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

Well to know for sure we should also think about expanding our internal spy network further.
It seems to me that it'll be great to unlock the rumor mill at the Iron Isles. Not in this turn, but in one of the next. We need to know what happens at the lands of one of our main rivals (nothing good I suppose, but what exactly?)
 
Inserted tally
Adhoc vote count started by notbirdofprey on Dec 30, 2019 at 10:44 PM, finished with 33 posts and 21 votes.

  • [x]plan Black Wolves
    [x] Bear Island Towers: Time: 2 seasons. Cost: 400 gold. DC: 30. Reward: Watchtower chain along Bear Island
    [x] The Grand Ranging: Time: 1 season. Cost: 400 gold. DC: 30. Reward: Better chances of success for the Grand Ranging.
    [x] Wildling Troubles:Time: 2 seasons. Cost: 200 gold. DC: 30/60/90. Reward: Reduced tensions in the North.
    [x] For the Watch:Time: 2 seasons. Cost: 150 gold. DC: 50. Reward: Night's Watch is stronger.
    [x] A Proper Town:Time: 1 season. Cost: 200 gold. Reward: Town charter given out, new options unlocked.
    [x] Other Artisans: Time: 1 season. Cost: 400 gold. Reward: Increase to trade.
    [x] Strange Wood: Time: 1 season. Cost: 50 gold. DC: 55. Reward: Information
    [x] From Skagos to the Neck: Time: 2 seasons. Cost: 0 gold. DC: 55. Reward: New actions unlocked.
    [x] Create an Organization: Time: 3 seasons. Cost: 1000 gold. DC: 50. Reward: Group of assassins/spies/smugglers/saboteurs available for use.
    [x] A Little Help:Time: 1 season. Cost: 300 gold. DC: 45. Reward: Extra weapons sent to aid Lord Blackwood.
    [x] Uplift Seed Drill: Time: 1 season. Cost: 0. DC: Varies. Reward: New action unlocked
    [x] Warging Practice: Time: 1 season. Cost: 0. DC: 55. Reward: You get more skilled at warging.
    [x] Family Time: Time: 1 season. Cost: 0. DC: 50. Reward: You feel better, your family feels better.
    [X] Plan: Lower Risk
    -[X] +1 Free Action
    --[X] Intrigue
    -[X] Bear Island 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 Mormonts. Time: 2 seasons. Cost: 400 gold. DC: 30. Reward: Watchtower chain along Bear Island
    -[X] Expand the Patrols: The Wardens have been doing a good job, but they could do better. Considering the threat beastmen have proven themselves to be, it would be wise to make sure they do not receive another such opportunity. 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.
    -[X] Speak with Vassals (East): 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
    -[X] Wildling Troubles: Many are displeased by the presence of wildlings in your kingdom, on both sides. The oaths sworn by the chiefs have kept the bloodshed to a minimum, but you see no reason to let this tension fester. Remind the chiefs of their oaths, remind the nobles of witnessing the oaths, remind the smallfolk on both sides that they have better things to do than killing each other. Perhaps make a few examples…Time: 2 seasons. Cost: 200 gold. DC: 30/60/90. Reward: Reduced tensions in the North.
    -[X] Cattle Ranching: There's 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.
    --[X] Apply DD to Cattle Ranching
    -[X] 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.
    -[X] 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
    -[X] Further Afield (The Rock): 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
    -[X] Further Afield (Iron Islands): 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
    -[X] A Little Help: You are desperately strapped for gold and silver, even with the new mines. You do have some extra weapons though. Send them south past the ironborn armies and hopefully it will be enough to give Lord Blackwood some momentum. Time: 1 season. Cost: 300 gold. DC: 45. Reward: Extra weapons sent to aid Lord Blackwood.
    -[X] 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.
    -[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 Cheap but Important!
    -[X] Guard Training: Brandon has replaced all the dead or severely wounded guardsmen by now, or at least selected men who will serve as adequate replacements after their training is done. With some of his spare time, he could train other men to a similar standard for other houses. And naturally, he will encourage those men to remember their loyalties to Winterfell should the unthinkable happen…Time: 2 seasons. Cost: 200 gold. DC: 50. Reward: Other houses gain small number of men trained and equipped equivalent to Winterfell guard, vassal loyalty increased.
    -[X] Wildling Warriors: The wildlings have many fierce warriors among them. Brandon wants to see if they have any unique insights for battle, whether it's special tactics for fighting in beastmen or a way to use those elk they ride sometimes as cavalry. Time: 1 season. Cost: 50 gold. DC: 65. Reward: ??
    -[X] The Grand Ranging: You do want to know what happened to the giants, and get a better idea of what's north of the Wall. Sending some men and supplies to the Shadow Tower will cost you a little, and it has potential for great rewards. Time: 1 season. Cost: 400 gold. DC: 30. Reward: Better chances of success for the Grand Ranging.
    -[X] Speak with Vassals (East): 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
    -[X] Wildling Troubles: Many are displeased by the presence of wildlings in your kingdom, on both sides. The oaths sworn by the chiefs have kept the bloodshed to a minimum, but you see no reason to let this tension fester. Remind the chiefs of their oaths, remind the nobles of witnessing the oaths, remind the smallfolk on both sides that they have better things to do than killing each other. Perhaps make a few examples…Time: 2 seasons. Cost: 200 gold. DC: 30/60/90. Reward: Reduced tensions in the North.
    --[X] Apply DD to Wildling Troubles.
    -[X] 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.
    -[X] 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.
    -[X] 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
    -[X] From Skagos to the Neck: What does Frost want with all those wargs and healers and wise men? Why have they gone to Castle Green? And how can you get the North to benefit from their presence? You have seen the power of wargs, and the healers from Skagos saved many lives and limbs with their strange herbs and unicorn horns. Time: 2 seasons. Cost: 0 gold. DC: 55. Reward: New actions unlocked.
    -[X] Blackwood Aid, Part Two: Now that you know the Blackwoods are interested in working with you, further steps can be taken. Sending men south in the guise of a sellsword company will help, especially if they bring extra equipment with them. It's not as much as the riverlords would like, but you cannot afford another war at the moment. Time: 1 season. Cost: 1000 gold. DC: 45. Reward: "Sellswords" with extra equipment sent to aid Lord Blackwood.
    -[X] A Little Help: You are desperately strapped for gold and silver, even with the new mines. You do have some extra weapons though. Send them south past the ironborn armies and hopefully it will be enough to give Lord Blackwood some momentum. Time: 1 season. Cost: 300 gold. DC: 45. Reward: Extra weapons sent to aid Lord Blackwood.
    -[X] 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.
    -[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: Cheaper and with Income Generating Investments
    -- [x] Wardens of the Road: The beastmen probably aren't a significant threat anymore. Most of the Wardens have had minimal encounters, and there have been no reports of beastmen attacks from any of your subjects, new or old. Have some of them patrol the roads around the Wolfswood and help deal with any bandits of other threats instead. Time: 1 season. Cost: 200 gold. DC: 30. Reward: Potential increase to trade income
    -- [x] Guard Training: Brandon has replaced all the dead or severely wounded guardsmen by now, or at least selected men who will serve as adequate replacements after their training is done. With some of his spare time, he could train other men to a similar standard for other houses. And naturally, he will encourage those men to remember their loyalties to Winterfell should the unthinkable happen…Time: 2 seasons. Cost: 200 gold. DC: 50. Reward: Other houses gain small number of men trained and equipped equivalent to Winterfell guard, vassal loyalty increased.
    -- [x] Speak to Kings (Kingdom of the Vale): 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.
    -- [x] Speak with Vassals (East): 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
    -- [x] Cattle Ranching: There's 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.
    -- [x] From Wool To Yarn: You have arranged for a sheep farming business which 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.
    -- [x] 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.
    -- [x] 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.
    -- [x] From Skagos to the Neck: What does Frost want with all those wargs and healers and wise men? Why have they gone to Castle Green? And how can you get the North to benefit from their presence? You have seen the power of wargs, and the healers from Skagos saved many lives and limbs with their strange herbs and unicorn horns. Time: 2 seasons. Cost: 0 gold. DC: 55. Reward: New actions unlocked.
    -- [x] 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)
    -- [x] A Little Help: You are desperately strapped for gold and silver, even with the new mines. You do have some extra weapons though. Send them south past the ironborn armies and hopefully it will be enough to give Lord Blackwood some momentum. Time: 1 season. Cost: 300 gold. DC: 45. Reward: Extra weapons sent to aid Lord Blackwood.
    -- [x] Uplift Fertilizer: presumably organic (e.g., animal waste such as manure, bloodmeal, bone meal, fish meal, feather meal, fowl litter, guano, peat, greensand, limestone, plant waste such as compost) but if we can find some phosphate rock or generate useful quantities of ammonia (the tanners probably want fermented urine, but alchemists might be able to generate gaseous ammonia, Haber-Bosch is probably beyond us at the moment).
    -- [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 10 Results
Military
-Guard Training: 1d100+22 = 33. You sent your proposal to several different houses, and received polite refusals from all. Some claimed they had no guards available for training, as all were needed to maintain law and order. Some seemed offended by the implication that their guards were not as good as yours. Some offered excuses which were so transparent it was obvious that they simply did not want men more loyal to Winterfell than to themselves in their castle. What few men showed up were barely competent dregs, their presence practically an insult. Failure.
-Wildling Warriors: 1d100+22 = 101. 1d100+1 = 62. By sheer chance, a chief of the wildlings who was wandering in to make a complaint when Brandon lost his temper with some of the "volunteers" and found himself sufficiently impressed by Brandon's skill and command of cursing to invite him for a drink afterwards. Although Brandon was too hungover to remember anything useful from their conversation, he did receive an invitation to visit the tribe at their new "castle." He did manage to avoid drinking competitions there, and thus remembered everything, including several tricks for tracking and a specific type of tree which apparently makes excellent bows, almost as good as weirwood ones. New option unlocked.
-The Grand Ranging: 1d100+22 =113. 1d100+13 = 99. As always, there are some men willing to take the Black for a wergild to their families along with a smattering of criminals and a few who will join the Watch for reasons of their own. With them, you send a hundred volunteers who will be seconded to the Watch for the duration of the ranging. Meat is salted and packed in carts next to the good steel weapons and armor produced in your forges and the furs farmed on your lands. As the expedition prepares to leave, two Green Men appear to accompany it, bringing news. They claim even distant kings have heard of your deeds, calling you The Unbroken and The Giftgiver. Significantly improved chances for expedition success, + 50 prestige, titles, and the Green Men are accompanying the expedition for reasons of their own…

Diplomacy
-Speak with Vassals (East): 1d100+19= 91. Once more, House Manderly is the first to reply to your ravens, assuring you of their loyalty and apologizing for their lack of support during the recent unpleasantness. They report some minor unrest among the more "impractical" people of the city, as Lord Wylbert deems a small band of septons who have been preaching against the "godless heathens" bearing "dark powers." He tells you that although he follows the Seven, he recognizes that the Old Gods offer their own blessings and he respects that they have given you and many of your lords these gifts. House Flint has no complaints, but they mention they have a son about the age of your twins and they hope to foster him at Winterfell for a couple of years. House Hornwood, in the meanwhile, has again requested assistance with digging out mines in their hills. They also report bandit troubles, although they are apparently minor.
-Wildling Troubles: 1d100+19+20 = 119. 1d100+19 = 89. You have had reports of trouble for months. Smallfolk feuding in the Wolfswood. Boundary disputes. Fishing disputes. Accusations of various crimes, some clearly spurious, some less so. You even hear about an argument about whose duck quacks louder which nearly escalated into a full-on brawl before bloodshed was narrowly averted. By the third month you have had enough, and send for the most troublesome of the wildling chiefs. Those who refuse to go find themselves persuaded at Ice's point. You bring them to the godswood…Continued in interlude.

Stewardship
-A Proper Town: 1d100+18 = 63. There are about eight thousand people in Winter-town now. New houses are being built every day, both to accommodate the current swell of population and in anticipation of winter. Someone has built a small sept, and two new godswoods have sprouted. It's a blustery fall day when you ride into Winter-town, and before the eyes of the gods make an agreement with the leaders of the town – the heads of guilds, Green Men, a septon, a few merchants, and for some reason a fool. Wintertown is made an official town, albeit a barebones one without a watch, sewers, or even a wall. Winter-town is now a small town named…Wintertown (for the moment). Increase to trade and tax, new options unlocked.
-Other Artisans: 1d100+18 = 51. While every castle in the north has a collection of tradesmen, and Winterfell has more than most, there are very few who are able to relocate. It took a great deal of gold and effort to gather so many smiths, and with winter creeping steadily closer it will be more costly in both and you have less to spare. So you turn to White Harbor and you turn to the south. A small trickle of carpenters and farriers and jewelers and masons and coopers and you don't know what else begin arriving in Winter-town, some bringing their tools with them, others bringing coin, some, especially ones from the Riverlands, arriving with only the clothes on their back and the skill of their hands. Modest number of craftsmen from the North, especially White Harbor. Slightly larger number from the south, especially the Riverlands.

Learning
-Strange Wood: 1d100+20 = 89. The gray wood has been immensely stubborn and frustrating for Maester Brynden. He seems to have a degree of discomfort with anything related to the beastmen, which you suppose is fair enough. They make you a bit uncomfortable as well. Still, he has finally managed to learn a bit more about this substance by speaking with some of the wildlings and a few of Lord Bolton's men who accompanied Cregan to Winterfell. The wood is similar to weirwood in many ways – in terms of hardness and density, it's practically identical. It even sinks, just like weirwood does. Obviously, it is associated with beastmen. Maester Brynden theorizes that it might have some sort of mystical connection to them – these gray trees are only found where the beastmen are, and the wood is found in beastmen. Working with the Wardens, he manages to prove his theory: Burning the gray wood near beastmen causes them great pain, and seems to weaken them as well. Gray wood is weirwood equivalent for beastmen and Wild Gods. Burning or destroying it can harm them, being around too much of it can affect the mind.
-Northern Library: The ink problem continues troubling Maester Brynden and his assistants, but he perseveres. The entire Winterfell library is copied this season, including books Maester Brynden has never seen before. A few of your vassals send their more common books to Winterfell, but many ask that Maester Brynden bring the press to them, as some of their older and rarer books are not fit for travel. Locked 3 seasons.

Piety
-From Skagos to the Neck: 1d100+25 = 101. 1d100+1 = 30. Castle Green is a mysterious place, and it's fairly uncomfortable as well. The power of the gods weighs heavily on it. Those who approach without permission come back with gaps in their memory, and often think they have been gone far longer than they really have. Some have been driven off by an animalistic sense of terror that made rational though flee their minds. So it is with no small amount of trepidation that you approach Castle Green. The trees loom over you, turning the path as dark as night. Torches line the path, the flickering light barely enough to keep you from wandering into the forest. Your skin prickles, and you can feel your guards tensing more and more with every step you take. Only your wolf remains content, loping along, yawning every so often. Two Green Men step out of the wood, one masked, the other not. "Those you seek are being taught." The masked one says without preamble in a surprisingly high pitched voice before the two kneel in unison. You find this startling for several reasons, but hold your peace. You have no desire to try and force your way through, and so you resolve to have words with Frost when he returns. Locked 1 season
-More Weirwoods: The last of the weirwoods has been planted. Frost doubts that further plantings will need his attention, as he has been teaching the ways of the Green Men as he travels. Even the meanest holdfast has a proper godswood now, and there are many more scattered about the North, to the point where it is practically impossible to travel for more than a day without finding one. Some weirwoods have even begun growing wild, although they are yet saplings. Many, many weirwoods in the North.

Intrigue
-Blackwood Aid, Part Two: 1d100+21 = 53. You need everyone you can get in the fields right now, and all you can spare are being sent to the Watch. You still somehow scrape up a few hundred able-bodied men, mostly by recruiting from some of the more trustworthy wildlings, especially the aged ones. They go south, escorting wagons filled to the brim with weapons and armor, skirting around Black Harren's forces, traveling through the desolate lands where the reavers hit hardest. Reinforcements sent to Lord Blackwood.
-A Little Help: 1d100+21 = 117. 1d100+17 = 102. 1d100+2 = 46. You send them a lot of weapons and armor. Enough that Lord Blackwood should be able to defeat Black Harren, by throwing their spare equipment at him if nothing else. Escorted by the wildlings, they speak proudly of you even as they manage to maintain their guise as sellswords. (It helps that standards of behavior for the two are fairly similar.) The result? Even as you reinforce Lord Blackwood, you deny Black Harren targets and swell your people as peasants from the Riverlands and even some of the more prosperous folk swarm north, especially after the Doom of Derry. Lord Blackwood strongly reinforced, refugees heading north, prestige boost.

Personal
-Warging Practice: 1d100+14 = 79. Warging proves difficult at first. It's like trying to grab a writhing snake. Every time you feel yourself getting close to the mind of your direwolf, you find one of you slips away from the feeling of sharing a body. Though you have more wolf dreams, you cannot do it when awake. Until one day, you close your eyes and reach out, stroking the wolf even as you reach out with your mind, the two touches coming at the same time. For once, both of you accept the bond wholly, and when you open your eyes you are in the body of your direwolf, although you leave after a minute. Once you manage though, it grows easier. Warging into your direwolf can be done deliberately.
-Family Time: 1d100 = 51. For the first time in a long time, you are able to join your family for all your meals without any interruptions. Cregan listens attentively to Eddard and Edwyle as the two boast about their feats in the training yard and then joins in the discussion about the history of Westeros and where the beastmen fit into it. Serena gets reprimanded for teasing Rodrik and Alys, and although she cries she quickly recovers her good cheer when the cooks bring out dessert: lemon cakes! Her cheer brings a smile to everyone's face, even the babies who probably don't realize what it's for.
 
Isn't house Karstark in the east? So we should have have something mention about them in the "Speak with Vassals (East)" right?
 
Check turn 2 results. The Karstarks are in the North region with the Boltons.

Shit... I thought they would be in the East, since in the North map I was using in google it is almost directly east of Winterfell.
Next turn we gotta check on them, because they sent nothing to us when we asked them for men for our army. For all we know they might be traitors or posses by beast be like the Whitehills might have been.
 
Shit... I thought they would be in the East, since in the North map I was using in google it is almost directly east of Winterfell.
Next turn we gotta check on them, because they sent nothing to us when we asked them for men for our army. For all we know they might be traitors or posses by beast be like the Whitehills might have been.
Won't help as much as you think. If we want our vassals to like us more we need to help them. The way the check on vassals action is working goes -> Vassal tells Stark problem-> Stark does nothing about said problem/other concerns. Still helpful in reassuring us that our vassals are loyal, and gives the players direction on what to do. We could always work on the spy network for our kingdom for reassurance our vassals are loyal.

Examples of things to do that can encourage our vassals to like us: The boating promise Torhen made for the reward at the end of the beastman campaign. Mining assistance, get some fostering done again. Watchtowers impress our vassals.
 
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not too be "that guy" but next turn could you maybe put the amount of money + maybe income/expense in like a spoiler or something so we can tell how much we have too spend on things?
 
not too be "that guy" but next turn could you maybe put the amount of money + maybe income/expense in like a spoiler or something so we can tell how much we have too spend on things?
The income expenses are included on the "Turn X" posts, at the bottom.

Treasury: 4405 gold
Income: 300 gold (taxes) + 1100 gold (trade) + 560 gold (farming) + 100 gold (fur) + 25 gold (wool) + 400 gold (mines)
Expenditures: -20 gold (signal towers), -10 gold (stables), -10 gold (scouts), -10 gold (Wolfswood Wardens), - 80 gold (various tariff/tax reductions for houses)
Net Income: 2965 gold
Food Supply: Medium surplus
Not in a spoiler, and the quote is from turn 10.
 
The Keeping of Oaths
There are many wildling chiefs, more than there are nobles in your kingdom, but there are very few who have any great influence. It is these you invite to Winterfell, along with a scattering of the more troublesome wildlings, and unfortunately, a few Northmen who have done terrible things to your newest subjects. There are some on both sides you take care not to touch, relying on your own instincts and Jeyne's deft skill, along with the reports from Snow's men as you decide who you can afford to make an example of and who must be left alone. In all, you decide to "invite" nearly five hundred men, although you do take care to spread them out.

The first event sets the pattern very well. Three dozen men and women arrive in Winterfell, some answering their summons willingly, some reluctantly, and several arrive accompanied by members of the Winterfell guard. They are taken into the godswood, surrounded by your men in full armor, refusing to answer questions. You had let it be known that there would be a private event in the godswood, but you did not bother to keep anyone out, and there were a great many people who would be loitering about or even hiding in the godswood. Good. You wanted word of what would happen to spread.

"Arry Three-Tooth, you stand accused of taking a girl from the dwelling by force, forcing yourself on her, and severely injuring her." You say, your voice filling the godswood as the breeze shifts directions, making the rustling of the leaves grow sharply in volume, the normally soothing whispers turn harsh and angry. "There are many witnesses to this, including the girl and members of your clan. Your crimes will be punished, but that is not why you are here today. You broke an oath you swore before the gods." The man starts to speak, then his voice catches in his throat and his eyes briefly flare as red as weirwood sap. He lets out a laugh, wild and fey. It's a terrible sound, stripped of restraint and self-preservation. As the laughter dies down, so too does the wind, leaving the clearing completely silent except for the panicked breathing of one of the loiterers. The stark terror of the man and the other accused fills your nostrils, incredibly strong, and you see them through your wolf's eye for a moment. Still need to name him…The irreverent thought floats through your head.

Then he speaks. "Fuck the oath. I am no kneeler, to concern myself with some king's laws or peace. An oath to one such as you means nothing…" He makes like he is going to continue to speak, but then he coughs. He tries again, but breaks out coughing, bringing his hand to his mouth. When he puts it down, it is stained with blood. He doubles over, coughing louder and harder, as a raven caws from a nearby tree, sounding mockingly triumphant. Arry Three-Tooth dies on his knees before you, in the sight of the gods, fellow oath-breakers, and half the people of Winterfell.

The rest of them are remarkably quick to admit to their falseness and submit to their punishment, several revealing more about their crimes than you really wanted to know in a desperate bid to avoid the fate they just witnessed. The executions keep you busy for a long time, and you find yourself needing to wash your hands twice when they are all done.

(The Old Gods are not particularly nice.)
 
heh, the old gods are VERY nasty when you break a Oath, not to mention the guest rights.

so yeah...the old gods be brutal yo.
 
Yes, the old gods are not nice. They are a bit like Mother Nature in that department.

On the other hand, they have the advantage of being fair and dependable. So in a world where not taking sufficient precautions will kill you. Having someone fair and dependable on one's side will greatly enhance one's chance of survival.
 
Rumor Mill Turn 10
Rumor Mill (The North)
The Savagery of the Wildings: Many have called into question some of the King's decisions regarding the wildings, and it seemed they were proven right for nearly a month as rape and raiding spread across the North. But then the King's fury was roused, and he set off on the warpath, hunting down oathbreakers and traitors and bringing them to Winterfell. There, those who were defiant faced the judgment of the Old Gods, while those who submitted were allowed the peaceful death by Ice. As word spread, the wildlings quieted down, once more becoming humble and obedient subjects. Time will tell if these savages need another lesson…
-According to Snow: While there was a surge of concern early on, it rapidly quieted down once you started expressing your…judgements. Indeed, the problem has gone almost the complete other direction: now some wildlings are taking the law into their own hands, hunting down their kin with excessive zeal. Many are actively terrified of you.
Western Storms: Once more the western coast suffers, this time from something less human than raiders and less unusual than the mysterious plagues of fish. A series of great storms wracked the western coast, devastating the fields and villages, even damaging some of the watchtowers, although most have been repaired by the houses responsible for their upkeep.
-According to Snow: Most is not all, but that's not the worst of it. Entire granaries have been ruined by these storms, and there could be starvation in the Rills and on Cape Kraken come winter is something isn't done.
The New Town: A town grows outside Winterfell, the old Winter-town rapidly expanding. Houses are built every day for newcomers, and new shops spring up constantly. The lure of wealth and prosperity has begun to be heard across the North, and merchants, second and third sons and even some sons and daughters of minor houses have begun filtering in, looking for work and opportunity. (Random bonuses to some actions, increases to tax and trade.)
-According to Snow: It's not just the honest folk looking for opportunities. There's no Watch in town, and that means criminals are flocking here, running scams and doing all sorts of dangerous things. One group even decided to try and steal a heart tree for some reason, and that's not the strangest crime I have heard of. (You have a rapidly growing criminal underworld coming with it.)

Rumor Mill (Beyond-the-Wall)
Death at Castle Black: Something has begun killing brothers at Castle Black, and leaving their bloody corpses on the Wall. The men (and some women) of the Watch are greatly concerned by this, with some proposing the Castle be abandoned temporarily, while others have led search after search with no result. There is much debate on what the cause is – some sort of madman, a new sort of beastman, something more terrible still?
The Grand Ranging Sets Off: Too much fanfare, the expedition leaves from the Shadow Tower and heads north, sending regular ravens reporting first no activity, then signs of life: Runes of the First men carved into the rock. Beastmen are spotted and fended off, but the men on watch at night find the stones seem to move when they turn their gaze away.
The Gift Prospers: Despite the deaths at the Wall and the uncertainty of what lies beyond, the Gift blooms, seeming more like summer than fall. For the first time in years, new towns are built on it and new farms are planted, although they both struggle much more than the old, established ones. The Gift is safe and sheltered, and food is sent to the Wall and stored against the coming winter.

Rumor Mill (The Riverlands)
Reach Riders: A band of second sons and hedge knights from the Reach have been revealed to be the source of the mysterious slaughter of ironborn, although there are some oddities about the group, including several members who never remove their armor and a total lack of iron. Everything is made of bronze, from their swords to their armor to their very horseshoes. They are also unfailingly polite, although willing to meet rudeness with steel...err, bronze.
-According to Snow: The second sons are all from houses with First Men blood. When they travel, it is strangely swift, and when they stop from the night, oddly colored lights can be seen, and incredibly beautiful song drifts through the verdantly green trees. Something is strange about this brave band…and what are they doing here, anyway? Surely there are still bandits in the Reach.
Sellswords of Steel: A grand company of Northern sellswords has been hired by Lord Blackwood. While they mostly traveled south safely, they did cut several reaver bands to pieces and recruited the surviving smallfolk, even the women and children. They certainly seem to have the steel for it. Everywhere they travel, they bring dreadful and impossible tales.
-According to Snow: The story of the beastmen has begun spreading, faster than I would have thought possible. I wonder what the Starry Sept or the Citadel will claim when they hear this…
Battle is Joined: The alliance under Lord Blackwood and his sellswords have at last joined battle with the forces of Black Harren by the shores of the Trident. In a bloody clash, thousands of men were slain. Though an incredible portion of Lord Blackwood's forces were armed and armored in fine steel, the sheer power of Harren's elite warriors were able to slaughter hundreds and strike terror into the heart of all who opposed them, while savage beasts of the water killed indiscriminately whenever something came into their reach. While it was Black Harren's forces who quit the field and fled north, the forces under Lord Blackwood have been unable to pursue.
-According to Snow: The alliance nearly fell apart when Lord Bracken was killed, his son being less enthusiastic about the prospect of war. He will likely try to convince the other lords to try and negotiate with Harren. I wish him luck…

Rumor Mill (The Vale)
Runestone Relieved: Runestone has been saved, hordes of clansmen and Vale knights attacking the haphazard siege camp of the Burned Men. Though they fought with the fury of giants, seemingly immune to fear and pain, they were ridden down by lances and shot to pieces by the archers of House Hunter. With their finest warriors slain, their remaining men were put to flight by the savage fury of the Howlers clan, whose unearthly shrieks terrified even their allies. Unfortunately, during this battle. Members of the Milk Snakes snuck into Runestone to wreak havoc.
-According to Snow: Lord Pyrite has been wounded. I will try to find out more…
The Clans Denounced: Septons on Gulltown have proclaimed the mountain clans abominations and demon worshippers and unholy monsters. Riots against them have been sparked, and many in the city have argued for the ending of the alliance. The Graftons have been permissive of this, despite the protest of many neighboring houses.
Death in the Mountains: While the feuding and infighting has died down to a large extent, there remain notable pockets of chaos, including several near the lands of House Upcliff. At least three minor houses have been mostly wiped out, their lands claimed by Lord Upcliff, and rumors of black, rotting ships coming in the night and bloody rituals have begun spreading.
 
not at all sure what kind of BS is going on around us anymore but GD did the level of magical BS go up in this place.

not that it isn`t fun to read but wow the level of chaos going around is something else.
 
Turn 11
Short Winter, Long Autumn, Year 106 AD
Many of the servants seem a little uncomfortable around you after the display in the Godswood, and even Jeyne is unnerved. She has taken advantage of the growth in Wintertown to visit a newly constructed sept, although she also visits the godswood, if much less often. You yourself are shaken by the sheer horror in the eyes of the men and women who died choking on their own blood, but you refuse to let that slow you down. There are many duties of a king and father, but you find yourself fulfilling most of them easily, except for when Serena takes it in her head that she doesn't need lessons. It's amazing how loud such a little girl can see.
Eddard has begun accompanying you as you travel into town and work in your solar, occasionally asking questions about what you do and why. He has begun favoring doing this over spending time with his brother as he grows more mature, while Edwyle seeks consolation with Cregan and the heart tree.
(+1 Free Action)

Military: Brandon is the Champion of Winter and a skilled commander of soldiers. Most importantly, you trust him with your life and throne. (Choose 2)
[] Build a Fleet (Location): Ironborn and slavers threaten your coasts, and you have gone long enough without a fleet. Order one of your vassals to begin constructing ships, and offer gold and workers to see it done. Time: 2 seasons. Cost: 3000 gold. DC: 45. Reward: A new fleet.
[] More Watchtowers: Bear Isle and many other of your vassal's lands are vulnerable to Ironborn raids. Ships are costly, but a system of watchtowers like the one you are building could help your lords respond to attacks faster. Time: 3 seasons. Cost: 1400 gold. DC: 30. Reward: Watchtower chain along the western coast.
[] Bear Island 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 Mormonts. Time: 2 seasons. Cost: 400 gold. DC: 30. Reward: Watchtower chain along Bear Island
[] 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.
[] Expand the Patrols: The Wardens have been doing a good job, but they could do better. Considering the threat beastmen have proven themselves to be, it would be wise to make sure they do not receive another such opportunity. 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.
[] Wardens of the Road: The beastmen probably aren't a significant threat anymore. Most of the Wardens have had minimal encounters, and there have been no reports of beastmen attacks from any of your subjects, new or old. Have some of them patrol the roads around the Wolfswood and help deal with any bandits of other threats instead. Time: 1 season. Cost: 200 gold. DC: 30. Reward: Potential increase to trade income
[] Guard Training: Brandon has replaced all the dead or severely wounded guardsmen by now, or at least selected men who will serve as adequate replacements after their training is done. With some of his spare time, he could train other men to a similar standard for other houses. And naturally, he will encourage those men to remember their loyalties to Winterfell should the unthinkable happen…Time: 2 seasons. Cost: 200 gold. DC: 50. Reward: Other houses gain a small number of men trained and equipped equivalent to Winterfell guard, vassal loyalty increased.
[] Northern Ghosts: One thing Brandon learned from the wildlings is about another tribe who headed south and vanished into the Wolfswood. By all accounts, they are incredibly skilled at ambushes and tracking, able to walk in fresh snow without leaving tracks and find the path a shadowcat took across stone. Brandon wants to seek them out and learn everything he can from them, and possibly even recruit them into your service. Time: 3 seasons. Cost: 50 gold. DC: 75. Reward: New options unlocked

Diplomacy: Jeyne has relaxed now. You are home, you are safe, and you are mostly unchanged by the war. (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
[] 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
[] Keeping the Pressure: The wildlings have quieted dramatically, but a large portion of that is from fear of you personally. Such ties are weak compared to the ones which bind the North together, and so you will use your influence to help bind the wildlings by stronger ties – introducing their chiefs to Eddard, persuading some of their number to find work in towns, perhaps even arranging some marriages between spare children of minor houses and the wildlings chiefs. Time: 2 seasons. Cost: 300 gold. DC: 40/80/. Reward: Reduced tensions in the North for the long-term.
[] For the Watch: The North knows the threat of the beastmen now, and the Night's Watch swells with recruits. But you see no reason to let the North bare this burden alone. Send beastmen corpses south with men willing to help the Watch recruit from the South. Time: 2 seasons. Cost: 150 gold. DC: 50. Reward: Night's Watch is stronger.

Stewardship: The Poole's have always served the Starks. You can remember your father telling him that as a boy. Jaime Poole has continued that tradition, and ably. (Choose 2)
[] 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's 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 which 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 (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.
[] 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.
[] Forest for the Trees: Axyl the Chief (so called to distinguish him from the other four Axyls in his clan) told Brandon all about how wonderful red yew was for bows. Unfortunately, there isn't that much of it in the Wolfswood, but there are quite a few men who know how to coax trees to grow. Time: 3 seasons. Cost: 600 gold. Reward: More red yew, new options unlocked.
[] City Watch: There is a growing criminal element in your new town. You will not have it, you will not tolerate it, you will not allow it! It will likely require taking some men from your own guard, and it will be extremely expensive, but creating a town watch will be a necessity. Time: 1 season. Cost: 400 gold, upkeep. Reward: City watch formed, criminal activity reduced
[] City Planning: Wintertown is growing quickly, but haphazardly. Streets zig and zag and stop abruptly where someone decided to build a house or a shop or a tavern, there's no city wall, and many southerners have no idea how to make a building suitable for winter. Hire some men to survey land, mark where roads and walls will go, and generally help building go smoothly. Time: 1 season. Cost: 600 gold. Reward: City more organized, reduction in cost to other options
[] The Wolf's Walls: One of the best ways to distinguish an actual town from a collection of houses and shops is the presence of walls. Only chartered towns may have them, and while your town lacks them it will never quite be seen properly. They also serve the twin functions of defense and helping keep order. Time: 3 seasons. Cost: 2000 gold. Reward: Wintertown gets good walls.
[] Stinking Sewers: Only a few portions of Wintertown have decent sewers, mostly the oldest parts. You will not let your city turn into some stinking shithole. Sewers will be dug, constructed, and maintained. While you are at it, wells will be dug as well, and you will make sure they are well separated. Time: 3 seasons. Cost: 1500 gold. Reward: Wintertown gets sewers and wells, disease risk reduced.

Learning: Maester Brynden is an old man who has served your family for many years. And he's not a bad man, for someone born south of the Neck. You gather he's something unusual among the knights of the mind as well. (Choose 1)
[] Request Books: The Citadel library is vast, and the Winterfell library tiny. Maester Brynden wants to get some books from the Citadel. One of the inner towers is largely empty, and he thinks it will be perfect for the beginnings of a library. Time: 1 season. Cost: 500 gold. DC: 65. Reward: Beginnings of a library in Winterfell.
[] Customs of the Clans: The wildlings have peculiar customs which you have never heard of, and possibly scraps of lore no one has ever heard of. Some of the Woodswise can recite stories they claim to be from the Age of Dawn, when the Children of the Forests and other, stranger creatures ruled Westeros. Maester Brynden and his assistants will write down as much as they can. Time: 2 seasons. Cost: 250 gold. DC: 45. Reward: Old lore, ??
[] 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. Locked 3 seasons.
[] New Ink: The ink Maester Brynden purchases from the south doesn't always work properly with the printing press. He wants to do some testing to see what batches work better and why so he can stop having to redo pages because the ink didn't stick again…Time: 1 season. Cost: 300 gold. DC: 45. Reward: Printing press projects reduced in time, difficulty, expense.

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. The sense of weight around his has grown stronger ever since the Oath-swearing at the Nightfort. (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
[] 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.
[] From Skagos to the Neck: What does Frost want with all those wargs and healers and wise men? Why have they gone to Castle Green? And how can you get the North to benefit from their presence? You have seen the power of wargs, and the healers from Skagos saved many lives and limbs with their strange herbs and unicorn horns. Time: 2 seasons. Cost: 0 gold. DC: 55. Reward: New actions unlocked. Locked 1 Season.

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.
[] Further Assistance: Lord Blackwood has not yet won, so you will spend more Northern lives and Northern gold to aid him, thereby indebting him to you even further, or wasting even more if he loses. Time: 1 season. Cost: 500 gold. DC: 50. Reward: Further aid to Lord Blackwood
[] Harm to Harren: You have some agents in the Riverlands, and can send more. While you don't have anyone close to Harren or his personal guard (and you aren't sure they can be killed so easily anyway), many of his lords and allies are more accessible. Daggers in the dark will do what knights and levies could not. Time: 2 seasons. Cost: 800 gold. DC: 55. Reward: Ironborn sabotaged in Riverlands.

Personal: There's always plenty to do when it comes to being a king. Even outside of your official duties, you can make decrees and issue commands. Of course, you can also spend time with your family, help an advisor, or try and explain some of your knowledge to your advisors. (Choose 2)
[] Uplift ____: You recall an invention or system, and try to figure out how it worked well enough that someone else can make it a reality. Time: 1 season. Cost: 0. DC: Varies. Reward: New action unlocked
[] Order a Vassal: You can tell your vassals what to do, although there's no guarantee they will obey and they probably won't like it. Still, it's a way for things to get done without spending your gold on it. Time: 1 season. Cost: Vassal relations. DC: Varies. Reward: Your vassal does what you tell them.
[] Propose Fostering/Betrothal: It's a simple matter for you to agree to the proposals you received about fostering and betrothals, either in whole or in part. Time: 1 season. Cost: None. DC: Varies. Reward: Betrothal and/or Fostering(s) arranged
[] Warging Practice: most wargs can take other animals, if not at the same time. You want to try it too. 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.

Treasury: 4915 gold
Income: 455 gold (taxes) + 1250 gold (trade) + 600 gold (farming) + 100 gold (fur) + 25 gold (wool) + 400 gold (mines)
Expenditures: -20 gold (signal towers), -10 gold (stables), -10 gold (scouts), -10 gold (Wolfswood Wardens), - 80 gold (various tariff/tax reductions for houses)
Net Income: 3410 gold
Food Supply: Medium surplus
 
Okay I have a few minutes let me give this a shot.

[X] Plan More Watchtowers v 1.0
-[X] Bear Island 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 Mormonts. Time: 2 seasons. Cost: 400 gold. DC: 30. Reward: Watchtower chain along Bear Island
-[X] Expand the Patrols: The Wardens have been doing a good job, but they could do better. Considering the threat beastmen have proven themselves to be, it would be wise to make sure they do not receive another such opportunity. 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.
-[X] Keeping the Pressure: The wildlings have quieted dramatically, but a large portion of that is from fear of you personally. Such ties are weak compared to the ones which bind the North together, and so you will use your influence to help bind the wildlings by stronger ties – introducing their chiefs to Eddard, persuading some of their number to find work in towns, perhaps even arranging some marriages between spare children of minor houses and the wildlings chiefs. Time: 2 seasons. Cost: 300 gold. DC: 40/80/. Reward: Reduced tensions in the North for the long-term.
--[X] Double Down
-[X] For the Watch: The North knows the threat of the beastmen now, and the Night's Watch swells with recruits. But you see no reason to let the North bare this burden alone. Send beastmen corpses south with men willing to help the Watch recruit from the South. Time: 2 seasons. Cost: 150 gold. DC: 50. Reward: Night's Watch is stronger.
-[X] City Watch: There is a growing criminal element in your new town. You will not have it, you will not tolerate it, you will not allow it! It will likely require taking some men from your own guard, and it will be extremely expensive, but creating a town watch will be a necessity. Time: 1 season. Cost: 400 gold, upkeep. Reward: City watch formed, criminal activity reduced
-[X] Stinking Sewers: Only a few portions of Wintertown have decent sewers, mostly the oldest parts. You will not let your city turn into some stinking shithole. Sewers will be dug, constructed, and maintained. While you are at it, wells will be dug as well, and you will make sure they are well separated. Time: 3 seasons. Cost: 1500 gold. Reward: Wintertown gets sewers and wells, disease risk reduced.
-[X] Customs of the Clans: The wildlings have peculiar customs which you have never heard of, and possibly scraps of lore no one has ever heard of. Some of the Woodswise can recite stories they claim to be from the Age of Dawn, when the Children of the Forests and other, stranger creatures ruled Westeros. Maester Brynden and his assistants will write down as much as they can. Time: 2 seasons. Cost: 250 gold. DC: 45. Reward: Old lore, ??
-[X] Rites of the Field: The First Men and the Children of the Forest learned much from each other once the Pact was sworn, but much has been forgotten. Frost and his brethren will begin to seek the rites of the field and grove and attempt to recreate them. Time: 4 seasons. Cost: 50 gold. DC: 75. Reward: New magic unlocked
-[X] Beyond the Wall 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)
-[X] Harm to Harren: You have some agents in the Riverlands, and can send more. While you don't have anyone close to Harren or his personal guard (and you aren't sure they can be killed so easily anyway), many of his lords and allies are more accessible. Daggers in the dark will do what knights and levies could not. Time: 2 seasons. Cost: 800 gold. DC: 55. Reward: Ironborn sabotaged in Riverlands.
-[X] 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
-[X] Warging Practice: most wargs can take other animals, if not at the same time. You want to try it too. Time: 1 season. Cost: 0. DC: 55. Reward: You get more skilled at warging.
-[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.

Total expenditures: 4875, which leaves 40 gold before our net income of 3410.

Many of these are "head problems off at the pass" actions.
 
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[X] Plan organizing plus defending
-[X] 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 the western coast.
-[X] Northern Ghosts: One thing Brandon learned from the wildlings is about another tribe who headed south and vanished into the Wolfswood. By all accounts, they are incredibly skilled at ambushes and tracking, able to walk in fresh snow without leaving tracks and find the path a shadowcat took across stone. Brandon wants to seek them out and learn everything he can from them, and possibly even recruit them into your service. Time: 3 seasons. Cost: 50 gold. DC: 75. Reward: New options unlocked

-[X] Speak with Vassals (North): 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
-[X] Keeping the Pressure: The wildlings have quieted dramatically, but a large portion of that is from fear of you personally. Such ties are weak compared to the ones which bind the North together, and so you will use your influence to help bind the wildlings by stronger ties – introducing their chiefs to Eddard, persuading some of their number to find work in towns, perhaps even arranging some marriages between spare children of minor houses and the wildlings chiefs. Time: 2 seasons. Cost: 300 gold. DC: 40/80/. Reward: Reduced tensions in the North for the long-term.
--[X] Apply DD to Keeping the Pressure.

-[X] City Watch: There is a growing criminal element in your new town. You will not have it, you will not tolerate it, you will not allow it! It will likely require taking some men from your own guard, and it will be extremely expensive, but creating a town watch will be a necessity. Time: 1 season. Cost: 400 gold, upkeep. Reward: City watch formed, criminal activity reduced
-[X] City Planning: Wintertown is growing quickly, but haphazardly. Streets zig and zag and stop abruptly where someone decided to build a house or a shop or a tavern, there's no city wall, and many southerners have no idea how to make a building suitable for winter. Hire some men to survey land, mark where roads and walls will go, and generally help building go smoothly. Time: 1 season. Cost: 600 gold. Reward: City more organized, reduction in cost to other options

-[X] 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.

-[X] 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.

-[X] Further Assistance: Lord Blackwood has not yet won, so you will spend more Northern lives and Northern gold to aid him, thereby indebting him to you even further, or wasting even more if he loses. Time: 1 season. Cost: 500 gold. DC: 50. Reward: Further aid to Lord Blackwood
-[X] Harm to Harren: You have some agents in the Riverlands, and can send more. While you don't have anyone close to Harren or his personal guard (and you aren't sure they can be killed so easily anyway), many of his lords and allies are more accessible. Daggers in the dark will do what knights and levies could not. Time: 2 seasons. Cost: 800 gold. DC: 55. Reward: Ironborn sabotaged in Riverlands.

-[X] Warging Practice: most wargs can take other animals, if not at the same time. You want to try it too. Time: 1 season. Cost: 0. DC: 55. Reward: You get more skilled at warging.
-[X] 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.
-[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.

Extra action in personal!

Treasury: 4915 gold
1400+50 + 100+300 + 400+600 + 600 + 100 + 500+800 + ? = 4850 gold.

Military: Watchtowers because we have procrastinated about protecting our subjects against the Ironborn in the west, plus we are pissing them off in the south. Ghosts because we need more stealthy people.
Diplomacy: Talk to our northern vassals, and reassure them about having wildling here, also finally figure out why the Karstarks didn't send anything when we called the banners.
Stewardship: We need a city watch to go against the crime wave happening, and we need to have a good plan for how our future city will grow, also I am against walls for our capital city, we will out grow them quickly, hopefully, and if an enemy is already at the gates, we are already probably screwed so…
Learning: When we finally build roads, let them be the best they can be so we don't waste more money upgrading them later.
Piety: Lets finally find out what is up with our awesome walls.
Intrigue: Stick it to the Ironborn rapists. Plus, eventually if we can conquer south, we have the Blackwoods indebted to us.
Personal: Order a vassal, Karstarks, to come to Winterfell and explain their lack of action. And spend time with the FAMILY. Plus warging practice.
 
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[X] Plan Spending and Marriage?

Military

-[X] Bear Island 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 Mormonts. Time: 2 seasons. Cost: 400 gold. DC: 30. Reward: Watchtower chain along Bear Island

-[X] Wardens of the Road: The beastmen probably aren't a significant threat anymore. Most of the Wardens have had minimal encounters, and there have been no reports of beastmen attacks from any of your subjects, new or old. Have some of them patrol the roads around the Wolfswood and help deal with any bandits of other threats instead. Time: 1 season. Cost: 200 gold. DC: 30. Reward: Potential increase to trade income

Diplomacy

-[X] Keeping the Pressure: The wildlings have quieted dramatically, but a large portion of that is from fear of you personally. Such ties are weak compared to the ones which bind the North together, and so you will use your influence to help bind the wildlings by stronger ties – introducing their chiefs to Eddard, persuading some of their number to find work in towns, perhaps even arranging some marriages between spare children of minor houses and the wildlings chiefs. Time: 2 seasons. Cost: 300 gold. DC: 40/80/. Reward: Reduced tensions in the North for the long-term.

-[X] Speak to Kings (Rock): 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.

Stewardship

-[X] Cattle Ranching: There's 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.

-[X] 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.

Learning

-[X] 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. Locked 3 seasons.

-[X] New Ink: The ink Maester Brynden purchases from the south doesn't always work properly with the printing press. He wants to do some testing to see what batches work better and why so he can stop having to redo pages because the ink didn't stick again…Time: 1 season. Cost: 300 gold. DC: 45. Reward: Printing press projects reduced in time, difficulty, expense.

Piety

-[X] 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.

-[X] From Skagos to the Neck: What does Frost want with all those wargs and healers and wise men? Why have they gone to Castle Green? And how can you get the North to benefit from their presence? You have seen the power of wargs, and the healers from Skagos saved many lives and limbs with their strange herbs and unicorn horns. Time: 2 seasons. Cost: 0 gold. DC: 55. Reward: New actions unlocked. Locked 1 Season.

Intrigue

-[X] 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).

-[X] 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).

Personal
-[X] Warging Practice: most wargs can take other animals, if not at the same time. You want to try it too. Time: 1 season. Cost: 0. DC: 55. Reward: You get more skilled at warging.

-[X] 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


Treasury after plan = 4915 - 4550 = 365.


The reasoning behind the plan is simple.

Military: We make the Watchtowers in Bear Island as promised. This will increase the vassal opinion and will start protecting the island which we can later use for a fleet in the future. We make road watchers for better security on the road and for that sweet increase in trade.

Diplomacy: I basically want to smooze with the Casterly's so that we can be a fat sum of money if we can swing a marriage later. If not an alliance is fine. Also in the event where we want to hit Harren from North and West and kick his teeth in. Also Watch like us more. That is the good shit.

Stewardship: Concrete so that we can try to reduce the DC or cost of some projects and Cattle Ranching so that we have more money and food in the future.

Intrigue: I want internal security. I know the vassals love us but if something shady ever happens I want to know about it. Also more spying in the Riverland for more info.

Piety: Old Carvings. Let's see what Brandon the Builder left behind for us.

Personal: Figure out Warging and try to set up any future alliances. Preferably with anyone who doesnt really like us or someone we want to like us. Maybe the Lannisters if it goes well. If not Bolton or Mormont.
 
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