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