 gold, +40 income (farming), general knowledge of the area around Winterfell.

Expand the Granaries: 1d100+18 = 93. The granaries at Winterfell and Wintertown are expanded up and down, but Poole still isn't satisfied. He rides out to several villages and begins supervising the construction of smaller storage pits, further adding to the potential food reserves in your lands. While construction is underway, it will take time. Locked 1 Season.

Woodwitches and Midwives: 1d100+20 = 34. Maester Brynden is always eager to expand his knowledge. Unfortunately, southrons have a reputation when it comes to healers and other wood-wise folk, and whenever he comes to visit them they have been called away to the next town, and so sorry we don't know how long they will be gone. Failure, can try again.

Seek Help: 1d100+20 = 95. A letter is dispatched to the Citadel, and a response comes promptly. Your payment will cover any number of not-quite maesters as long as you are not asking for more than six links in total. They will be dispatched as soon as they receive a more detailed request.

--[] What subjects do you want men learned in? And how many men? No more than six subjects, divided among any number of men.

Ask the Old Gods: 1d100+12 = 80. You enter the godswood one day, and a voice seems to drift out of nowhere. "You seek the guidance of the Old Gods?" Someone asks, and you jump before you realize it's coming from a man sitting before the heart tree…only how did he get there and you are sure he wasn't there when you walked in…"The servants of the Old Gods have our ways." He says, turning to face you, and your astonishment rises higher. He is a small, slim man, concealed almost entirely by his long green cloak. He wears gloves of bone-white leather, stitched with red runes, and on his face is a mask of weirwood. And it has no holes for his eyes. "You may call me Frost, or Green. I answer to either." He says. Reward: Mysterious Green Man as Piety Advisor, +1 action

Finding Sneaks: 1d100+15=40. Brandon Snow found a crannogman sitting inside Moat Caitlin. Not one guard has seen him climb over the walls. After locking him in a cell and introducing the men who were supposed to be watching the walls to Winterfell drill, Brandon found him back in the keep, offering to help you scout and spy. He introduces himself as Kartis Rivers, and refuses to answer any questions about himself whatsoever. Reward: Kartis Rivers as Intrigue Advisor, +1 action

Reconcile: 1d100 = 81. You spend long hours sitting in front of the heart tree. Sometimes Frost is there as well, tending the weirwoods or simply sitting quietly. Eventually, he speaks. "You don't need to fear it." He tells you, and somehow you realize he knows about you. And he doesn't seem to care. "You were called for a reason. Fear not." He says and does not speak again. But you feel much better about yourself, and Torrhen lies quiet, although he's definitely influenced you enough no one notices anything wrong. Reward: No suspicion.

Family Time: 1d100 = 26. You meant to spend time with Jeyne and Serena and your sons now that they have returned from their travels. You really did. But something always came up just as you were about to go speak with them, and what meals you managed to share were in cold silence. Failure, can try again.

The dice gods seem unpredictable today.
 
Guard Training: 1d100+22 = 73. Brandon starts his training sessions every day before the sun comes up. The men of the guard run about Winterfell, with Brandon literally running rings around them as he encourages the slowest members with harsh words and blows from a staff. He doesn't let up all day, drilling them in every weapon, having them fight as individuals and units, and he even makes them fight blindfolded! You were worried that the sheer intensity of the training might cause some men to quit, but not one does so. They will serve the Stark in Winterfell, and they will give him everything they have. Locked 1 Season
This is an excellent start to training. Sounds like a solid core of exercise and weapons training. Hope it continues to go well.

Watchtowers: 1d100+22 =118. Second roll: 1d100+18=65. You send men south to build watchtowers. Each one will stand thirty feet tall and will be topped with a signal fire and bronze mirror, to allow them to send signals to each other. In a fit of inspiration, Brandon adds signal flags, creating a system to allow more complex messages to be sent during the day. Perhaps there is another use for those flags.
Brandon also decided to make the watchtower building an exercise for the guards. He promised them a day off from training for every watchtower they built, starting from Winterfell while the masons started from Moat Caitlin. They met each other halfway. Now it's just a matter of recruiting and training signalmen… Locked 1 Season. New actions unlocked.
This is absolutely fantastic. Signal flags will be tremendously useful on battlefields as well as towers, with adaptation. Perhaps we could even have modified siege towers to put the flags on them, or portable semaphores for rapid communications and securing of an area? There's several opportunities here that are promising.

Find an advisor: 1d100+17 = 50. Lady Jeyne Stark was once Lady Jeyne Manderly, and she often held court for her father when he was sick. She has the experience needed to speak with lords and kings and she sees what they do not say, perhaps even deeper than you. Reward: Lady Jeyne as Diplomacy advisor, +1 actions
50 isn't too bad at all, average but solid. I'm happy we got that +1, at the very least.

Taking Stock: 1d100+18=114. Second Roll: 1d100+14 = 73. Poole sends out men by the dozen and spends his days poring over maps, checking and double-checking to make sure each count is accurate and that nothing is counted twice. While he's only covered about half the area around Winterfell, he already has found a dozen villages that haven't appeared on any map. A brief ride out makes sure they are still loyal and puts a bit more in your coffers. And since those villagers are happy to give a detailed account of everything in their general area, it frees up enough men that all but a few paltry scraps are fully surveyed. Poole assures you those will be taken care of soon enough without further intervention on his part. Rewards: +30 gold, +40 income (farming), general knowledge of the area around Winterfell.
This, the watchtowers, and the graneries were what needed the highest rolls. The Dice Gods are generous today.

This enhanced knowledge of our lands will also help establish a (hopefully better) road network later on, now that we know where to put the damn things.

Expand the Granaries: 1d100+18 = 93. The granaries at Winterfell and Wintertown are expanded up and down, but Poole still isn't satisfied. He rides out to several villages and begins supervising the construction of smaller storage pits, further adding to the potential food reserves in your lands. While construction is underway, it will take time. Locked 1 Season.
Storage facilities are always useful, whether for food or other things. This is good, and decntralizes food storage, meaning one outbreak of rats or mold won't wipe out a hug region's food supply.

Woodwitches and Midwives: 1d100+20 = 34. Maester Brynden is always eager to expand his knowledge. Unfortunately, southrons have a reputation when it comes to healers and other wood-wise folk, and whenever he comes to visit them they have been called away to the next town, and so sorry we don't know how long they will be gone. Failure, can try again.
...Stupid cultural disputes.

Seek Help: 1d100+20 = 95. A letter is dispatched to the Citadel, and a response comes promptly. Your payment will cover any number of not-quite maesters as long as you are not asking for more than six links in total. They will be dispatched as soon as they receive a more detailed request.

--[] What subjects do you want men learned in? And how many men? No more than six subjects, divided among any number of men.
I'll leave this to those more knowledgeable in GOT than I am, I read the books years ago and haven't watched the show yet.

Ask the Old Gods: 1d100+12 = 80. You enter the godswood one day, and a voice seems to drift out of nowhere. "You seek the guidance of the Old Gods?" Someone asks, and you jump before you realize it's coming from a man sitting before the heart tree…only how did he get there and you are sure he wasn't there when you walked in…"The servants of the Old Gods have our ways." He says, turning to face you, and your astonishment rises higher. He is a small, slim man, concealed almost entirely by his long green cloak. He wears gloves of bone-white leather, stitched with red runes, and on his face is a mask of weirwood. And it has no holes for his eyes. "You may call me Frost, or Green. I answer to either." He says. Reward: Mysterious Green Man as Piety Advisor, +1 action
He seems mysterious and awesome, great for a religious leader. Look forward to more with him.

Finding Sneaks: 1d100+15=40. Brandon Snow found a crannogman sitting inside Moat Caitlin. Not one guard has seen him climb over the walls. After locking him in a cell and introducing the men who were supposed to be watching the walls to Winterfell drill, Brandon found him back in the keep, offering to help you scout and spy. He introduces himself as Kartis Rivers, and refuses to answer any questions about himself whatsoever. Reward: Kartis Rivers as Intrigue Advisor, +1 action
Lower than average roll, yet the guy is just that damn good? I doubt he's on the up and up, we'll have to keep an eye out on him as best we can.

Reconcile: 1d100 = 81. You spend long hours sitting in front of the heart tree. Sometimes Frost is there as well, tending the weirwoods or simply sitting quietly. Eventually, he speaks. "You don't need to fear it." He tells you, and somehow you realize he knows about you. And he doesn't seem to care. "You were called for a reason. Fear not." He says and does not speak again. But you feel much better about yourself, and Torrhen lies quiet, although he's definitely influenced you enough no one notices anything wrong. Reward: No suspicion.
Well, this is a start. Hopefully this helps with our family talks later, bc we'll definitely have to redo that.

Family Time: 1d100 = 26. You meant to spend time with Jeyne and Serena and your sons now that they have returned from their travels. You really did. But something always came up just as you were about to go speak with them, and what meals you managed to share were in cold silence. Failure, can try again.
That sounds terrible, honestly. We should redo this, and we'll probably have an easier time of it due to Reconcile going pretty well.


A pretty solid first turn, looking forward to more.
 
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I'll leave this to those more knowledgeable in GOT than I am, I read the books years ago and haven't watched the show yet.

For this, there's a link that lists all metals and their known subjects. For this, the others are:

Brass is alchemy/chemistry.
Copper is astronomy.
Electrum is meteorology.
Lead is math.
Pewter is stewardship.
Platinum is law.
Red gold is smithing
Steel is engineering/architecture.
Tin is agriculture.

Having someone extra with a link in a subject provides a varying bonus to related rolls.
 
There are 15 known subjects of expertise taught among the Citadel. We can choose any amount of people, and a maximum of six subjects

Black/iron is Ravenry
Brass is alchemy/chemistry.
Bronze is History
Copper is astronomy.
Electrum is meteorology.
Lead is math.
Yellow gold is economics and math related to economics (is irrelevant when Pewter is declared by QM to be stewardship)
Iron is warcraft
Pewter is stewardship.
Platinum is law.
Red gold is smithing
Silver is Medicine, healing, and the functions of the body
Steel is engineering/architecture.
Tin is agriculture.
Valyrian Steel is The Higher Mysteries

[] Plan: Alchemy/Chemistry, math, law, healers
-[] Brass x2 links
--[] 1 people
-[] Lead x2 links
--[] 1 people
-[] Platinum
--[] 1 people
-[] SIlver
--[] 3 people

I might as well explain my thoughts for going this way instead of a agriculture + smithing + engineering/architectue + warcraft + healer + lead(math) combo.

Chemistry with two links in the subject, and Math students with 2 links down their study, seem to me to be an okay combo if we could just acquire better tech for them (Math is also at the heart of a lot of different things, so knowing more in the subject can help ground us in general is my hope). Law and healers are the area we can use advice on, that's an area i wouldn't want to be completely in dark about. Shame about not grabbing a magic student, but after the Doom the Citadel is rather mysterious about their stance on magic.

Note: I made the assumption that to grab someone with multiple links in a chain that is of the same subject we would need spend a slot for subject variety. Like instead of a full six slots, we would have a bunch of people with one link in a chain in 4 subjects, and one with two links in a chain in one subject.

Edit: fixed the amount of people issue.
 
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To clarify: It's a max of six subjects and a max of six people. You could have six people with one link, or one person with six links, or three people with two links each, or any other combination in between.
 
To clarify: It's a max of six subjects and a max of six people. You could have six people with one link, or one person with six links, or three people with two links each, or any other combination in between.
Would there be any difference between a person with one chain in a subject, and a person with two links in a subject?
 
Someone with two related links might provide an extra bonus. For instance, Brass + Silver might provide an extra bonus compared to someone with just Brass or just Silver on trying to make stronger versions of herbal remedies.

On the other hand, having two people each with one link will spread the bonuses out across more projects.
 
Someone with two related links might provide an extra bonus. For instance, Brass + Silver might provide an extra bonus compared to someone with just Brass or just Silver on trying to make stronger versions of herbal remedies.

On the other hand, having two people each with one link will spread the bonuses out across more projects.
Um, I was more asking about the whole multiple links of the same metal possibility that the members of the citadel in canon have going on to represent a deeper masterry of their subject. Not multiple links of different metals.

Nice to know though, as I'm going to redo my plan now.
 
[] Plan: Test Zope
-[] 1 people
--[] Brass - Alchemy/chemistry
--[] Lead - Math
-[] 1 people
--[] Steel - Engineering/architecture
--[] Lead - Math
-[] 1 people
--[] Platinum - Law
-[] 3 people
--[] Silver - Medicine, Healing, and the functions of the body
--[] Brass - Alchemy/chemistry
--[] Electrum - Meteorology

Would this work? I'm asking because it use 6 subjects, but in total has 8 slots while double hitting some subjects (Brass, Lead, Electrum, Silver, Platinum, Steel). Brass and lead are hit twice.
 
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Six people and six slots.
Awwww:(.

[X] We are odd
-[X] 3 people
--[X] Brass - Alchemy/chemistry X2 links
--[X] Lead - Math
-[X] 3 people
--[X] Silver - Medicine, Healing, and the functions of the body
--[X] Brass - Alchemy/chemistry
--[X] Electrum - Meteorology

This is totally valid, right? Hits six slots by my count. And huh, I actually like this one.
 
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