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

Interlude: The Isle of Faces
Bodies lay on the shore, he saw. That was a bad sign. They were black with rot, the stink thick enough to clog a man's nostrils. The expressions on their faces were barely discernible, but they seemed to be screaming. Under the crack of thunder and crash of wave, the one who called himself Frost thought he could hear their tormented shrieks. He thought their fingers were twitching and writhing as they sought to rise again. The one who called himself Frost shook his head, his expression solemn behind the weirwood mask. The Drowned One could not have such power. Not so far from its sunken halls. And certainly not here. He raised his eyes to the blessed Isle, and with old, open eyes he saw the energy which flowed within, the roots drawing strength from the earth and the leaves drawing it from the sky, the powers of the numberless Old Gods merging inside the carven trunks. He saw the power called out by sacrifice and chant, by song and ancient oath, and used to fight the wrath of the Drowned One. Where the powers clashed, the air itself trembled and storms howled.

The storm was held over the God's Eye now. It had been there for some time, although the one who called himself Frost did not truly know how long. The boats which had once sailed on it had all been smashed, the would-be sacrifices destroyed. The dock had been shattered by a lightning bolt. The folk of the land, invaders they might be, had been driven away by the wind and the rain and the barren land. He could feel tears forming in his eyes, but they did not fall. He had a duty to fulfill and no time for such things. Instead, he searched the shore, looking for any hint of green.

There! It was subtle, but it was there. This was no old tree of bright flower, or even a patch of soft grass to lay on. This was nothing but some hardy moss, clinging to the side of a boulder despite the storm, despite the rot. It simply endured refusing to be moved. The one who called himself Frost cocked his head. It reminded him of the men of the North when the Andals came, and of the mountain men in this day. The thought made him smile, and he bent down to touch the moss, his fingers sinking a little into it. "Greetings, little brother." He spoke in the Old Tongue, and he knew he had been heard. He felt the call return from the Island and heard a change in the singing. A way was opened, the living earth shifted, and the one who called himself Frost shifted down into one of the hidden tunnels.

It was dark, but he needed no light. Roots ran along the floor and the wall and the ceiling, rocks and pits made the footing treacherous, but he knew those paths like he knew his own speech. And the path knew him in turn, whispering suggestions and warnings to him as he moved. That was normal. What was not normal was the shrieking. It sounded like they were in agony, and some of the paths did not speak at all, offering only silence, even when the one who called himself Frost reached down to speak directly, heart to heart. After the third place of silence, he found himself shifting from a rapid walk to a full-on sprint, until at last the earth split once more and he found himself on the Isle in a cavern of weirwood roots. A figure sat on the throne, bent forwards, pierced through by the roots. Before it lay stone altars, ironborn bound to them, mute with terror.

The one who called himself Frost ignored these sights, instead turning to the Green Men and the Children scattered about, sharpening flint and obsidian daggers, carving runes into the earth, or meditating before the carved roots. He approached one and hailed her. She turned, eyes flaring in the dark. The one who called himself Frost removed his mask, and she relaxed. He sat by her, drawing his dagger from within his cloak, and began to aid her in her task, falling into the ancient rhythm once more, whispering the chants as the living earth parted beneath his blade and his will. She turned to him. "What news from the North?" She asked. "Stark King goes from strength to strength. Weirwoods grow anew north and south. The Wild Gods stir, but their servants are no true threat yet. What news of the south?"

"Ironborn come with their accursed metal, consecrated in salt and blood. It plagues the land and taints the skies. They walk where they will, breaking guest right and oaths, trampling roots under their clumsy feet without regard. Their Drowned God stirs, although his eye is to his home islands now." She reported, face grave. They spoke of other matters as well as they reinforced the spells with the ease of long practice, driving the Drowned God a little further back, calming the storm just slightly. Hours later, exhausted, he gave his hosts a gift of his dagger. He would get another at Castle Green. In return, he was given a word of warning: Ware the White Plague, for it is not what it seems.

As the one who called himself Frost sat by the tomb of Tristifer Mudd, considering all he had seen and heard, he wondered why the Old Gods had to be so cryptic.
 
While it's possible to argue for genocide on Sufficient Velocity, it should be done mindfully and not with multiple references to "wiping them from the history books".
Just from reading this chapter I think the only thing that we can do, is to purge the Iron Islands. By this I don't just mean banish the Ironborn from Westeros I mean destroy everything about them, down to the last man, woman, and child. I really don't want to say this but we can't let this culture continue to exist. Not only does it not truly produce anything of value, and it has been shown that it is incredibly difficult to conquer and convert the Ironborn. We would also have to deal with an antagonistic god in conquering them. So the best way to deal with them, in my view, is to wipe them from the history books. I don't really see anyway that we can patron in the Drowned God into the Pantheon of the Old Gods, they are just too different.
 
so recreating the rape of the Sisters and Andalos is what your suggesting
Yes and no the difference is that I am suggesting less culling them and more completely and utterly destroying everything about them. It would be more similar to how we view what Rome did to Carthage. Leaving only references and stories about them.
 
Just from reading this chapter I think the only thing that we can do, is to purge the Iron Islands. By this I don't just mean banish the Ironborn from Westeros I mean destroy everything about them, down to the last man, woman, and child. I really don't want to say this but we can't let this culture continue to exist. Not only does it not truly produce anything of value, and it has been shown that it is incredibly difficult to conquer and convert the Ironborn. We would also have to deal with an antagonistic god in conquering them. So the best way to deal with them, in my view, is to wipe them from the history books. I don't really see anyway that we can patron in the Drowned God into the Pantheon of the Old Gods, they are just too different.
Well, shit, seems we need to work out our navy and do some conquest and genocide.
Fellas I'm just gonna point out that Divided Loyalties recently had a whole lot of mod attention for discussion very similar to this.

I'd consider dropping the line of thought.
 
Fellas I'm just gonna point out that Divided Loyalties recently had a whole lot of mod attention for discussion very similar to this.

I'd consider dropping the line of thought.

Right, thanks for the warning, lest talk about the rehabilitation of the iron born. We may have to move them all of their islands and put them into reeducation centers, but we should be able to keep their expertise and population.
 
White plague.... Wasn't there a plague at Whitehill? And weren't there screams as well? Don't tell me we got Skavens there.
 
support of the bracken or something with maybe a little more open support ?

apart from that i`m not sure want we can or can not do at this point.
 
Rumor Mill Turn 8
Rumor Mill (The North)
Beastman Attack: The Whitehill lands have been savagely pillaged. Beastman burst from the wood and from the castle, slaughtering the people before fleeing north. Thanks to the efforts of the Wolfswood Wardens and House Forrester, the mountain clans were warned in time and have prepared their defenses, while many other houses call their banners, men gathering to fight the terror of the woods.

-According to Snow: Every account I heard agrees: the beastmen came from inside the castle. The tracks suggest it, the survivors report it…the castle itself is a burnt shell, so there's no way to gather information from it. The only thing that survived is the godswood of gray trees, and even that was scarred by the fires.

Sharks and Squid: A great many beasts of the sea have been found by fishermen from Sea Dragon Point to the Saltspear and as far inland as Torrhen's Square. Many of them are of an unusual size and appearance, often of oddly dark colors and savage aspect. It has become something of a competition among several villages to see who can find the biggest creature. They are often being left hanging by the shore. Oddly enough, the ironborn seem to avoid villages with such displays.
-According to Snow: That's true with a single exception. One village, which hung three sharks up by the beach was attacked by ironborn during a storm. It was dark enough that the signal towers were useless, and by the time aid was sent the village had been utterly razed. The only sign that anything had come had been footprints in the sand, some of which were oddly shaped.

Septons Meet: A dozen septons met in the Snowy Sept, speaking in hushed tones before Lord Manderly arrived, rebuking them for having insulted His Grace. Two of them later tried to start a riot, but were ridiculed by the people of White Harbor and then imprisoned. Of the rest, most had seen the error of their ways and two chose to take passage south.
-According to Snow: The septons were discussing some foolish rumors from Bear Isle about men turning into bears, the occasional rumor about you being a warg, and the beastman, and debating if it was the wrath of the Seven or the unfortunate nature of heathen worship. And the two who headed south are apparently planning to plead their case first at the Eyrie then at the Starry Sept.

Rumor Mill (Beyond-the-Wall)
Parley Turns Bloody: After an exchange of hostages and oaths sworn before the Old Gods, Jon Giantsblood and the Lord Commander of the Night's Watch met to discuss why exactly so many of the Free Folk were sitting below the Wall and what Jon Giantsblood intended to do about it. It was interrupted by an attack of beastmen and the Lord Commander was badly wounded, causing the black brothers to retreat, although they did begin allowing more people south of the Wall, taking an eighth of each clan hostage to their good behavior.

Unholy Alliance: Insulted by these terms, a large group of Free Folk instead headed north, many announcing their intent to take up with the Wild Ones, claiming that they offered no offense or insult to those who followed or opposed them, while others simply preferred to take their chances along the coasts or in hidden refuges.

New Lord Commander: After the severe wounding of the Lord Commander, he went mad and had to be restrained in order to keep him from hurting himself. While the septon insisted he would recover, it was decided a new Lord Commander would be needed and quickly. Eventually, it was decided First Ranger Alester Storm would serve as Acting Lord Commander until a new one could be properly elected.

Rumor Mill (The Riverlands)
Beasts in the Rivers: First came the Ironborn. Then came the desolation. Then came the storms. Now another horror has arrived to plague the good men of the Riverlands. All manner of savage sea-beasts have begun swimming up the rivers. While many sicken and die before they can travel far, and all are clearly suffering from some terrible disease, they have still managed to kill and wound many. Even ironborn are not safe from them.
-According to Rivers: The ironborn claim that sharks and sea creatures attend the Drowned God. Apparently he is displeased with them for some reason. Good, I am glad to hear of it. I wonder what the disease could be…

Green Men Bless the Blackwoods: They came from the Isle of Faces, where the storms were halted. They came with bowls of weirwood sap and knives of rune-carven bronze. They came to make offerings before the heart tree and to offer blessings of their own for Lord Blackwood and his allies. And some claim they come with words of warning.
-According to Rivers: By all accounts, they did warn Lord Blackwood that the longer he delayed, the lower his chances of success would be. He hasn't listened though, instead sending entreaties to several houses which have not declared for a side or which have declared neutrality.

Harren Goes To War: With his sons beside him, his black-armored warriors behind him, and his horde of reavers bloodthirsty and eager for slaughter, Black Harren goes to war once more, seeking out houses which have demonstrated insufficient loyalty or been delayed in sending support, intending to cow those content to sit and watch. Several houses have been completely wiped out, their entire families drowned and left to rot by the water.
-According to Rivers: These tactics are working. Several houses which hadn't sent men to Harren have begun mustering, and have promised Harren support. More and more men, Riverlands men, are joining him.

Rumor Mill (The Vale):
Poison in the Eyrie: Several dozen venomous snakes were found in the Eyrie, including one in the bedroom of King Ronnel and a pair in the bedroom of Prince Jonos. Some of the clansmen accompanying Lord Royce were nearly executed, despite the efforts of the Lord and his guards, before the perpetrators were identified as Milk Snakes. A bounty has been declared on them, and in gratitude, Prince Jonos has announced his intention to foster among the clan which brings him the most Milk Snake heads.
-According to Rivers: Lord Royce outright threatened to rebel, calling out how the Arryns won the surrender of Runestone through treachery as much as through skill at arms and how the Graftons and several other Andal warlords gained their lands. The Vale very nearly fell into a civil war. Meanwhile, the efforts of Prince Jonos seems like a growing awareness of the likelihood of war, and of who he thinks will win it.

Clans Brought to Heel: While all the major clans have chosen their sides and are fighting fiercely, numerous of the more minor clans aligned with the Burned Men have been persuaded to change their alliance after visits of knights and clan warriors, or occasionally by visits from the Sons of the Tree, who seem to have a strange and disproportionate influence over their fellow clansmen for reasons none outside of their savage society can comprehend.
-According to Rivers: None of these minor clans consists of more than twenty or thirty men, and probably only fifty total will change sides. The news isn't as good as it appears. Also, the "strange and disproportionate influence" is what anyone who isn't a complete moron would call being the religious leaders – they are the closest things the clans have to proper Green Men.

By the way, what do you guys think of the interludes I have been posting?
 
Fascinating. Westeros seems to be transforming into a facsimile of the Old World from Warhammer Fantasy (understandable, given so many of the CKII quest have been based in that world): it feels like the setting is shifting from low fantasy to a higher level. This isn't a bad thing, just one that should be remarked upon.
 
Well, seems like there is a need to get the rest of the wildlings over the wall, and we need to get our troops on the wolf's wood up and running. When the threats domestic are at least we have a handle on, then the conquest of the Vale and Riverland may be in the cards.
 
Ok so now we have to do the beastmen actions or our bannermen will think we are weak when a hold was just destroyed.
 
I've always thought that the fact the fantastical elements of GoT not being further explored in book or TV show was a severe waste.

I like where you're taking this.
 
With the escalation, we'll definitely need to go on the offensive next turn, though there are so many potential targets my head is spinning.
 
We may need to start investing in some better weapons. Our immediate neighbours to the South are getting a bit unstable and I am concerned that this will escalate. Also, you know, the beastmen. We may need to go on a warg hunt also. I want people warning into birds for the pure recon value that would possess.
 
@notbirdofprey I like them a lot so far.

Looking through this turn and rumour mill, this what I get.

We need to deal with the beastmen.
- Kill them, and figure out where they came from.
- So investigate Whitehill and the Boltons, especially Riam Bolton's actions in Whitehill. (Why did Lord Bolton exile Riam to Whitehill specifically?)

We need to get more information/deal with Harren and the Iron Isles.
- This doesn't affect us much beyond raiding at the moment, but that could change.
- Let's get an eye onto the Isles propper.

We need to take a look at the situation brewing up north.
- The wall won't fall easily, of course, but I feel like a personal visit might help there.
- We also might want to visit the Lord Commander.

We should decide if we want to interfere in the Vale, and if we do how.
Options are everything from simply ignoring it through possibly annexing the Vale via the Mountain Clans and the Royces.

So, next plan:
1. Talk with rivers (I can hear a hint when I read one)
2. Investigate the Boltons and Whitehill in general, Riam Bolton sepcifically.
- (maybe) have frost go through Whitehill's ruins.
3. Scour the Wolfswood
4. Plant a Hearttree in the weird Whitehill weirwood/strengthen the hold of the old gods in the north through more hearttrees. (We DON'T want another god to march into the north. I personally have no problem with the seven, but the drowned god and the wild ones both have shown themselves to be ... problematic.)

Once we have the North secured internally:
Talk with the Blackwoods, maybe promise them some kind of support?
Investigate the Iron Isles. - we don't have a bead on how dangerous that situation is because we don't know enough.
Visit the Wall and talk with all involved parties.
Start a navy
Do some of that religous ritual research.


Long term goals:
Finish the Northern Spy Network.
Write that green book so we (and others) don't piss off our own gods.
Take a look at dragonstone. Are there dragons?
expand the spynetwork southwards and into essos. If Westeros is going crazy, what is Essos like right now?
Getting more wargs might be a solid idea. Being capable of warging ourselves would after all cause more problems that simply having a couple on retainer.
 
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We may need to start investing in some better weapons. Our immediate neighbours to the South are getting a bit unstable and I am concerned that this will escalate. Also, you know, the beastmen. We may need to go on a warg hunt also. I want people warning into birds for the pure recon value that would possess.
Eh enemies to the south is fine im super sure they are no where near powerful enough to bypass moat cailin its the beastmen that need to be dealt with
 
Turn 9
Short Summer, Long Autumn, Year 106 AD

The castle is abuzz with rumor. Beastmen have slaughtered the Whitehills! No, beastmen are in league with the Whitehills! There's a sense of near panic, barely restrained by your mask of calm assurance. Underneath that mask though, you are just as worried. Your solar is filled with maps as you try to guess at where they are going, all the while bloody news flows in from the south and your lords advocate for one course of action or another. Lord Bolton has called his banners and is riding to avenge his son, while the mountains echo with the call of warhorns and clan champions take up their arms once more. The forges burn day and night, producing not just plowshares and pruning hooks but swords and spears as well.

It's times like this that can break a kingdom, but you are determined not to falter. You make sure not to seem panicked, you make clear preparations, directing parts of the harvest to be stored and arranging for visiting lords to be quartered, seeing that the guard is in readiness and that the levy can be called promptly. Even in the midst of this, you still hear some good news, like the fact that the fur farm has been expanded and every man who seeks to fight has been given a strip of fur, to remind them that even the most dangerous of beasts has been hunted. +40 gold (fur).

It's odd the sort of things your mind focuses on, but those strips of fur keep sticking in your head, especially after you find Edwyle and Eddard giving them out to the Winterfell guard, their young faces solemn. The sight makes you smile, content that the North will be in good hands no matter what comes.

Military: Brandon is the Champion of Winter and a skilled commander of soldiers. Most importantly, you trust him with your life and throne. (Choose 1)
[] 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: 1400 gold. DC: 30. Reward: Watchtower chain along western coast.
[] Flint Towers: Watchtowers are expensive things, even if they are very useful. While some of your vassals have successfully built their own, an infusion of coin, laborers, and men-at-arms to guard them would do wonders for helping out others, like the Flints. Time: 2 seasons. Cost: 600 gold. DC: 30. Reward: Watchtower chain along Flint's Fingers
[] Levy Sergeants: Although the men of the levy drill regularly, they don't really have any leadership present. There are a fair few veteran soldiers scattered about your lands and various unclaimed lands in the North. Arrange for them to settle on your land and have them serve as sergeants for your levy. Time: 2 seasons. Cost: 500 gold. DC: 45. Reward: Bonus to levy training and morale. Locked 1 Season.
[] 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.
[] 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.
[] Expand the Patrols: The Wardens have been doing a good job, but the number of beastmen is ever increasing. Send more men to join them, get them better equipment, perhaps expand House Forrester's fortifications some. Your people shall not have to live in fear of these beasts! Time: 1 season. Cost: 800 gold. DC: 45. Reward: Wolfswood Wardens expanded, better trained, better equipped.
[] The Royal Forges: You don't have the time or the gold to equip every soldier like one of your guardsmen, but thanks to your brand new forge complex you can spend less and have it go further. Pay the smiths working there to offer discounted prices for weapons and armor to any who come to join your army, and not a soul in the North will begrudge you for it, no matter how much it costs. Time: 1 season. Cost: Special. DC: 30. Reward: Better equipped troops, prestige, vassal and peasant opinion boost.

Special:
[] Call the Banners!: The beastmen are attacking in force now. Call the banners, gather your men, and set out north to strike them down. Let the foul creatures tremble, knowing that Winter is Coming for them with an army of the North! Time: ?? Cost: Reduced income. DC: Special. Reward: Interludes, Beastmen Campaign begins.

Diplomacy: Jeyne is tense, the rumors swirling about the castle make her nervous. She has thrown herself into work and the children, trying to ignore it. (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:40/55. Reward: Peaceful contact with wildlings, possible vassal/ Night's Watch disapproval.
[] 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
[] 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
[] Seeing to the Banners: As you call the banners, you will face obstacles. Some lords will not want to come, or rivalries may interfere. Use your influence to smother these problems before they can cost you a single man or a single day's march. It may upset some of your vassals, but you really don't care. This is far more important than any man's petty pride, even if that man is a great lord. Time: 1 season. Cost: 50 gold. DC: 30/60. Reward: Increased amounts of soldiers if you call the banners.

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 1)
[] 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: 1200 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.
[] From Wool To Yarn: You have arranged for a sheep farming business that is doing well enough, but you want to improve it. Selling yarn is much more valuable than selling raw wool. Hire some more workers and have them scour and card the raw wool and make it into yarn to sell. Time: 2 seasons. Cost: 400 gold. DC: 65. Reward: 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. Locked 1 Season.
[] 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: 1800 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.
[] New Mills: Build more water wheels and set them up with grindstones. Free up livestock and grind grain faster. Poole gets quite the gleam in his eye when he talks about all the things he could do with more waterwheels. Time: 2 seasons. Cost: 500 gold. Reward: Increase to farming income.
[] A Proper Town: Between the forges, an influx of smallfolk from across the north, and the increased prosperity on your lands, there are enough people in Winter-town that you can reasonably declare it a town and give them a charter. It will be a long process to make it more than just ink on parchment, but the results will be worth it. Time: 1 season. Cost: 200 gold. Reward: Town charter given out, new options unlocked.
[] Other Artisans: The forges are already bringing in wealth, and the amount will certainly grow. But people need more than iron and steel. They need houses and furniture and carts and all manner of things. Some will come naturally, but more will come if you encourage them some. Time: 1 season. Cost: 400 gold. Reward: Increase to trade.
[] Logging Camps: The Wolfswood is a wild place, but some sections of it are safe enough that you can set up logging camps and not expect major problems. The wood will fuel fires and make houses and probably serve a number of other purposes as well. Time: 2 seasons. Cost: 500 gold. Reward: Logging income, one-time income, new options unlocked.

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: 65. Reward: Beginnings of a library in Winterfell.
[] Strange Wood: The gray wood is an unusual material. It reminds you of weirwood in the grain, but other than that it is completely unfamiliar. Have Maester Brynden study it. Perhaps it is something significant… Time: 1 season. Cost: 50 gold. DC: 55. Reward: Information
[] 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 small-scale tests. Time: 3 seasons. Cost: 600 gold. DC: 50. Reward: New stewardship option unlocked.
[] The Power of Water: Water is an amazing thing, Brynden says, and you definitely agree. It's truer than he knows, really. And the North has plenty of streams which flow fast enough to never freeze. You can use them to grind grain, but what else can you do a waterwheel? Time: 2 seasons. Cost: 300 gold. DC: 30/60/90. Reward: New options unlocked.
[] 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. You suspect that he knows why you were brought here…Ever since he came back, he has been shaken, but he is still determined to do whatever he can. (Choose 1)
[] The Old Carvings: There is power in the ancient carvings that line the walls of Winterfell. Of that, there can be no doubt. But it is a silent, distant power, grown weak from long neglect and fading strength. Restoring their power will be a long and difficult process. First, the old carvings must be renewed and deepened, so that they are more than barely visible scratches in stone. Time: 2 Seasons. Cost: 100 gold. DC: 65. Reward: Runes in Winterfell actually visible.
[] 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
[] 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. Locked 1 Season.
[] More Weirwoods: There are many godswoods in the North now. Nearly every castle has one in fact, even if some lack true heart trees. Frost wants to make more weirwood cuttings and see to it that every castle has a carved weirwood, and perhaps plant a few more in marketplaces and crossroads and other such sights. Time: 2 seasons. Cost: 100 gold. DC: 35. Reward: More weirwoods in the North.
[] 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: Snow is in many ways the total opposite of Rivers. Calm where he is excitable, nondescript where he is distinctive. You can't imagine Snow having any of his predecessor's escapades, although he is most definitely equally competent. (Choose 2)
[] Beyond the Wall Part 2: Snow is unnerved by the news from the North. He considers it something unnatural and unusual, which means he wants to know more about it. Let him bribe wildlings into spilling their secrets with him, and he promises to get to the bottom of the matter. Time: 3 seasons. Cost: 200 gold. DC: 65. Reward: Simple Spy Network (Beyond the Wall)
[] From Valley to Peak: Snow knows almost everything that happens in the Vale. There are still a few exceptions, however. Send Snow back to the Vale and have him fill in the last few gaps in his network. Time: 4 seasons. Cost: 800 gold. DC: 65. Reward: Advanced Spy Network (The Vale)
[] Even Deeper Secrets: Snow has people in every house in the North. He has people in every town and city too. But you want more. If your lords meet, you want to know. If anything happens, you want to know. Time: 3 seasons. Cost: 600 gold. DC: 55. Reward: Spy Network (The North).
[] Further Afield (Kingdom): You have ways of hearing what happens in the immediate south, but now you find yourself concerned with what's happening even further away. Pick a kingdom or nation and let Rivers get to work. Time: 2 seasons. Cost: 100 gold. DC: Varies. Reward: Rumor mill for chosen location
[] Deeper Rivers Part 2: The ironborn are clearly up to something. You don't like it, and you don't like then. Have Rivers dig even deeper, buy even more tongues, and see to it that Black Harren can't cough without you knowing. Time: 2 seasons. Cost: 600 gold. DC: 60. Reward: Spy Network (The Riverlands).
[] Create an Organization: While Rivers would happily break into the Dreadfort or assassinate a rebel with nothing more than a frog spear and guts, Snow prefers a more methodical approach. He wants to hire some men to create a special organization, dedicated purely to…" direct action" as he so calmly puts it. Time: 3 seasons. Cost: 1000 gold. DC: 50. Reward: Group of assassins/spies/smugglers/saboteurs available for use.
[] Blackwood Aid: The Blackwoods are distant from you, and there is ancient blood between your houses. But they are First Men all the same, and they keep the Old Gods. Make contact with them to begin arranging discreet assistance in their revolt against the ironborn. Time: 1 season. Cost: 50 gold. DC: 65. Reward: Contact with the Blackwood Rebellion.
[] Scouting the Beasts: Snow wants to arrange for men to follow the beastmen at a safe distance, using predetermined signals to help alert you to where it's going. How that won't bring down the beasmen on the signalmen isn't something you are clear on, but you trust his expertise. Time: 1 season. Cost: 100 gold. DC: 45. Reward: Aware of horde movements.

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 1)
[] 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
[] Warging Practice: You know that you are a warg now, if it wasn't obvious beforehand. You have had the occasional wolf dream, but you want to practice it with greater focus and effort and actively try to slip into the skin of your wolf. Time: 1 season. Cost: 0. DC: 55. Reward: You get more skilled at warging.
[] 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.
[] 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. Locked 1 Season.

Treasury: 2640 gold
Income: 250 gold (taxes) + 1100 gold (trade) + 560 gold (farming) + 100 gold (fur) + 25 gold (wool)
Expenditures: -20 gold (signal towers), -10 gold (stables), -10 gold (scouts), -10 gold (Wolfswood Wardens)
Net Income: 2595 gold
Food Supply: Medium surplus
 
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