Ayyyy. I think there was actually a popular tag back during the GoT phase. Something like "we must build a canal". That may have been on AH, now that I think about it.
The Suez Canal was built in the 19th century. Our world was already ahead of where Westeros is currently, which means that we would have to advance really far.
Can someone actually give a good reason for making said canal? It would be cheaper to make two fleets, one in the West against the Ironborn, and one in the East.
The only good thing that could come out of the canal would be the tolls we could get from Westerlanders/Essosi for passing through it. Even then, only Braavos and maybe Pentos (+a rare Ibbenese) would really need it. For others it would still be faster sailing south...
Ayyyy. I think there was actually a popular tag back during the GoT phase. Something like "we must build a canal". That may have been on AH, now that I think about it.
The Suez Canal was built in the 19th century. Our world was already ahead of where Westeros is currently, which means that we would have to advance really far.
Can someone actually give a good reason for making said canal? It would be cheaper to make two fleets, one in the West against the Ironborn, and one in the East.
The only good thing that could come out of the canal would be the tolls we could get from Westerlanders/Essosi for passing through it. Even then, only Braavos and maybe Pentos (+a rare Ibbenese) would really need it. For others it would still be faster sailing south...
a reason for the canal is convenience for Bravos and Lorath who would instead of having to sail their goods all around westros could just cut through us (like Suez was built to get to India quicker)
a reason for the canal is convenience for Bravos and Lorath who would instead of having to sail their goods all around westros could just cut through us (like Suez was built to get to India quicker)
Yes, it would cut the travel time for them, but whom would it affect in Westeros? Only Westerlands, Iron Islands, Western North, and maybe for some reason northern coasts of the Reach.
Yes, it would cut the travel time for them, but whom would it affect in Westeros? Only Westerlands, Iron Islands, Western North, and maybe for some reason northern coasts of the Reach.
slight problem being that most wargs are wildlings and they have concept of money (I mean the only non wildlings wargs I know of was the warg king and his descendants (the starks). Also they don't like kneeling
Wildlings aren't one homogenous group. There are wildling magnars like the Thenns that are pretty much lords. So I wouldn't paint them all with the same brush.
Wildlings aren't one homogenous group. There are wildling magnars like the Thenns that are pretty much lords. So I wouldn't paint them all with the same brush.
while the Thenns are more civilised I doubt they have a concept of money because why would they are are bronze age tech level (they may be more willing to trade with us) also they live in a very furtile area if I recall so I doubt we could convince them, also don't they see their leader as a god
I doubt it? Why would they? That canal would be in the North, which means that the North would set how high the tolls are etc.
Ironborn don't really care about trade and would constantly attack the canal to try to use it for faster travel into the Narrow Sea where they could reave more efficiently.
Westerlanders are already the richest kingdom. If they wanted a canal, they could build one between the Sunset Sea and Tumblestone. It would be way cheaper, and they would be the one in control of it.
The Reach is actually closer to the southern Free Cities of Essos. They would not need the canal to travel to Pentos, Myr, Tyrosh, Lys, Volantis, Slaver's Bay, Qarth, the Jade Sea, Summer Islands etc.
The canal would theoretically allow them to skip past the Stepstones and the pirates there, but on the way to said canal they would need to sail past the Iron Islands, so same thing really.
Edit: Alright, I take back the Sunset Sea-Tumblestone canal idea. After looking at a more detailed map, I see that there are mountains in the way.
The canal would theoretically allow them to skip past the Stepstones and the pirates there, but on the way to said canal they would need to sail past the Iron Islands, so same thing really.
Edit: Alright, I take back the Sunset Sea-Tumblestone canal idea. After looking at a more detailed map, I see that there are mountains in the way.
I said might, I get the point about the tolls for why they wouldn't . I didn't mention skipping the stepstones because Ironborn are basically pirates but it would cut down the time like I said but that is a point for the canal you made with the tolls but I don't know much about Canals but that so they might be more reason that I don't know
I said might, I get the point about the tolls for why they wouldn't . I didn't mention skipping the stepstones because Ironborn are basically pirates but it would cut down the time like I said but that is a point for the canal you made with the tolls but I don't know much about Canals but that so they might be more reason that I don't know
I also have absolutely no knowledge about canals whatsoever. I'm just using Wikipedia and a Westeros map to look for ideas.
I think that this kind of project would only really pay for itself if we had any cities on the west coast. Seeing as we don't, the trade flowing through this tunnel would be lukewarm at best.
A positive about the canal would be that it would serve as a barrier between the North and the southern kingdoms. The only way over it could be in Moat Cailin, making it an additional barrier for those who want to enter the North (the first barrier being the Neck). But if we wanted something like that, building a wall from the Saltspear to the Bite would actually be cheaper and easier...
I also have absolutely no knowledge about canals whatsoever. I'm just using Wikipedia and a Westeros map to look for ideas.
I think that this kind of project would only really pay for itself if we had any cities on the west coast. Seeing as we don't, the trade flowing through this tunnel would be lukewarm at best.
A positive about the canal would be that it would serve as a barrier between the North and the southern kingdoms. The only way over it could be in Moat Cailin, making it an additional barrier for those who want to enter the North (the first barrier being the Neck). But if we wanted something like that, building a wall from the Saltspear to the Bite would actually be cheaper and easier...
Here is a nice answer to the canal idea. There is only really one/two trading towns on the west cost. Oldtown and the Arbor. They don't need a canal.
What we COULD do is try exploring westwards, hopefully find another continent/sail to Yi Ti through the west. This would be better, because it would allow the northern Free Cities as well as eastern cities in Westeros to travel West through the canal into that newfound land/eventual Eastern Essos. In this case we could build a city on the western entrance into the canal as a trading hub, to collect on all that sweet trade flowing through, and as a last spot for traders/explorers/colonizers to resupply before heading west.
A positive about the canal would be that it would serve as a barrier between the North and the southern kingdoms. The only way over it could be in Moat Cailin, making it an additional barrier for those who want to enter the North (the first barrier being the Neck). But if we wanted something like that, building a wall from the Saltspear to the Bite would actually be cheaper and easier...
We dont really need anymore defences for the south Moat Cailin itself is overkill no army has ever taken it from the south as long as we dont let it be in disrepair like it eventually goes in canon we should be fine with it alone.Even more so if we put some Trebuchet and ballista or scorpions on it.
We dont really need anymore defences for the south Moat Cailin itself is overkill no army has ever taken it from the south as long as we dont let it be in disrepair like it eventually goes in canon we should be fine with it alone.Even more so if we put some Trebuchet and ballista or scorpions on it.
I didn't say I want to this. I said that this would probably be the most use we would get out of the canal, since it sure as hell wouldn't see much trade.
You stand in the godswood with Frost, Ice in your hands. He is holding a bowl of blood-red sap. You are perfectly still as the first aspirants file in. Brandon Snow is at their head, behind him a dozen of the Winterfell guard. Several other men of note, including a son of House Glover who singlehandedly fended off an ironborn raid and a ranger from the Watch, follow behind, each one silent and solemn, dressed in plain armor without any weapons or sigils.
"Who comes before the Old Gods of earth and sky and water?" You intone, lowering Ice to block Brandon's path. For once there is no mirth in his face. Deadly serious, he replies. "One he desires to be judged." Ice rises to his throat, close enough to draw the faintest touch of blood. Neither of you moves for a long moment. Frost steps forwards, dipping one hand into the bowl, staining his gloved fingers bright red. "Have you shown valor and skill at arms?" He asks. Brandon nods. "Have you shown honor and loyal service?" Brandon nods again. "Are you willing to accept the judgment of the Old Gods, now and forevermore?" And once more Brandon nods. Frost reaches up and draws an eye on his forehead, the paste staining Brandon's skin.
"The Old Gods bear witness. Spend the night before the heart tree and let them see you now, and they will judge you. Their gaze will follow you wherever you go, and they shall know your deeds and the thoughts of your heart. This is not a burden to bear lightly. Turn aside now and turn aside with honor." Frost intones. You lower Ice and Brandon steps forwards, sinking to his knees before the solemn face. It seems to glow faintly, as does the eye on his brow, but perhaps it is but a trick of the setting sun.
The next man steps forwards, and you repeat your piece of the ceremony again and again. Eyes are painted on foreheads, blood is shed, and in the end, twenty men kneel silently, staring at the heart tree. One man balked and turned aside, shame staining his face redder than the sap despite Frost's words. The two of you turn and leave. Now is the time for those who would become thanes, not the time for you.
Despite your best efforts, you do not sleep that night, tossing and turning beside your lady wife until she leaves your bed for hers, shooting a cool look over her shoulder as she goes. And as the sun rises you do as well, making your way back to the godswood.
Once more you stand over Brandon with Ice in your hand." Do you swear to uphold your honor and the honor of your liege and the honor of your vassals? Do you swear to always protect the innocent first and foremost? Do you swear to keep the laws of gods and men? And do you swear to accept the judgment of the gods?" You ask, and for the first time since the ceremony began, Brandon speaks. "I so swear. So witness earth, so witness sky, so witness water. And so witness the Gods." He rises to his feet and Frost hands him a sword. The sap on his forehead flakes off and blows away.
The other men swear their oaths as well, rising to their feet, taking up a sword, the sap falling off to varying degrees. On some, like Brandon, it is all gone. On others, nearly half remains. That night there is a grand feast, with the new thanes laughing and boasting and performing feats of skill and strength. Brandon shoots through three thrown apples with a single arrow, while the ranger throws an ax so hard it splits the staves of a barrel in half.
The thanes rise early the next day, many with their heads still pounding. Despite that, their spirits are high and their smiles bright as they ride out of Winterfell to the cheering of smallfolk and the admiring eyes of many a young maiden. Half ride south, to spend a year at Moat Caitlin, half ride north to spend a year at the Wall. Only Brandon remains, for you have need of him. "Thane." He murmurs. "However did you come up with such a name?" He asks, faintly amused. "It comes from the Old Tongue…it's halfway between the word for warrior and servant." He glances over at you. "Interesting choice." He comments, and then he turns to wistfully watch the men riding north.
Reward: Followers of the Old Gods who show valor and honor can be made into thanes. New actions unlocked.
Military:
- War-Flags: 1d100+22 = 72. Brandon buys several flags, and rides down to White Harbor to commission all sorts of musical instruments, trying to see which ones are loud enough to be heard over the crash and chaos of battle. Eventually, he comes back with a bugle and two different types of drums. He spends the rest of the season writing down his signal system and drilling the Winterfell guard with it. You are awakened several times by the loud call of the bugle or the deep thump of the absolutely massive drum he decided to use as a signal for "Castle Under Attack!" After a time you suggest he move his work somewhere else, and you start getting a good night's sleep again. Signal system developed, bonus to coordination and morale in battle.
Fantastic news, at this rate we'll have a substantial leg up on the other kingdoms. Increased coordination in battle is not a minor thing, and neither is morale.
Diplomacy:
- The Honor of the Watch: Steel and food and gold flow north and a steady trickle of men flow with them. Second and third sons, petty criminals, and the occasional volunteer ride north to Castle Black and from there to the Nightfort, taking their oaths in its godswood. The Lord Commander sends a letter expressing his appreciation for your efforts, noting that they have been able to restore Sable Hall with the new supplies. More farms begin to dot the Gift, and the Wall rises higher. Night's Watch stronger, vassal relations improve, +10 prestige.
Fantastic, a stronger Gift benefits the North in numerous ways. Not only does it mean more overall prosperity and population in general, it also means stronger defenses, which we'll need if above the Wall gets stronger. I mean, we've started to seriously butterfly things, and we're not going to stop changing things to suit the North, so some form of retaliation is inevitable.
- Aid the Clans: 1d100+19+20 = 113. Second Roll: 1d100+13 = 38. You speak to the smallfolk, asking to buy whatever they can spare to help the clans. Many sell their hard-earned surpluses dearly, which you do not begrudge, but some give it for free. It isn't really enough to make a difference in how much you spend, but it is kind of them. The smallfolk have their own sort of nobility, you decide. The clans certainly appreciate the efforts you put in on their behalf and the care you take to keep their pride intact, personally visiting several of the chiefs to apologize for how long it took Winterfell to repay their many debts to the clan. Their gratitude is boundless, with each personally reaffirming their oaths of loyalty.
And before you leave, the clans come together to give you one of their most prized possessions: an ancient weirwood longbow, sung into shape by the Children of the Forest. Massive boost to clan loyalty, sung weirwood longbow acquired.
*whistles* This was a GOOD place to have crit rolls. It's also good to know that doing a DD can cause a crit, nice.
Not only will we have better relations for a potentially long while, but a kickass magic bow. "Sung" into existence implies living wood, which in a lot of druidic or similar contexts is very powerful; stronger wood, can potentially adapt to dangers. In some fantasy worlds its a living weapon as well. I can't wait to test it and see how it works.
Stewardship (Choose 2):
- Crop Rotation: 1d100+18 = 71. You have Maester Brynden do the talking here, letting his elderly authority and long chain do the convincing, with a few of the guard accompanying him just to add to the impression. Throughout your lands, the practice is adopted, split between the two methods you propose. While the fact that it is winter blunts the impact somewhat, you already see an increase in the amount of food being produced. +50 gold (farming income), amount will increase. Boost to food supplies, amount will increase.
Very nice, and I'm happy it'll only get better as a bonus. More people means more we can do.
- Expand the Forges: 1d100+18 = 27. There are a few blacksmiths scattered about, but they are all far too busy, and your requests that they move to Winter-town are politely refused. They can barely keep up with the current demand, and in disruption could have unfortunate consequences. You will have to look elsewhere for smiths. Failure, can try again with increased cost.
Well, that sucks, but we'll have to try again. This issue is too important to leave be.
So, next turn, I'm thinking we'll have to do the survey for resources action and this. Hopefully, with good rolls we'll find some untapped resources, which we can then build mines to exploit. By the time the resources are being mined and available, hopefully by then a new wave of smiths will be trained and operating on their own to take advantage of this largess.
Learning (Choose 2):
- Woodwitches and Midwives: 1d100+20+15 = 94. Maester Brynden lets his new assistants do the work this time, as they are unfamiliar to the local healers and thus are not an object of concern. One of them is from the North and so he is even less of a concern. People are happy to share their knowledge, especially to a man who says he will be leaving shortly. Now all that is left is to organize what is known, throw out what is false, and write the book. Locked 1 Season
Awesome, clever plan to get around Maester/Southern stupidity. Can't wait to see how this finishes up.
- Grinding Grain: 1d100+20= 83. The rains have stopped and been replaced by snow, but it isn't particularly heavy this year, and Brynden is able to stockpile all the materials he needs, including some fittings which he commissions from White Harbor and some spare millstones he buys from the millers. He also sketches up designs and shows them to a few workmen, making sure they are clear on what needs to be done. The actual construction will start soon. Locked 2 Seasons.
Great, another solid roll. It makes sense it would take time to design and implement, given that its both large and new to the region. It'll also be good that the North will have this for the first time, bc it means Riverrun won't have the only working example of this mechanism, and hopefully further stimulate innovation further on. Narrowing the technological gap between us and the South is a huge long-term problem.
Piety (Choose 1):
- Recruit Green Men: Frost returns without any fanfare, offering to take you to the Green Castle. Apparently he and his new Green Men have created a small village in the middle of the Wolfswood which Frost intends to use as the headquarters for the northern Green Men. You ride out to see it with him, and he leads you and your guards into a section of the wood so old and dense that no sunlight touches the ground. Frost walks ancient paths with ease, guiding you into a sudden clearing surrounded by a dozen ancient weirwoods and standing stones. In it are scattered huts, each surrounded by a garden of some kind, each one unique. A large pool of warm water stands in the middle, a large rock in its middle topped by a moss-covered ringfort. Sitting in the water are a pair of Green Men, both wearing masks like Frost's. At least twenty others are tending to the trees and gardens, turning and kneeling as you walk past. You manage not to stare, but this surpasses your expectations. Frost seems to be a miracle worker…
Well, this is awesome. Maybe next turn the Green Men can help us hunt down the wolfman who's attacking people? I mean, if they're in the Wolfswood already...
- The Sword Crown: 1d100+25 = 120. Second Roll: 1d100+20 = 98. The Sword Crown is an ancient thing, you knew that. The runes in it are in no tongue that was recorded in the Citadel, and dozens of kings have tried to decode its secrets. The Green Men are able to find at least half of them with a glance. The steel which is older than the Andals? Skymetal which fell at a place holy to the Children in the Neck. The runes? Half are the tongue of the Children of the Forest, the other half is divided between other ancient scripts. The Green Men seem hesitant to reveal more about those runes, but they are happy to share what they know of the Children's runes. One demands that the bearer must have the support of the First Men, another warns direwolves away from harming you. A third is meant to strengthen the bond between a warg and a direwolf. Those are the ones they can identify easily, the remainder will take time. Locked 1 Season.
Ah, meteoric iron, the stuff of awesomesauce in fantasyland. As for the language/rune stuff...it's interesting that the Crown has three separate...benefits? Powers? Idk, but that there's more is unusual. I mean, how small is the writing on the Crown to fit it all?
Either way, neat item, wonder how it will turn out.
Intrigue (Choose 2):
- The Ironborn: 1d100+16 = 23. You knew Rivers wasn't the brightest. You thought it didn't matter, as long as he could do his job. And you knew he hated ironborn, but you that was reasonable. Even ironborn hate ironborn. But you did not think that he would decide it would be a good idea to go to Old Wyk, get into a fight in a bar, and somehow put a stool through a reaver with a broken arm and escape from the island in a stolen fishing boat together with a salt wife. He managed to do all that, but he didn't manage to collect any rumors. Failure, DC increased.
...I'm thinking we need a better Intrigue adviser.
- Deeper Secrets: 1d100+16 =107. Second Roll: 1d100+7 = 18. The upside of River's escapades is that he doesn't get up to any more shenanigans except for his tendency to appear right behind you at odd times…Frost at least doesn't do it in private places! He gives you regular reports on his progress suborning servants and merchants and even the Bolton master-at-arms. He will be ready soon, he assures you. He just needs a bit more time. Locked 1 Season.
Well, at least our domestic ops are going really well. Honestly, this was the more important of the two, so I'm happy with it.
Personal (Choose 2):
- Uplift (Concrete): 1d100+15 = 113. Second Roll: 1d100+13 = 93. Concrete is one of the most useful materials ever. You can use it for roads, bridges, forts…It makes every kind of construction easier. You find the ingredients for ordinary concrete easily enough: crushed rock or sand, water, and powdered lime with a bit of gypsum. But you want a little bit more than that. You want to try and make Roman cement as well. You recall it had ash of some kind in it, so you burn a few trees and experiment. And you find ironwood ash makes concrete much stronger. Actions unlocked.
This is a fucking game changer, people! Concrete is so useful for so many things, idk where to begin! Well, definitely the Roman-style roads next turn for the mobility benefits, but damn! We'll be able to build on a much larger scale than before, with just stone and wood!
- Before a Heart Tree: 1d100+14 = 22. You slip out one night to pray before the heart tree, but you find no peace or answers. Birds shriek in the night air, disrupting your focus, and the cold seems to settle into your bones, making you shiver even afterwards, as you sit by the fire and lose yourself in reports and petitions. It doesn't leave you for nearly a week.
You stand in the godswood with Frost, Ice in your hands. He is holding a bowl of blood-red sap. You are perfectly still as the first aspirants file in. Brandon Snow is at their head, behind him a dozen of the Winterfell guard. Several other men of note, including a son of House Glover who singlehandedly fended off an ironborn raid and a ranger from the Watch, follow behind, each one silent and solemn, dressed in plain armor without any weapons or sigils.
"Who comes before the Old Gods of earth and sky and water?" You intone, lowering Ice to block Brandon's path. For once there is no mirth in his face. Deadly serious, he replies. "One he desires to be judged." Ice rises to his throat, close enough to draw the faintest touch of blood. Neither of you moves for a long moment. Frost steps forwards, dipping one hand into the bowl, staining his gloved fingers bright red. "Have you shown valor and skill at arms?" He asks. Brandon nods. "Have you shown honor and loyal service?" Brandon nods again. "Are you willing to accept the judgment of the Old Gods, now and forevermore?" And once more Brandon nods. Frost reaches up and draws an eye on his forehead, the paste staining Brandon's skin.
"The Old Gods bear witness. Spend the night before the heart tree and let them see you now, and they will judge you. Their gaze will follow you wherever you go, and they shall know your deeds and the thoughts of your heart. This is not a burden to bear lightly. Turn aside now and turn aside with honor." Frost intones. You lower Ice and Brandon steps forwards, sinking to his knees before the solemn face. It seems to glow faintly, as does the eye on his brow, but perhaps it is but a trick of the setting sun.
The next man steps forwards, and you repeat your piece of the ceremony again and again. Eyes are painted on foreheads, blood is shed, and in the end, twenty men kneel silently, staring at the heart tree. One man balked and turned aside, shame staining his face redder than the sap despite Frost's words. The two of you turn and leave. Now is the time for those who would become thanes, not the time for you.
Despite your best efforts, you do not sleep that night, tossing and turning beside your lady wife until she leaves your bed for hers, shooting a cool look over her shoulder as she goes. And as the sun rises you do as well, making your way back to the godswood.
Once more you stand over Brandon with Ice in your hand." Do you swear to uphold your honor and the honor of your liege and the honor of your vassals? Do you swear to always protect the innocent first and foremost? Do you swear to keep the laws of gods and men? And do you swear to accept the judgment of the gods?" You ask, and for the first time since the ceremony began, Brandon speaks. "I so swear. So witness earth, so witness sky, so witness water. And so witness the Gods." He rises to his feet and Frost hands him a sword. The sap on his forehead flakes off and blows away.
The other men swear their oaths as well, rising to their feet, taking up a sword, the sap falling off to varying degrees. On some, like Brandon, it is all gone. On others, nearly half remains. That night there is a grand feast, with the new thanes laughing and boasting and performing feats of skill and strength. Brandon shoots through three thrown apples with a single arrow, while the ranger throws an ax so hard it splits the staves of a barrel in half.
The thanes rise early the next day, many with their heads still pounding. Despite that, their spirits are high and their smiles bright as they ride out of Winterfell to the cheering of smallfolk and the admiring eyes of many a young maiden. Half ride south, to spend a year at Moat Caitlin, half ride north to spend a year at the Wall. Only Brandon remains, for you have need of him. "Thane." He murmurs. "However did you come up with such a name?" He asks, faintly amused. "It comes from the Old Tongue…it's halfway between the word for warrior and servant." He glances over at you. "Interesting choice." He comments, and then he turns to wistfully watch the men riding north.
Reward: Followers of the Old Gods who show valor and honor can be made into thanes. New actions unlocked.
Very nice ceremony. Nighttime vigil, sap of bonding to the gods?, spiritual purification with divine eyes on your soul. All good stuff.
So, it looks like we've founded our first Holy Order, basically. What do we want it to do?
***
Questions for the GM (@notbirdofprey):
- War Flags: Do the coordination and morale bonuses from this only apply to our non-elite forces, or to our elites as well?
- Sung Weirwood Bow: As we learn what the weirwood bow can do (via presumably testing), and we focus on improving the Old Gods and shoring up Northern religions in general, can we relearn how to make more of these super-bows? Wouldn't mind our new knights having those bows for a powerful ranged attack.
- More Green Men: Can the Green Men help us next turn hunt down the wolfman who's attacking people? I mean, if they're in the Wolfswood already...
- Intrigue: Can we go shopping for another intrigue adviser any time soon? And can we do it without our current guy finding out?
- Resources in North: Are there major sources of durable materials like granite or marble already known in the North? I mean, yes we can make concrete, but there's substantial value in solid stone as well, not only for construction but for trade items and art as well.
- New Holy Order: Can we establish a purpose for this Order, like the various Crusade Orders had a specific function (ex: Knights Hospitalier, aiding pilgrims and providing medical aid to those in need)?
Let's not. I like the fact that religion in the North isn't as centralised as other religions. There is no pope/High Septon to dictate shit if the church gets too powerful.
Rumor Mill (North) Silence in the Wood: Hunters from Deepwood Motte and several of their vassals went searching for the mysterious beast, but found neither hide nor hair of it. There were no attacks, and many wondered if the beast had left. Not even the Green Men who have taken up residence in the forest have been able to find it. Then two boys got lost in the woods while picking berries and found themselves shepherded home by gentle snout bumps from a creature that never quite left the bushes, although the boys reported piercing golden eyes.
The Watch Stands Triumphant: For the first time in many years, the Night's Watch has grown in size and prestige, with second and third sons from houses ranging from Karstark down to the meanest of masterly houses taking the black. The haunted forest has been driven back, and the grounds before the wall are patrolled by heavily armed rangers. Despite that, bands of wildlings continue to come south, although some are simply looking to trade pelts and meat for glass and bread.
The Thanes Rise: Those who follow the Old Gods with valor and honor may now be given a fair reward. Twenty men swore the oath of a thane before a heart tree to the acclaim of lord and smallfolk alike. A grand feast was held in their honor, with many displays of the skill which won them their thanehood, and afterwards they departed to guard the north for a year and a day, half riding to Moat Caitlin and half riding to the Wall.
Ryswell Competition: House Ryswell, hoping to make an impression, has invited all their vassals along with several of their neighbors to a grand series of competitions, including footraces, horse races, melees, wrestling matches, and archery, with the winners being given an opportunity to show why they should become a thane as well. Lord Ryswell has said that he hopes it to be the grandest event of the year and a celebration of northern resurgence.
Rumor Mill (Riverlands) Harren at God's Eye: Black Harren has decided that he will allow no god in the Riverlands except for the Drowned God, and that means cutting weirwoods and drowning Green Men. And he intends to start with the Isle of Faces. However, when he began to sail over to it, a great wind blew and blew, smashing his boat against the shore. Harren was ushered inside his half-completed castle, and none have seen him since, although it is too much to hope for that he has died.
Iron Raids Iron: The Greyjoys have long chafed under the rule of the Hoares, and now they sense weakness. Their longboats appear in the dead of night, often shrouded by mist and fog to attack towns and villages with ironborn garrisons. And only those with ironborn garrisons. Many of those who are attacked are taken alive, presumably to become thralls on the islands. A terrible fate, even for the accursed Hoarse and their men!
Battles at Crackclaw: Harren's sons have fought a series of battles and dozens of skirmishes in and around Crackclaw Point, hunting those responsible for the earlier raids. The battles are said to be brutal and confusing, with friend fighting friend nearly as often as friend fighting foe. Many have died or taken severe wounds, but the raids are halted for the moment. Now his sons are bickering, some wanting to return to Harrenhal to see to their father (no one knows exactly what they mean by that...) while others wish to ride to Seagard and the western coast and put a stop to the second round of raids, and still others wish to return to the Isles to put down the Greyjoys.
You will have options for how the order of thanes works if you decide to form it, and you will also have options for how to deal with the beast of the wood.
As for Rivers...he has an interesting character sheet. That's all I will say on the matter.
Is anyone opposed to giving Brandon the bow since i believe in canon he believed he could kill a dragon with his bow giving him a magic one sounds like a good idea plus he is loyal to us and wouldn't betray us so that helps.
I think there's value to actual Knightly Orders; even if they're not full-on "HOLY CRUSADE", giving these guys organization, purpose, and accountability is valuable.
@avatar11792 I'm feeling like our Intrigue Adviser is fantastic at counter-intel and sniffing out spies, and good to great at operations inside the North, but yeah he seems kind of shit when it comes to anything outside of the North. Maybe he needs his own "foreign spying" adviser?
War Flags: Do the coordination and morale bonuses from this only apply to our non-elite forces, or to our elites as well?
It applies only to professional soldiers for now.
- Sung Weirwood Bow: As we learn what the weirwood bow can do (via presumably testing), and we focus on improving the Old Gods and shoring up Northern religions in general, can we relearn how to make more of these super-bows? Wouldn't mind our new knights having those bows for a powerful ranged attack.
It's possible.
- More Green Men: Can the Green Men help us next turn hunt down the wolfman who's attacking people? I mean, if they're in the Wolfswood already...
That will be an option next turn.
- Intrigue: Can we go shopping for another intrigue adviser any time soon? And can we do it without our current guy finding out?
You can if you like without him realizing. However, I should note much of his incompetence comes from bad luck manifesting as him being a complete moron
- Resources in North: Are there major sources of durable materials like granite or marble already known in the North? I mean, yes we can make concrete, but there's substantial value in solid stone as well, not only for construction but for trade items and art as well.
You do have these, not in your lands(that you know of), but they are something you could find in the survey.