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

Okay, so recalling information from our world would be the easiest path to better roads, makes sense.

Cool...so folks, looks like Uplifting Roman Roads just catapulted upwards in terms of importance.
I could get behind devoting 1-2 actions per turn for a few turns to trying to get all our roads up to roughly Roman standards, yeah.
 
Rumor Mill Turn 2
Posting the rumor mill before I go to bed.

Rumor Mill Short Fall, Long Summer, 104 AD.

Rumor Mill (North)

The Winter Guard: The men of Winterfell have taken their loyalty and determination to serve the Starks to the next level. They have been seen running for days, drilling for hours on end, and laboring to build small fortresses. Some wonder what has prompted this sudden outbreak of martial ferocity, others are heartened by this display of the strength of the First Men, and some fools claim these guards and skinchangers one and all.
Watchtowers in the West: The Flints of Flint's Fingers have taken some inspiration from the Starks and begun building watchtowers along their coast, hoping to help mitigate the damage from ironborn reavers. They have seen some significant success already, but the ironborn have responded by attacking the towers themselves. While the towers are stout enough to drive off smaller raids and hold against larger ones, the laborers building them are more vulnerable, and several crews have been killed off entirely, their mutilated bodies left on the shores for their families to find. The smallfolk of Flint's Fingers have refused to build another tower unless they will be better protected.

Beast of the Wolfswood: Some sort of terrible beast has been sighted in the Wolfswood. Whatever it is, it is massive, dark of fur, and incredibly mighty. Some think it is simply an unusually ferocious bear, while others say it is the last of the direwolves, driven to fury by the slow destruction of its kin. Some say it is some leftover monster from the Age of Heroes. Hunters who have entered seeking it have found no trace, while those who enter for other purposes are usually harried out of the woods by growls and snarls. Only a few have been killed, although none know why those particular individuals were killed.

Hungry Clans: The Mountain Clans have been plagued by misfortune for nearly a year now. An avalanche swept through several of their farms, some sort of plague afflicted them, and even their cows and goats were not spared by the disease. They have called for aid from the Stark in Winterfell, hoping that their proven loyalty and the honor of the King of Winter will see them given the aid they need. If not, they may turn to raiding or the customs of the Skagosi.

Bolton Knights: Inspired by the knights of House Manderly, House Bolton has purchased several horses from the Ryswells and have started to train their heir and several members of their guard as heavy cavalry. They can ride…but whenever they tried to compete with the Manderly knights of barrowknights, they found themselves wanting. Reportedly, Lord Bolton offered a purse of gold to the first man to unseat five Manderly knights without being unseated himself. So far none have come even close to claiming the prize.

Rumor Mill (Riverlands)

A Fortress of Blood: Black Harren's ambition knows no bounds! Not content with subjugating and despoiling the Riverlands, he has decided to make his mark upon them permanent with the construction of a gargantuan fortress which will be built by slaves…excuse me, thralls. Will this latest atrocity at last unite the riverlords and see them drive out the invaders? The subjugated smallfolk can only pray it is so.

Feud Dies Down: After flaring up once more, the Blackwood-Bracken feud has faltered and died down through a combination of diplomacy and the threats of Harren. The raids have ceased, but soldiers from both sides patrol from opposite sides of the disputed area, glaring at each other. The disputed lands have been claimed by House Harren, although they have not sent anyone to enforce these claims. Though it is quiet for now, the tension can only grow, and sooner or later they will start fighting again, to the dread of everyone around them, as such an action will surely bring a fierce and deadly retaliation.

Crackclaw Raids: Several of the lesser houses on Crackclaw Point have taken to raiding the Riverlands, attacking whatever they can, caring not for house, kingdom, or status, only for what they can claim. Harren has paused his efforts in building his monstrosity of a castle to attempt to halt these raids, but his efforts have proven futile. While some moan about the damage the raids are doing to the already bloodied land, many are delighted by the sight of ironborn being harried and harassed by cowardly raiders for a change.


By the way, for Roman roads, you will need concrete.
 
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Posting the rumor mill before I go to bed.
I wonder if neglected threadmarks have feelings?

Turn 2 results, and Turn 2 Rumor Mill have no threadmark at this time.

edit: And can you divide the Rumor mill up a bit more? It's a little hard to read because the paragraph spaces don't exist when a new point is reached. Everything is mostly one giant block.
 
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A Fortress of Blood: Black Harren's ambition knows no bounds! Not content with subjugating and despoiling the Riverlands, he has decided to make his mark upon them permanent with the construction of a gargantuan fortress which will be built by slaves…excuse me, thralls. Will this latest atrocity at last unite the riverlords and see them drive out the invaders? The subjugated smallfolk can only pray it is so.
Im guessing this is Harrenhall if so when does Aegons Conquest start since i thought we were 10 years before his conquest but Harrenhall took 40 years to build so now im not sure.
 
Turn 3
Your blade swings through the air as you slash at your opponent, cutting high, low, left and right, determined to break his defense. But he's too fast. No matter how swift you strike or how cunning you feint, his shield is always there, deflecting your sword, driving you back. Three times he thrusts his weapon towards you, and you feel three sudden sparks of pain on your chest. You stumble, your foot catching on something, and you fall to your knees. Brandon looms over you, a smirk on his face. "And that, princes, is why you use a shield." He says, helping you to your feet. You wince a little as you stand. Brandon is not a gentle man.

Eddard and Edwyle are wide-eyed at the sight, their blunted blades resting in the dirt. Martyn, the master-at-arms, scowls at the sight. "Blades up!" He barks, and the two start, looking guilty. They turn back to their instructor, your presence briefly forgotten in their determination to learn the sword. You leave them to it, walking with Brandon to discuss the reports you have received…a King's work is never done.

Short Winter, Long Summer, 104 AD

Military: Brandon is the Champion of Winter and a skilled commander of soldiers. Most importantly, you trust him with your life and throne. (Choose 2)
[] Guard Equipment: The Winterfell Guards are now the best-trained force in the Seven Kingdoms. The next step is to make them the best-equipped force in the Seven Kingdoms. Full plate is impractical, but while buying them half-plate and good quality weapons and shields will further improve their effectiveness. Time: 1 season. Cost: 700 gold. DC: 50. Reward: Winterfell guard is better equipped.
[] 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: 2000 gold. DC: 30. Reward: Watchtower chain along the western coast.
[] War-Flags: Brandon has been trying to create a language of flags for the signal towers, but he thinks he could use it coordinate forces in battle as well. It's not working great…perhaps if he incorporated something to make noise and get attention…if you help him, you can surely come up with something useful. Time: 1 season. Cost: 200 gold. DC: 45. Reward: Signaling system for battle established.
[] Northern Knights: The Seven have their knights, the Ironborn their drowned men. You have even heard of a red god of flame who has an order of warrior worshippers. You decide to change it. You will form an order of….you aren't sure what to call them. Or their oaths. Or their duties. Time: 1 season. Cost: 50 gold. DC: 40. Reward: Old Gods knight equivalent, improved vassal opinion, interlude.

Diplomacy: Jeyne seems a lot happier with you now, and you can see more affection in her eyes, although she is always a proper lady. (Choose 1)
[] 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 Honor of the Watch: The Watch provides a valuable service, but not everyone sees that. Southron kings send nothing but rapists and rusty weapons to the Wall, and even many in the north don't care much about it. You think that should change. Time: 2 seasons. Cost: 500 gold. DC: 35. Reward: Northern vassal relations boosted, reputation boost, Night's Watch likes you. Locked 1 season.
[] 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:50/75. Reward: Peaceful contact with wildlings, possible vassal/ Night's Watch disapproval.
[] Foster Children: The Boltons and the Umbers both want to foster some children at Winterfell, and there will be others. See who else is interested before you make any decisions. Time: 1 season. Cost: 25 gold. DC: 30. Reward: More information about fostering.
[] Aid the Clans: You need to send the clans food, but they will also need clothes and perhaps other supplies as well. Most importantly, they need to keep their pride. You will gladly send them everything you can spare, but you must do so in a way which does not wound them. Time: 1 season. Cost: 1500 gold. DC: 40. Reward: Mountain clans opinion increase, ??

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)
[] Crop Rotation: Poole is surprised by your sudden interest in farming, but he recognizes the simple efficiency of the three-field system, and trusts in your claims about the four-field one. Have the smallfolk begin using your crop rotations. Time: 1 season. Cost: 200 gold. DC: 40. Reward: More food, increase to farming income.
[] Purchase Livestock: Most of the smallfolk don't have much in the way of livestock. Some of the poorest have to pull their plows themselves! Poole wants to buy some goats from the mountain clans and some cows and draft horses from the barrowland houses and give them out to your smallfolk. Time: 1 Season. Cost: 1500 gold. DC: 30. Reward: More food produced, increase to farming income, new options unlocked.
[] Hunting and Trapping: Most of the wolfswood is reserved for your use and for that of other noble houses. While it wouldn't do to completely end those privileges, if you expand the amount of free forest, hunting and trapping would be more profitable. Time: 1 Season. Cost: 0. DC: 45. Reward: Small amount of more food, small new income source, new options unlocked.
[] Expand the Forges: There are a few blacksmiths scattered among the various villages, but there really aren't enough to keep up with all the work needed to make sure everyone has good tools. Again, the poorest have to plow with sticks! Have the Winterfell blacksmiths build some forges out by Wintertown and teach a few boys the basics. Time: 2 seasons. Cost: 500 gold. DC: 50. Reward: More farming income, more food, new options unlocked.
[] Survey the Mountains: The mines of the Westerlands give them incredible wealth, but you have mountains as well. While most of these mountains are in the land of various clans sworn to you, some belongs directly to you. Search that portion for resources. Time: 1 season. Cost: 100 gold. DC: 45. Reward: You know what minerals are in the mountains.
[] Improve Roads: The roads in Winterfell are little more than mud tracks, and you can quite literally drown in them after a spring thaw. It will take extensive time and lots of gold to make them proper roads, but there's plenty of room for improvement. Time: 1 season. Cost: 1500 gold. DC: 50. Reward: Better (but not good) roads around Winterfell.
[] Send Aid: Don't worry about pride or honor. Who needs it when you are starving or freezing? Send them all the supplies you can spare, and as fast as possible. Time: 1 season. Cost: 1500 gold. DC: 15. Reward: Clans aided.

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.
[] Woodwitches and Midwives: The Citadel supposedly knows everything about healing, but Maester Brynden disagrees. He wants your leave to seek knowledge among the midwives and woodwitches and other hedge healers in and around Winterfell. Time: 2 seasons. Cost: 50 gold. DC: 45. Reward: Maester Brynden is better at healing.
[] Grinding Grain: Brynden was apparently born in Riverrun, where they had a giant waterwheel they used to grind grain. He could design and build a similar one for the river by Wintertown. While it's smaller than the White Knife it joins with, it's large enough to rarely freeze. Time: 3 seasons. Cost: 400 gold. DC: 45. Reward: Increase to farming income, new stewardship options.
[] 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. (Choose 1)
[] Recruit Green Men: There are few enough Green Men left in the world. Aside from those on the Isle of Faces, Frost says he only knows of a dozen others. Grant him leave to wander your lands, and he will recruit more. Time: 2 seasons. Cost: 100 gold. DC: 50. Reward: More Green Men, improved peasant relations. Locked 1 Season.
[] The Sword Crown: The Sword Crown dates back to the days of Brandon the Builder, or possibly even before. The runes on it are of no known language. Frost claims not to recognize them either, but he thinks there is a Green Man in Umber lands who would. Let him go talk to his fellow and see what he can find. Time: 3 seasons. Cost: 75 gold. DC: 35. Reward: More knowledge about the Sword Crown/ Crown of Winter
[] Winter's Runes: If one looks close enough on the walls of Winterfell, one can find faint carvings. According to legend, they were made by the Children to strengthen the fortress where the Others were defeated. Have Frost examine the runes and see if there ever was any magic to them. Time: 1 season. Cost: 0 gold. DC: 75. Reward: Knowledge of the original runes of Winterfell, hints about the truth…

Intrigue: Rivers does not seem to be especially bright. Good at picking locks and sneaking about, but not bright. Still, he's better than you at dark deeds done in the dark. (Choose 2)
[] Beyond the Wall: The Night's Watch doesn't always fight the wildlings. Sometimes they talk and trade. Rivers thinks he can get someone to share what they talk about. Time: 2 seasons. Cost: 25 gold. DC: 50. Reward: Rumor mill (Beyond the wall)
[] Of the Vale: The Vale has been a longtime foe of yours. They are one of the greatest strongholds of Andal chivalry, and the North has fought with them several times. Have Rivers make some contacts among the sistermen and Gulltown, and you will gain some knowledge of their doings. Time: 1 season. Cost: 100 gold. DC: 45. Reward: Rumor mill (The Vale)
[] The Ironborn: You hear what's going on in half of the Kingdom of Isles and Rivers, but you want to know what goes on in the other half. Fortunately, ironborn like to brag, which makes this job fairly easy. Time: 1 season. Cost: 50 gold. DC: 30. Reward: Rumor mill (Iron Islands)
[] Deeper Secrets: You hear all sorts of rumors. You want Rivers to find the truth behind them. Have him cultivate some contacts in various households so that you can find out about anything your vassals are trying to hide from you. Time: 2 seasons. Cost: 400 gold. DC: 45. Reward: Simple Spy Network ( The North)

Personal: There's always plenty to do when it comes to being a king. Even outside of your official duties, you can make decrees and issue commands. Of course, you can also spend time with your family, help an advisor, or try and explain some of your knowledge to your advisors. (Choose 2)
[] Uplift ____: You recall an invention or system, and try to figure out how it worked well enough that someone else can make it a reality. Time: 1 season. Cost: 0. DC: Varies. Reward: New action unlocked
[] Order a Vassal: You can tell your vassals what to do, although there's no guarantee they will obey and they probably won't like it. Still, it's a way for things to get done without spending your gold on it. Time: 1 season. Cost: Vassal relations. DC: Varies. Reward: Your vassal does what you tell them.
[] 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
[] Before a Heart Tree: Spend a long night praying before a heart tree, trying to understand why and how you woke up as Torrhen Stark. Time: 1 season. Cost: 0. DC: 55. Reward: Knowledge
[] 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.

Thank you for the suggestions, I will definitely include them, although some of them are locked behind something. And don't forget you can double down now.
 
[x] plan save some money

[x] War-Flags: Brandon has been trying to create a language of flags for the signal towers, but he thinks he could use it coordinate forces in battle as well. It's not working great…perhaps if he incorporated something to make noise and get attention…if you help him, you can surely come up with something useful. Time: 1 season. Cost: 200 gold. DC: 45. Reward: Signaling system for battle established.

the flags are cheap and will help with raid which will in turn increase income.

[x] Northern Knights: The Seven have their knights, the Ironborn their drowned men. You have even heard of a red god of flame who has an order of warrior worshippers. You decide to change it. You will form an order of….you aren't sure what to call them. Or their oaths. Or their duties. Time: 1 season. Cost: 50 gold. DC: 40. Reward: Old Gods knight equivalent, improved vassal opinion, interlude.

should raise martial skills in the north and help with religion while cheap.

[x] Aid the Clans: You need to send the clans food, but they will also need clothes and perhaps other supplies as well. Most importantly, they need to keep their pride. You will gladly send them everything you can spare, but you must do so in a way which does not wound them. Time: 1 season. Cost: 1500 gold. DC: 40. Reward: Mountain clans opinion increase, ??

they are sworn to us and we need to stop them from resorting to raiding us which will impact income so help now to prevent problems.

[x] Crop Rotation: Poole is surprised by your sudden interest in farming, but he recognizes the simple efficiency of the three-field system, and trusts in your claims about the four-field one. Have the smallfolk begin using your crop rotations. Time: 1 season. Cost: 200 gold. DC: 40. Reward: More food, increase to farming income.

not as cheap as id like but still increases income

[x] Survey the Mountains: The mines of the Westerlands give them incredible wealth, but you have mountains as well. While most of these mountains are in the land of various clans sworn to you, some belongs directly to you. Search that portion for resources. Time: 1 season. Cost: 100 gold. DC: 45. Reward: You know what minerals are in the mountains.

not an immediate benefit but will open up mines to further still increase income

[x] Woodwitches and Midwives: The Citadel supposedly knows everything about healing, but Maester Brynden disagrees. He wants your leave to seek knowledge among the midwives and woodwitches and other hedge healers in and around Winterfell. Time: 2 seasons. Cost: 50 gold. DC: 45. Reward: Maester Brynden is better at healing.

only other learning option besides grain that is cheap for this turn and might help with some prob we get later.

[x] Grinding Grain: Brynden was apparently born in Riverrun, where they had a giant waterwheel they used to grind grain. He could design and build a similar one for the river by Wintertown. While it's smaller than the White Knife it joins with, it's large enough to rarely freeze. Time: 3 seasons. Cost: 400 gold. DC: 45. Reward: Increase to farming income, new stewardship options.

and yet more income increase for a short payment now

[x] Winter's Runes: If one looks close enough on the walls of Winterfell, one can find faint carvings. According to legend, they were made by the Children to strengthen the fortress where the Others were defeated. Have Frost examine the runes and see if there ever was any magic to them. Time: 1 season. Cost: 0 gold. DC: 75. Reward: Knowledge of the original runes of Winterfell, hints about the truth…

learning magic runes ....yes please

[x] Beyond the Wall: The Night's Watch doesn't always fight the wildlings. Sometimes they talk and trade. Rivers thinks he can get someone to share what they talk about. Time: 2 seasons. Cost: 25 gold. DC: 50. Reward: Rumor mill (Beyond the wall)
[x] The Ironborn: You hear what's going on in half of the Kingdom of Isles and Rivers, but you want to know what goes on in the other half. Fortunately, ironborn like to brag, which makes this job fairly easy. Time: 1 season. Cost: 50 gold. DC: 30. Reward: Rumor mill (Iron Islands)

a rumor mill in the two most likely places to be our enemy is smart.

[x] Before a Heart Tree: Spend a long night praying before a heart tree, trying to understand why and how you woke up as Torrhen Stark. Time: 1 season. Cost: 0. DC: 55. Reward: Knowledge

gods are always a good idea in a fantasy world

[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.

family is important as well
 
Hmm... Assuming the informational post on our budget is up to date...

Economy:
Treasury: 1890 gold
Income: 400 gold (taxes) + 1000 gold (trade) + 240 gold (farming)
Expenditures: -20 gold (signal towers)
Net Income: 1620 gold
So, 1890+1620=3510 gold available this turn.


[X] Plan: A Strengthening North

Military (Choose 2):
- War-Flags: Brandon has been trying to create a language of flags for the signal towers, but he thinks he could use it coordinate forces in battle as well. It's not working great…perhaps if he incorporated something to make noise and get attention…if you help him, you can surely come up with something useful. Time: 1 season. Cost: 200 gold. DC: 45. Reward: Signaling system for battle established.
- Northern Knights: The Seven have their knights, the Ironborn their drowned men. You have even heard of a red god of flame who has an order of warrior worshippers. You decide to change it. You will form an order of….you aren't sure what to call them. Or their oaths. Or their duties. Time: 1 season. Cost: 50 gold. DC: 40. Reward: Old Gods knight equivalent, improved vassal opinion, interlude.

COST: 200+50=250 gold spent.
(OOC: War Flags bc it will improve our land military which is always needed, and Northern Knights bc its cheap and expands our elite forces.)


Diplomacy (Choose 1):
- The Honor of the Watch: The Watch provides a valuable service, but not everyone sees that. Southron kings send nothing but rapists and rusty weapons to the Wall, and even many in the north don't care much about it. You think that should change. Time: 2 seasons. Cost: 500 gold. DC: 35. Reward: Northern vassal relations boosted, reputation boost, Night's Watch likes you. Locked 1 season.
- (DOUBLE DOWN) Aid the Clans: You need to send the clans food, but they will also need clothes and perhaps other supplies as well. Most importantly, they need to keep their pride. You will gladly send them everything you can spare, but you must do so in a way which does not wound them. Time: 1 season. Cost: 1500 gold. DC: 40. Reward: Mountain clans opinion increase, ??

COST: 500 (spent last turn, so =0 functionally)+1500=1500 gold spent.
(OOC: Finishing the Watch, and Aiding Clans bc we really don't want them to rampage to fix themselves up. Plus, better long-term rep than otherwise.)


Stewardship (Choose 2):
- Crop Rotation: Poole is surprised by your sudden interest in farming, but he recognizes the simple efficiency of the three-field system, and trusts in your claims about the four-field one. Have the smallfolk begin using your crop rotations. Time: 1 season. Cost: 200 gold. DC: 40. Reward: More food, increase to farming income.
- Expand the Forges: There are a few blacksmiths scattered among the various villages, but there really aren't enough to keep up with all the work needed to make sure everyone has good tools. Again, the poorest have to plow with sticks! Have the Winterfell blacksmiths build some forges out by Wintertown and teach a few boys the basics. Time: 2 seasons. Cost: 500 gold. DC: 50. Reward: More farming income, more food, new options unlocked.

COST: 200+500=700 gold spent.
(OOC: Crop Rotation bc its cheap, Forges bc we need better tools all around, and more of them.)


Learning (Choose 2):
- Woodwitches and Midwives: The Citadel supposedly knows everything about healing, but Maester Brynden disagrees. He wants your leave to seek knowledge among the midwives and woodwitches and other hedge healers in and around Winterfell. Time: 2 seasons. Cost: 50 gold. DC: 45. Reward: Maester Brynden is better at healing.
- Grinding Grain: Brynden was apparently born in Riverrun, where they had a giant waterwheel they used to grind grain. He could design and build a similar one for the river by Wintertown. While it's smaller than the White Knife it joins with, it's large enough to rarely freeze. Time: 3 seasons. Cost: 400 gold. DC: 45. Reward: Increase to farming income, new stewardship options.

COST: 50+400=450 gold spent.
(OOC: Books bc its the cheaper option, Grinding Grain bc its cheaper than Books by a little bit for budget planning, and still very helpful in of itself.)


Piety (Choose 1):
- Recruit Green Men: There are few enough Green Men left in the world. Aside from those on the Isle of Faces, Frost says he only knows of a dozen others. Grant him leave to wander your lands, and he will recruit more. Time: 2 seasons. Cost: 100 gold. DC: 50. Reward: More Green Men, improved peasant relations. Locked 1 Season.
- The Sword Crown: The Sword Crown dates back to the days of Brandon the Builder, or possibly even before. The runes on it are of no known language. Frost claims not to recognize them either, but he thinks there is a Green Man in Umber lands who would. Let him go talk to his fellow and see what he can find. Time: 3 seasons. Cost: 75 gold. DC: 35. Reward: More knowledge about the Sword Crown/ Crown of Winter

COST: 100 (spent last turn, so =0 functionally)+75=75 gold spent.
(OOC: Sword Crown for possible nifty effects, wish to avoid the Rune action for longer until our rule is more stable and stronger.)


Intrigue (Choose 2):
- The Ironborn: You hear what's going on in half of the Kingdom of Isles and Rivers, but you want to know what goes on in the other half. Fortunately, ironborn like to brag, which makes this job fairly easy. Time: 1 season. Cost: 50 gold. DC: 30. Reward: Rumor mill (Iron Islands)
- Deeper Secrets: You hear all sorts of rumors. You want Rivers to find the truth behind them. Have him cultivate some contacts in various households so that you can find out about anything your vassals are trying to hide from you. Time: 2 seasons. Cost: 400 gold. DC: 45. Reward: Simple Spy Network ( The North)

COST: 50+400=450 gold spent.
(OOC: Ironborn bc theyre attacking us and we need to keep an eye on them, and our kingdom bc duh.)


Personal (Choose 2):
- Uplift (Concrete): 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
- Before a Heart Tree: Spend a long night praying before a heart tree, trying to understand why and how you woke up as Torrhen Stark. Time: 1 season. Cost: 0. DC: 55. Reward: Knowledge

COST: 0+0=0 gold spent.
(OOC: Roman roads bc I get the feeling it will take a long time to finish this up and implement, so better we start ASAP. Heart Tree bc we need to know why we're here, though I do want to do the Family action next turn.)

TOTAL COST: 250(martial) + 1500(diplo) + 700(steward) + 450(learning) + 75(piety) + 450(intrigue) =‬ 3,425 gold spent.
3510 gold available this turn - 3425 gold = 85 gold left in treasury.


Feedback is appreciated. :)


EDIT1: Switched out Building Fleet for War Flags.
EDIT2: Swapped out Watchtowers with Northern Knights, its a LOT cheaper.
EDIT3: Realized budget is an actual problem here, radically changed several actions to cheapen budget. There's also no Double Down, we can't afford it.
EDIT4: Swapped out Vale for Ironborn, saves us 50 more gold and it makes more sense bc they attacked us.
 
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Military (Choose 2):
- Build a Fleet (Skagos): 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: 2000 gold. DC: 30. Reward: Watchtower chain along the western coast.
(OOC: Skagos needs a fleet and so do we against the Ironborn, and Watchtowers to further strengthen defenses and response times. The combo should hit the Ironborn pretty hard, hopefully.)

skagos is on the eastern coast the ironborn raid from the western coast also skagos has a history of trying to declare independence and is barley considered part of the north in fact they are regarded with the same contempt as wildlings also they are cannibals if you have to set up a fleet on the eastern coast the city of White Harbor is ruled by a loyal , proven house and have better facilities affording them a bigger fleet
 
Vale is critical to accessing the Southern lands
Can i ask why u want to access the southern lands? is there even any point no southern kingdom can get through Moat Cailin. Hell multiple of them together can't so i feel like we would be better going beyond the wall so we can try and recruit more people who worship our gods.Also there is no point in trying to conquer outside of the north when we can fit all other 6 kingdoms inside ours and wouldn't it be the riverlands that we would need to access the southern lands not the vale.
 
Skagos is on the far side of the continent from the Ironborn.
skagos is on the eastern coast the ironborn raid from the western coast also skagos has a history of trying to declare independence and is barley considered part of the north in fact they are regarded with the same contempt as wildlings also they are cannibals if you have to set up a fleet on the eastern coast the city of White Harbor is ruled by a loyal , proven house and have better facilities affording them a bigger fleet
Changed, shows how little I'm aware of GOT info, and how much I'm leaning on maps.



UPDATE: I have radically updated my plan, adding budget costs to it, thanks to @supernerd91692's helpful advice. Now everything is transparently covered for visibility. Had to look up our budget in info since the turn did not have that info, would recommend putting that in the list in the future @notbirdofprey.

Still, several actions got changed around to radically cheapen the turn list, and there's no Double Down.



Can i ask why u want to access the southern lands? is there even any point no southern kingdom can get through Moat Cailin. Hell multiple of them together can't so i feel like we would be better going beyond the wall so we can try and recruit more people who worship our gods.Also there is no point in trying to conquer outside of the north when we can fit all other 6 kingdoms inside ours and wouldn't it be the riverlands that we would need to access the southern lands not the vale.
I want to know what my potential enemies are doing, rumor mills tapping into their info is a good idea to do that at not much cost or risk to ourselves.
 
@avatar11792 would you be willing to try and do Fostering, Speak With Vassals East, and More Watchtowers next turn?

Also, why not swap the Vale spy action for Ironborn? The Ironborn were actively attacking our people this last turn, and it saves us like 50 gold?

[X] Plan: A Strengthening North
 
[X] Plan: A Strengthening North
I feel like we should really start trying to go beyond the wall and try and get recruiting and making peace with the wildlings its an untapped large source of pop and they have wargs mammoths and giants which is a huge advantage in peace time and war.Also we could take hardhome and have another coastal city and a place to build another fleet eventually.
 
Double Down doesn't cost extra gold.
Good to know, thanks. I'll add it in then.

@avatar11792 would you be willing to try and do Fostering, Speak With Vassals East, and More Watchtowers next turn?

Also, why not swap the Vale spy action for Ironborn? The Ironborn were actively attacking our people this last turn, and it saves us like 50 gold?

[X] Plan: A Strengthening North
...you have a good point. I'll swap it out.
 
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