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

To all players, if we want to succeed the Merchant's Quest to develop another guild in Wintertown, we're running out of time. It's for Summer 109, and next turn is Spring 109 already. So we better take the Other Artisans action in the next plan if we want the Influence Points.

1) wasn't certain that the Iron Islands are considered a separate entity from Harren's Riverlands, and
2) if we know what's going on with the Reach, we'll know if we can get them in on the fledgling Westerosi League against Harren. That's the reasoning

Yeah, the second is a reasonable assumption. About the first, there was indeed a specific Intrigue action for it that was tried, and failed, on Turn 3. After that, it became this:

[] No Fights This Time: River's arm has mostly healed. Mostly. Send him to the Isles once more, and pray he doesn't get another fit of idiocy. Time: 1 season. Cost: 50 gold. DC: 35. Reward: Rumor mill (Iron Islands)

But it was last seen on Turn 8. I'm guessing it was folded into the Further Afield action.
 
I think the main thing there is that we need to build a more extensive library. Something to think of, is that perhaps we ought to trade our printing press technology to the Citadel in order to get acess to their books. For example, we could build three printing presses, and send them south to the Citadel, along with instruction on use and how to build more, with the price being that they send at least one copy of every scroll/book they use the Printing Press on to Winterfell. Of course, we would have to come to an agreement with the Citadel before doing this, but that should be possible. I'm certain they are interested in our printing technology.

That way we would get a constant influx of books on valuable topics, without having to spend constant actions. True we would would lose the monopoly on the printing press, but is that really a such bad thing? I think getting copies of the Citadel books is of much more value to us. And of course we can continue printing books ourselves, including about our experiments with concrete, roman roads, agricultural advances, etc.

This a circumstance where I think the benefits of sharing technology out weigh the benefits of tech hoarding.

In fact, we can then make copies of all the books we have and send them out as gifts tot he various kings, nobles, etc. I'm sure many of them would appreciate it. The Targs for example would probably like to have copies of the books that the Citadel has on Valyria and dragons.

the main idea is to get real experienced engineers to teach in the north allowing us to tape into the accumulated institutional knowledge and experience of said engineers not just building a bigger library , also there is a snow balls chance in the hotest part of hell of the Citadel sharing all there knowledge both cause it threatens there position as a center wisdom as well as there monopoly of knowledge(likely there is a great deal of tomes , records ,books and discoveries they would rather keep secret) and not to mention that the Citadel is thousands of years old and they have been gathering knowledge since there founding I doubt there is a deal in existence so good as to justify the sheer staggering amount of time ,effort and resources needed to copy down every book,record and tome in the Citadel
 
I think the main thing there is that we need to build a more extensive library. Something to think of, is that perhaps we ought to trade our printing press technology to the Citadel in order to get acess to their books. For example, we could build three printing presses, and send them south to the Citadel, along with instruction on use and how to build more, with the price being that they send at least one copy of every scroll/book they use the Printing Press on to Winterfell. Of course, we would have to come to an agreement with the Citadel before doing this, but that should be possible. I'm certain they are interested in our printing technology.

That way we would get a constant influx of books on valuable topics, without having to spend constant actions. True we would would lose the monopoly on the printing press, but is that really a such bad thing? I think getting copies of the Citadel books is of much more value to us. And of course we can continue printing books ourselves, including about our experiments with concrete, roman roads, agricultural advances, etc.

This a circumstance where I think the benefits of sharing technology out weigh the benefits of tech hoarding.

In fact, we can then make copies of all the books we have and send them out as gifts tot he various kings, nobles, etc. I'm sure many of them would appreciate it. The Targs for example would probably like to have copies of the books that the Citadel has on Valyria and dragons.
In my opinion such an arrangement would not work. Here are the problems that would mess with this:
1. Up until recently they saw Northerners as little more than barbarians. You do remember the trouble we had getting books from them at first?
2. Most Maesters are Southerners. That means they don't have any loyalty towards the North.
3. The Citadel is in the Reach. Which is right now a separate and independent kingdom. How would we enforce such an arrangement if we just give them our printing presses?
4. Maesters are loyal first to the Citadel. Their knowledge is the basis of their power. No one likes loosing power or influence. And such an arrangement would basically create a second Citadel in the North. You remember how they were grumbling to our basic education and bureaucrats?
They most likely would accept the printing presses and just send us some common books at best. And if after a time they stop sending any more what will we do? Ban all maesters from the North? And I doubt the Kings in the Reach would support us taking any actions against the Citadel.
 
Yeah id say it's likely that theyd take our tech and then stop playing so nice with us if we shared with them like that.
 
Hmm had an idea I wanted to throw into the part two of my omake @notbirdofprey does this seem thematically appropriate for the Ironborn?

Doom Reavers - It was wondered what happened to the few captives and stronger thralls the Ironborn took after the reawakening of magic it was however discovered what had happened to them in the most horrific way.

The stubborn men and women were dragged to a secret set of caves there hands bounds there faces covered in salt covered Iron masks. There in the cavern that smelled of rot and decay they belheld a great cavern cast in a sickly light. In the wall were hilts of an unknown material each captive was forced to grasp the hilt and have a chain bound to their arms and the blade and as one were forced to draw the cursed blades.

The blades were made of a glisten black stone that is as hard as the finest steel and along the blade screaming faces seem to writhe in agony. The blades voices crashed through their minds driving each weilder quite mad with the voices so though the presence of a drowned priest with a rod of black stone calms them.

These are the Doom Reavers men and women forced to become maddened Bezerkers in a mockery of those of bear Island. Their minds and souls lost to the blades making them immune to pain in their crazed states and enhancing there strength. When unleashed they cannot tell friend from foe with out the guidance of those who hold the rod and fight till they are dead or they have killed anything in their path.

Truly a cruel fate - Maester Hawthorn
 
Rumor Mill Turn 19
Counterintelligence: 1d100+19+10 = ??

As Snow told you, it was but a matter of time and luck. A Green Man visiting House Woods made mention of an odd sense he had from a nearby fisherman no one like. One of Snow's men overheard when he described the sense of nausea he developed when stepping to close to the hut. While the Green Man was concerned about plague, Snow's man had other suspicions and snuck close enough to find the man drowning beasts to call the favor of the Drowned God, making a pool of saltwater turn into a face the spy spoke with. Armed with information on what to look out for, spies have been identified up and down the western coast, including one at Bear Island. Snow stands ready to eliminate them as soon as you command it, although he does say this will warn the Ironborn. He also passes you a sketch of the face seen. It has a passing resemblance to Vickon Greyjoy, although one twisted by unimaginable agony and his hair has turned into something that resembles rotting seaweed.


Rumor Mill (The North)

Winter Has Come: Winter has come, and with it, driving storms of snow and ice. People flock to wintertowns throughout the North, huddling under thick layers of blankets and wrapping themselves in cloaks and garments to ward off the worst of winter's chill. The many lords of the North have spent long months and years stockpiling food and wood, and thanks to the changed methods which have spread slowly from Winterfell, those stockpiles of food are full to bursting. It is entirely possible no one will starve this winter, even in the lands of those who have not adopted these new methods in time. This news keeps the enthusiasm of the people high as King Torrhen continues to improve the North however he may.
-According to Snow: There's no way to make a man popular than feeding everyone it seems. Congratulations, Your Grace.

Highpoint Restored: Lord Bolton has announced his decision to see Highpoint restored and given to his third son, who is fostering at Winterfell. By all accounts, he was a kind boy and has become a kind man, albeit one with a fearsome temper that manifests as ice-cold mockery – verbal flaying, more than one wit has suggested, often before being on the receiving end of insults and near-discourtesy. While no work will be done for some time, many houses approve, especially since Cregan Bolton will be taking the name Whitehill and marrying a Forrester daughter in the hopes of assuaging the concerns some have about the feud restarting.
-According to Snow: In theory, that's a good idea, but the only unmarried daughter of House Forrester is a sweet and gentle thing, described as almost southron by many. And Cregan Bolton keeps to the old ways, in some ways more than his father did – he was greatly impressed by Lady Lyanna and hopes to teach his bride-to-be the blade or the mace.

Thunder to the South: Word has filtered out from several places that the Kingdom of the Stormlands has announced their intention to scourge the Ironborn from the Riverlands. Word has also spread that weirwood have been planted in several castles, surrounded by strange shrines with effigies of hammers and scythes and broken oars.
-According to Snow: I am very sorry to have missed so many of Argella's spies, Your Grace. And I am highly concerned with what she intends to do with them. Surely she has more goals than just this?

Rumor Mill (Beyond-the-Wall)

Storms Come: As ever, winter is incredibly harsh on the Wall. The towers of the various castles are buried at over twice the height of a man. Movement between them is only possible through underground tunnels, but only a few castles are connected, leaving many cut off, the only contact with the outside world the howling wind.
-According to Snow: I am afraid I have nothing to report, Your Grace, given the weather.

Rumor Mill (The Riverlands)

The Ice and the Snow: The arrival of winter is far less severe in the Riverlands than it is in the North, but it is still enough to end much of the fighting. Only a few desultory skirmishes are fought as lords retire to lands mostly untouched by the fighting, including Duskendale. Black Harren has not seen fit to return to his monstrosity of a castle, instead heading towards Wayfarer's Rest, possibly in some mad attempt to siege it.
-According to Snow: He didn't just seize it, he took it and killed nearly half the people inside at random, burying their heads in snow and mud and letting them suffocate. Perhaps he intends to attack the Golden Tooth?

White Weirwoods: Many a weary band has found shelter beneath the white branches of the weirwoods tended to by the Horned Men. They have sprouted in many odd places, by hidden springs and old dells that seem to have grown much thicker.
-According to Snow: It seems the faith of the Old Gods is spreading south, as many take shelter and refuge in weirwoods, the heart tree at Raventree Hall blooms and grows, and the storm over the God's Eye remains stubbornly in place.

Rumor Mill (The Vale)

Cries Are Heard: Great screeches are heard in the Vale as the Arryn's descend to the Gates of the Moon. Some claim them to be the victims of the beastmen, while others deny such claims. When expeditions are made (carefully and slowly) the only bodies are savagely torn and slain beastmen and their mad human allies. Only around Gulltown and Witch Isle do these cries fall silent.
-According to Pyrite: The Arryn words are As High As Honor. Pretty things, but at least they try to live up to them. Soon, Your Grace. Soon, King of Winter.

The Bloody Gate Blocked: The main pass out of the Vale and into the Riverlands has been blocked by an avalanche that fell across the fortress, burying the gate such that it cannot be opened and killing several unfortunates as well. Some say they saw strangely colored snow at the top, but none can be certain.
-According to Pyrite: One of Lya's brothers were there. Apologies, Your Grace, I will be busy for some time. I have a debt to settle…and some very painful poisons.

Rumor Mill (The Westerlands)

Raids at the Tooth: The smallfolk of the Golden Tooth have been attacked by vicious hordes of bandits from the east. Corpses are left facedown in the mud, their bodies torn and shredded. The people call for their lords to protect them, but whenever the knights arrive, they are too late. Blessed Ones arrive on time at least sometimes. And a Blessed Beast has prowled the area as well.
-According to Snow: The timing seems almost…suspicious. I believe Maester Lyam has loyalties to someone other than his lord.

Winter Winds: This winter is harsher than many. Some snow even falls on a few of the more northern castles, and the smallfolk freeze in their huts as little food is doled out, for coin was spent on many things. The repentant laborers are the ones who suffer the worst, both the rebellious ones turned in to kindly septons with wagons of food and those who shiver in their shacks.
-According to Snow: A good few of those kindly septons are winding up dead. Even the ones escorted by a Warrior's Son or two. Armor doesn't do you that much good against a slung rock from the bushes
 
As Snow told you, it was but a matter of time and luck. A Green Man visiting House Woods made mention of an odd sense he had from a nearby fisherman no one like. One of Snow's men overheard when he described the sense of nausea he developed when stepping to close to the hut. While the Green Man was concerned about plague, Snow's man had other suspicions and snuck close enough to find the man drowning beasts to call the favor of the Drowned God, making a pool of saltwater turn into a face the spy spoke with. Armed with information on what to look out for, spies have been identified up and down the western coast, including one at Bear Island. Snow stands ready to eliminate them as soon as you command it, although he does say this will warn the Ironborn. He also passes you a sketch of the face seen. It has a passing resemblance to Vickon Greyjoy, although one twisted by unimaginable agony and his hair has turned into something that resembles rotting seaweed.

Hmmm.... while giving warning, it will still take some time for the Ironborn to re-establish their spies. If we wipe them out come spring, say right around when we inform our bannermen of our plans, then 3 seasons later when we invade... they will know we are planning something, but not necessarily what or when.

Thunder to the South: Word has filtered out from several places that the Kingdom of the Stormlands has announced their intention to scourge the Ironborn from the Riverlands. Word has also spread that weirwood have been planted in several castles, surrounded by strange shrines with effigies of hammers and scythes and broken oars.
-According to Snow: I am very sorry to have missed so many of Argella's spies, Your Grace. And I am highly concerned with what she intends to do with them. Surely she has more goals than just this?

Maybe we ought to spend some intrigue actions on building up our counter-intelligence operations.

Also, perhaps an envoy from the Green Men to the Stormlands is in order? If they are planting weirwoods, might as well see if we can get the Green Men involved.

-According to Snow: In theory, that's a good idea, but the only unmarried daughter of House Forrester is a sweet and gentle thing, described as almost southron by many. And Cregan Bolton keeps to the old ways, in some ways more than his father did – he was greatly impressed by Lady Lyanna and hopes to teach his bride-to-be the blade or the mace.

Maybe some words to Cregan about the every person having different abilities and valuing those? In particular point to our wife's diplomatic skill? That might ease the way for this.

Also... why are the Boltons restoring Highpoint. Weren't the Whitehalls sworn to House Stark, and are within our lands, not Bolton? I mean, I'm not totally opposed to it, since Cregan is our squire, but I'd think Lord Bolton ought to at least ask our permission before messing around in our lands.

How old is Cregan anyway? Maybe we should have Maid Forrester sent to foster with us?

Raids at the Tooth: The smallfolk of the Golden Tooth have been attacked by vicious hordes of bandits from the east. Corpses are left facedown in the mud, their bodies torn and shredded. The people call for their lords to protect them, but whenever the knights arrive, they are too late. Blessed Ones arrive on time at least sometimes. And a Blessed Beast has prowled the area as well.
-According to Snow: The timing seems almost…suspicious. I believe Maester Lyam has loyalties to someone other than his lord.

Who is Maester Lyam? Was he someone important in some past event I missed? The timing suggests it is connected to Harren attacking Wayfarer's Rest.

I wonder if the grand measter conspiracy is happening in this quest or that they just don't want competition

Well, since the maester conspiracy was about killing the dragons, I find it unlikely to exist yet since the Targs have not yet conquered Westeros.

In my opinion such an arrangement would not work. Here are the problems that would mess with this:
1. Up until recently they saw Northerners as little more than barbarians. You do remember the trouble we had getting books from them at first?
2. Most Maesters are Southerners. That means they don't have any loyalty towards the North.
3. The Citadel is in the Reach. Which is right now a separate and independent kingdom. How would we enforce such an arrangement if we just give them our printing presses?
4. Maesters are loyal first to the Citadel. Their knowledge is the basis of their power. No one likes loosing power or influence. And such an arrangement would basically create a second Citadel in the North. You remember how they were grumbling to our basic education and bureaucrats?
They most likely would accept the printing presses and just send us some common books at best. And if after a time they stop sending any more what will we do? Ban all maesters from the North? And I doubt the Kings in the Reach would support us taking any actions against the Citadel.

I think you under estimate the importance of oaths in this society. Particularly for a society that is dependent on kings and lords believing that maesters will keep to their oaths to be loyal to their lords and not to the Citadel. Sure there is some element of fiction there, but the Citadel outright breaking an oath to a King to swindle him is going to be a very bad thing for the Citadel.

Although, I grant you that as the North, worshiping different Gods, and being so far away from them, the temptation might be too much.

Perhaps after this war, when we meet with our fellow Kings to discuss the peace settlement, as a minor side deal we can propose sending our printing press to the Citadel, and making copies for all the Kings - The North, The Vale, The Stormlands, The Riverlands, and if they join us, the Reach as well - even phrasing it as a gift to our fellow monarchs (and helping the Riverlands re-establish their kingdom). The Citadel would not be able to welch on a deal like that. Not without infuriating almost the entire 7 Kingdoms and completely destroying all the trust they have built up.

I suppose they might simply refuse the deal, but that has problems for them too.

the main idea is to get real experienced engineers to teach in the north allowing us to tape into the accumulated institutional knowledge and experience of said engineers not just building a bigger library , also there is a snow balls chance in the hotest part of hell of the Citadel sharing all there knowledge both cause it threatens there position as a center wisdom as well as there monopoly of knowledge(likely there is a great deal of tomes , records ,books and discoveries they would rather keep secret) and not to mention that the Citadel is thousands of years old and they have been gathering knowledge since there founding I doubt there is a deal in existence so good as to justify the sheer staggering amount of time ,effort and resources needed to copy down every book,record and tome in the Citadel

To an organization based on learning, turning down something as world changing as the printing press would be difficult for them to do. My guess is that some of the most secretive and rarest books might not be copied, but the vast majority of the rest would be. Since they would argue that we could always eventually track down copies of those elsewhere.

Hiring engineers from Essos is probably a good idea.
 
Snow's man had other suspicions and snuck close enough to find the man drowning beasts to call the favor of the Drowned God, making a pool of saltwater turn into a face the spy spoke with. It has a passing resemblance to Vickon Greyjoy, although one twisted by unimaginable agony and his hair has turned into something that resembles rotting seaweed.

First the glass candles and now this. We really need to pester Frost to develop our own magical, long-distance communication method. 🤔

Thunder to the South: Word has filtered out from several places that the Kingdom of the Stormlands has announced their intention to scourge the Ironborn from the Riverlands. Word has also spread that weirwood have been planted in several castles, surrounded by strange shrines with effigies of hammers and scythes and broken oars.
-According to Snow: I am very sorry to have missed so many of Argella's spies, Your Grace. And I am highly concerned with what she intends to do with them. Surely she has more goals than just this?

Somebody else thinks this sounds like a ritual/ward to impede the power of the Old Gods in the Stormlands by entrapping their symbol with the symbols of the Storm God? And as long as I'm speculating, could she have something similar for Valyrian magic? I'm beginning to suspect Argella intends to pull an Aegon and be the one to control Westeros. Well, at least she doesn't seem as arrogant, so she'd probably be a conqueror more open to negotiations.

The Ice and the Snow: The arrival of winter is far less severe in the Riverlands than it is in the North, but it is still enough to end much of the fighting. Only a few desultory skirmishes are fought as lords retire to lands mostly untouched by the fighting, including Duskendale. Black Harren has not seen fit to return to his monstrosity of a castle, instead heading towards Wayfarer's Rest, possibly in some mad attempt to siege it.
-According to Snow: He didn't just seize it, he took it and killed nearly half the people inside at random, burying their heads in snow and mud and letting them suffocate. Perhaps he intends to attack the Golden Tooth?

Seriously, how many troops, or whatever they are, can Harren summon that he still has enough to pick a fight with the Westerlands after so many months of fighting the Riverlanders, the Northern helpers, and the group of Fey from the Reach, plus losing the support of two of his sons? How crazy have his rolls been?

If Harren can do all this and still fight a war with the North, the Vale and the Stormlands with a chance to win, I can't imagine what the Targaryens can do.

Still, at least it seems with a bit of luck Harren will provoke Loren into attacking him all on his own, and we'll be able to save an action.

Rumor Mill (The Vale)

Cries Are Heard: Great screeches are heard in the Vale as the Arryn's descend to the Gates of the Moon. Some claim them to be the victims of the beastmen, while others deny such claims. When expeditions are made (carefully and slowly) the only bodies are savagely torn and slain beastmen and their mad human allies. Only around Gulltown and Witch Isle do these cries fall silent.
-According to Pyrite: The Arryn words are As High As Honor. Pretty things, but at least they try to live up to them. Soon, Your Grace. Soon, King of Winter.

The Bloody Gate Blocked: The main pass out of the Vale and into the Riverlands has been blocked by an avalanche that fell across the fortress, burying the gate such that it cannot be opened and killing several unfortunates as well. Some say they saw strangely colored snow at the top, but none can be certain.
-According to Pyrite: One of Lya's brothers were there. Apologies, Your Grace, I will be busy for some time. I have a debt to settle…and some very painful poisons.

I'm lost here. Does someone make sense what's going on?
 
I have an idea about the conquest instead of fighting it or trying to get around it why don't we get in on it , canon Aegon was incredibly generous to any one that sided with him during his conquest or made things easier for him, we are more than likely to keep most if not all of our authority ,rights and powers as kings while only having to pay lip service and some taxes

examples of this from canon include :
when the river lord revolted in his name he made the Tullys lord of the Riverlands for no other reason than that they were the first to revolt
when he made the Tyrells lords of the whole of Reach the single biggest ,most populated and one of the Richest Kingdom on the continent cause they were the first nobles in the Reach to surrender to him and likely cause they were already in High-garden and he couldn't be bothered to look for some one else to take the position

odds are we can get some pretty hefty concessions out of him if we join his Conquest early on maybe even convince him to convert to the old gods after all in OTL when Aegon moved to take Oldtown the high Septon convinced him to convert to the seven who are one (but in reality are none) and the old gods are a much easier pill to swallow seeing as they are polytheistic (he would just add to the list of gods he worshiped instead of upending it all together) allowing him to keep true to the god of his ancestors plus the old gods have real magical power backing them ( he would likely be very interested in green seeing) the fact that it would also get him an ally early in his conquest as well as the loyalty of a kingdom that spans half a continent is also a good motivator and Aegon is nothing if not pragmatic
 
So whats to say that our 'loyal' buddy pyrite hasn't been omitting certain details in the name of his new people. A detail such as the Mountian folks ritual having not failed and the Arryns reaping the benefits some how?

I'm really starting to not trust pyrite if that hasn't become apparent. Maybe I'm just cynical but I think we need to remove hin or let him go or just create a second order under his feet if need be.
 
Tentative plan for next turn:

1 Martial Action slot open:
[] Gifted Warriors: There are nearly a thousand wargs in Wintertown, and more scattered about your lands. There are a few hundred men and women blessed with incredible strength, albeit not to the level of the Mormont berserkers. There are people who can heal with a touch, people who can steal the courage of their foes with a song…the blessings of the Old Gods are many and mighty. Brandon intends to organize some of the Gifted into a force to be reckoned with upon the battlefield, or possibly in the more strategic sense. He has filled papers with possible uses for wargs alone – everything from delivering messages to using armored bulls as living battering rams. Time: 3 seasons. Cost: 600 gold, upkeep. DC: 55. Reward: Some sort of Gifted force attached to Winterfell guard. Type will be determined by dice rolls.

Since this will take three turns, seems like we ought to get it started.

1 Diplomacy slot open:
[] Speak to Kings (Sealord of Bravoos): 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.

Fulfill the Green Men Quest, gaining us some influence. Also open another location to attempt a trade deal with.

No open Stewardship slots.

No open Learning slots.

1 Open Piety slot:
[] Strange Magics: Frost has heard reports of strange and dangerous magic in the Westerlands and on the sea, not to mention whatever is going on in Harrenhal and the Riverlands in general. And of course, there is the ritual in the Vale, although that is probably far less hostile than the other examples. He does not know them, or how to counter them, and so he intends to retreat to Castle Green for a time to contemplate what they could be and visit the sea to try and make his own judgment on this skin as well. You have your suspicions, which you have shared, but unless you examine it again you will not be able to confirm them. And you need more skill for that…Time: 3 seasons. Cost: 50 gold. DC: 60. Reward: Information about the Beasts of the Westerlands and the skin on the ocean.

I think we got to take this option next turn, and double down on it. That skin on the water is a big warning in my mind, and I don't want to commit to a sea battle without knowing more about it.

No open Intrigue slots.

1 Personal slot open:
[] The God's Eyes: While you can open the God's Eyes more or less at will now, it can be difficult to keep them open, especially in places full of magic like Winterfell. You also suspect you are missing a great deal of nuance when you look at people or more complicated items like your crown, which just looks like plain metal. Or that skin, which makes you shudder whenever you think of it. Further practice could also extend how long you can use this gift. Time: 1 season. Cost: 0. DC: 70. Reward: Greater control and skill with the God's Eyes, more information about the skin.

Again I think we should gather as much information about the skin as possible.

And then we have our Free Action:
[] 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. Having the carpenter's guild will certainly accelerate the process, and the civil service attracts some as well. But if you want to rival Barrowton or White Harbor or the great cities of the south, you will need to do more. Time: 1 season. Cost: 300 gold. DC: Special. Reward: Increase to trade, increased chance of guilds forming, chance of new options.

Need to pick this one to fulfill the Merchant Quest, gain a little influence, and avoid the trade penalty.

We also need to step on it if we want to get the Barrowtown fleet quest bonus (1d4 influence) so I think we ought to use another Issue Command here so we can get Shipyards built so in two more seasons we can build a fleet at Barrowtown:

[] Issue Command (Barrow Houses): Establish Shipyards (Barrowtown). Resources provided: ???
@notbirdofprey So I have two thoughts on what can be provided:
Option 1: 750 Gold (basically paying for it)
Option 2: ??? Gold, plus concrete produced in our concrete factory, along with instructions on how to use it, and experienced workers to aid in it's use.

Since we should be able to produce the concrete in dry form, and then ship it to Barrowtown on sleds to be mixed with water and used. That would have the benefit of providing Lord Dustin with some experience in how useful Concrete can be, and probably get him even more excited about gaining permission to make it himself.

That would put us at somewhere around 1500 expenditure this turn.

I think we also ought to consider issuing a command to the Green Men. The easiest would be to order them to awaken a gift, but I'm thinking it might be better to have them send a delegation to the Stormlands to figure out what is going on there, since we have no spy network there, and will have great difficulty doing so due to the intelligence network there.

[] Issue Command (Green Men): Awaken the the Gift of Might in the Umbers. Resources: 200 Gold.

[] Issue Command (Green Men): Send a delegation to the Storms End, and learn what is going on with the planting of the weirwoods and the Storm God symbols. Also attempt to ascertain the state of religion in the Stormlands. Make nice with the Durrandons and feel out whether they would welcome Green Men in their lands. Resources: 100?? Gold, Edwyle?, a member of the Septwood faith?

@notbirdofprey I'm mostly interested in the thoughts around the second idea. Is that the right amount of gold? Would sending Edwyle benefit the mission (as being a Prince would add some weight to the mission, but maybe we ought to let it appear that it's the Green Men driving this, not house Stark?) And would a member of the Septwood faith help? Probably a rivermen from the more militant minded version (I could see that going over well in Storm's End).

Anyway, those are my current thoughts on what to do next turn. That would put us around a 1600 to 1700 gold expenditure which would help us rebuild our treasury. What are other people thinking?
 

I agree on Speak to Braavos, Other Artisans and The God's Eyes, for pretty much the same reasons you said.

In Issue Command, I'd limit it to one per turn, at most. We have very little Influence, and while gold is less of a concern, we're gonna need to build one or two more fleets if we want to have a chance against the Ironborn's naval power. Which will eat up a lot of our treasury.

For that same reason, till we succeed more Stewardship actions that give us more gold per turn, I'd avoid the military actions that increase upkeep. Guard Training or Train the scouts would let us build up more our military power without raising upkeep. It's also very likely that we'll have to train crews for the ships, and that they'll come with their own upkeep cost.

Finally, Piety. We have two slots for next turn, not just one. I want to propose delaying Strange Magics one turn, just one. To double down on the God's Eyes action and see if it gives us a bonus for Strange Magics. Next turn we take it, whether we pass God's Eyes or not. So we take a Piety action that lasts a single season. The Gift of Might of the Umbers or re-try the Mormonts'.

For the second slot, Barrow Seeking. I want to deal with the Barrow, because if it's another potential inner problem like the Beastmen, I want to nip it in the bud. And before we tangle with the Iron Islands. And if it's a boon, it's likely to be a generic one for all the North, meaning more widespread benefits. Plus it only lasts 2 turns.
 
I agree on Speak to Braavos, Other Artisans and The God's Eyes, for pretty much the same reasons you said.

In Issue Command, I'd limit it to one per turn, at most. We have very little Influence, and while gold is less of a concern, we're gonna need to build one or two more fleets if we want to have a chance against the Ironborn's naval power. Which will eat up a lot of our treasury.

For that same reason, till we succeed more Stewardship actions that give us more gold per turn, I'd avoid the military actions that increase upkeep. Guard Training or Train the scouts would let us build up more our military power without raising upkeep. It's also very likely that we'll have to train crews for the ships, and that they'll come with their own upkeep cost.

Finally, Piety. We have two slots for next turn, not just one. I want to propose delaying Strange Magics one turn, just one. To double down on the God's Eyes action and see if it gives us a bonus for Strange Magics. Next turn we take it, whether we pass God's Eyes or not. So we take a Piety action that lasts a single season. The Gift of Might of the Umbers or re-try the Mormonts'.

For the second slot, Barrow Seeking. I want to deal with the Barrow, because if it's another potential inner problem like the Beastmen, I want to nip it in the bud. And before we tangle with the Iron Islands. And if it's a boon, it's likely to be a generic one for all the North, meaning more widespread benefits. Plus it only lasts 2 turns.

I'd much rather take Gifted Warriors early, because we have no idea how long the winter will last, so I'd like to take the multiple season actions early, and then take the single season actions closer to the time of war so we have more flexibility with the schedule. We do actually have a significant income right now, 3255 gold, so I think as long as we are under 2000 in gold expenditure this turn we should be okay with it. Additionally, Gifted Warriors are certainly something we want for the war, and probably want to do some training with them too. Wargs are a huge deal just for the scouting alone.

On Piety Slots, I don't think we can double down on God's Eyes, because it's zero cost action. Usually you can't double down on those since double down is all about sending additional resources on something. Unless @notbirdofprey says that it's okay to double down on God's Eyes I think we ought to take Strange Magics, since there is likely to be preparations we need to make once we learn what the skin is.

If we do have a second Piety slot, then I can support taking Barrow Seeking. I agree it's a high priority. It would also potentially synergize with us using Issue Command on the Dustins. The alternative choice would be Gift of the Wilds, since it has a bit about magic over water.

On Issue Commands, I don't think the number of them matter, as much as the resource cost they take. They don't have to cost influence, (though they can), so I think we should wait and see what @notbirdofprey has to say about the costs, and then we can decide if it's worth including in the turn or not.
 
I agree on picking Strange Magic now. It takes three turns, it may well lead into another action that allows us to deal with the problem, and we want it all finished before we start the war with the Iron Islands. And if we double-down on it our chance of success is really good even without an uncertain bonus we might derive from God's Eyes. 95%, if I calculate it correctly.
 
Turn 20 is unusual because we have many slots locked. Most turns go over 2000 gold, and now that many actions, specially in military, are around 500 gold, our budget is gonna be much tighter. Specially when we have to build another fleet. Building one was the biggest reason the treasury went down from 6200 to 800 in turn 19. And we need to build more fleets. Leaving aside the Dustin quest, the Ironborn must surely have many more ships than what we're already building.

I was talking about cost when I mentioned the Issue Command. If we don't spend Influence, the gold cost rises. And more than one per turn is more gold than we can afford.

I have to concede in Strange Magics. Double down + Torrhen's piety stat + 10 from the Ironborn Raid is a bonus strong enough that we can take it without God's eyes.

Double Down was used on Family Time on Turn 18, so it should be usable on other zero cost actions.
 
This magic and foes from warhammer fantasy put a negative feel on the world of GoT and destroy the character of the universe.
 
A question for more long term interests. Do we want to support the lead septon of the Snowy Sept in his attempts at advancement to the Most Devout? It might help to have a northman down there in the Starry Sept.

Maybe we should have a Meet/Write with vassals action with the Snowy Sept? They might even have some information on what is going on down in the Reach - what with a dozen High Septons dying.
 
Turn 20
Short Spring, Long Winter, Year 109 AD

As winter continues, the snows fall a little less and the wind blows a little gentler, although it is still brutal weather that makes it nearly impossible to grow all but the hardiest crops. Despite that, the mood in Winterfell and across the North, in general, is good. With ample stores of food, people are willing to continue working, doing tasks they ordinarily wouldn't in winter to conserve energy. And so a new shipyard and fleet take shape on Bear Island while another is built on Torrhen's Square. The other houses of the North are not being idle either. House Manderly has founded a special group of sailors called the Sea's Eyes, consisting of a hundred wargs bonded to birds such as seagulls or albatross, using their gifts to hunt down ships and scout ahead for storms and other unpleasant weather. House Dustin, meanwhile, has sent a formal petition requesting your aid in constructing a concrete factory so that they might better improve and maintain the town they hold in your name, although the way they write it makes it clear that they are really just hoping for someone to tell them how the process works so that they can do it themselves. Given how wealthy House Dustin is, you suppose it makes sense that most would think they could easily afford such a project. Your civil service has run into a bit of a problem: a lack of literate men. A few of the older ones died, some have been found unsuitable after repeated problems with alcohol, and a few have left to serve other houses or wealthy merchants While they managed to partly make up for this shortfall by hiring a few literate women, there aren't many of those either. Soon you will need to either teach more people to read and write or find another source of literate people. And you will have to manage all of this while continuing to prepare for a war against the Ironborn, although word has come from Queen Sharra that the Stormlands have formally joined the alliance and House Targaryen is beginning to express interest in closer ties with the kingdoms…which is concerning, given what you have heard.

Your children are all doing well. Eddard and Edwyle continue to enjoy their "lessons" with you and have come up with several scenarios on their own, including one you found rather interesting about a short-tempered septon, three Braavosi bravos, and a lady of a minor house. You were rather impressed with how they minimized the amount of stabbing in that too. It was rather tense. Meanwhile, Serena has begun more advanced lessons, learning to sew and embroider and to manage a household alongside sigils and histories of various houses. A recent addition to her lessons are the blessings of the Old Gods and the many forms they take. She is very grateful for the blessing of her direwolf Rose, who she insists on accompanying her everywhere, even to the hot springs, although Rose refuses to enter the water if she can, something which you, Jeyne, and the servants are thankful for. Rodrik and Alys have continued to grow, now toddling about eagerly, occasionally getting into mischief.

(+1 Free Action)

[] Issue Command (Power Bloc): Give a command to those under your command, spending gold and favors to ensure that they will do so without dragging their feet. Even with the best of wills, failure is still possible of course. Time: Varies. Cost: Varies. DC: Varies. Reward: Varies. Please @ me when doing this action, which is a free action that can be done as many times as you want. Possible resources to spend include gold, Influence, upkeep, the services of your advisor (actions), and special resources. The difficulty will vary based off power, opinion, what the actual command is, and how much you spend.

Military: Brandon is the Champion of Winter and a skilled commander of soldiers. He has gotten scarily stealthy. Brandon Cassel isn't quite as good, but he fills in the gaps well enough. Eddard tries to help too, and does a pretty good job of it. (Choose 1)

[] Build a Fleet (Location): Ironborn and slavers threaten your coasts, and you have gone long enough without a fleet. Order one of your vassals to begin constructing ships, and offer gold and workers to see it done. Time: 2 seasons. Cost: 3000 gold. DC: 45. Reward: A new fleet. Locked 1 season.

[] 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: 150 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: 150 gold. DC: 45. Reward: Other houses gain small number of men trained and equipped equivalent to Winterfell guard, vassal loyalty increased.

[] The Royal Order: The Wolfswood Wardens proved to be a substantial boon, hunting bandits across your lands and those of House Glover and Tallhart. Even with their limited numbers, the benefits were immense. Brandon envisions an order of men dedicated to patrolling and protecting your loyal subjects all across the North, all sworn directly to House Stark and the King of Winter. It would be an incredibly expensive proposition, in influence to found and persuade your vassals to accept this massive increase in royal authority, and in gold to upkeep and provide for. You would need to find and equip a vast amount of men, pay them…but having such a force would be incredibly useful, for a variety of reasons, especially if you burned your brain and remembered what the best armies in history did. Time: 2 seasons. Cost: 900 gold. DC: 70. Reward: Influence Interludes

[] Improve the Wardens: The Wolfsguard do not quite have the strength or heavy equipment of the Winterfell Guard. Adding a small force of heavily trained and well armored men to their ranks would be a substantial force multiplier. It might be a bit upsetting to some of your vassals however – creating such a force implies that you think they will need them, and not everyone knows about your plans for the Ironborn. Time: 1 season. Cost: 800 gold, vassal approval, medium upkeep increase. DC: 40. Reward: Force roughly equivalent to Winterfell Guard added to the Wardens

[] Expand the Guard: Alternately, you could directly expand the Winterfell Guard. Increasing their size will upset your vassals less, since the cost will be borne entirely by you, and having the entire under your direct command is a comfort as well. If you increase the size of the guard anymore after this, you will likely need to build new barracks for them though. Time: 1 season. Cost: 800 gold, chance of vassal approval, high upkeep increase. DC: 45. Reward: Winterfell Guard increased in size.

[] Review Levies: It has been some time since Brandon had the opportunity to ride your immediate lands and make sure that the levies are in order and ready to come when called, and he has never done so for the newly expanded Wintertown. Have him take a few guards and make sure the sergeants are doing their jobs and that there aren't any villages or hamlets slacking on the number they will send. Time: 2 season. Cost: 250 gold. DC: 40. Reward: Levy readiness improved, ??

[] Train the Scouts: Brandon and the Ghost-folk are incredibly stealthy. It seems likely that this has something to do with those cloaks you see sometimes, but it's also at least partly mundane skill. Have them show this to your Scouts and make them even stealthier. Time: 1 season. Cost: 150 gold. DC: 55. Reward: Winterfell Scouts better trained, more recruits.

[] Gifted Warriors: There are nearly a thousand wargs in Wintertown, and more scattered about your lands. There are a few hundred men and women blessed with incredible strength, albeit not to the level of the Mormont berserkers. There are people who can heal with a touch, people who can steal the courage of their foes with a song…the blessings of the Old Gods are many and mighty. Brandon intends to organize some of the Gifted into a force to be reckoned with upon the battlefield, or possibly in the more strategic sense. He has filled papers with possible uses for wargs alone – everything from delivering messages to using armored bulls as living battering rams. Time: 3 seasons. Cost: 600 gold, upkeep. DC: 55. Reward: Some sort of Gifted force attached to Winterfell guard. Type will be determined by dice rolls.

[] Fortify the Rivers: Brandon is determined to make the entire western coast of the North completely impenetrable to Ironborn attacks. To this end he has proposed making defenses similar to those on the Fever River on the Rillwater, the Barrow River, and the Redwater, establishing artificial reefs, chains, and towers to make a formidable barrier to any hostile fleet. Barrowton has been sacked when the Ironborn were at their height, as has Torrhen's Square. Proper fortifications may not be completely impenetrable to attack, but they will make the price far higher than even the boldest reaver will want to pay. Time: 3 seasons. Cost: 2500 gold.

Diplomacy: Jeyne has regained her warmth, especially when Edwyle or Eddard helps them. Of late, she alternates between one of the newer septwoods and the sept itself. (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: 50 gold. DC: 30. Reward: Vassal relations boosted, aware of problems

[] Throw a Feast: Ordinarily, you would not throw a feast this close to winter, but given the state of the stores you are willing. It will be grander than normal, serving as an enormous statement of your power and wealth, and it will make a very solid impression on your vassals and allow you an opportunity to politick and persuade and make a few subtle deals on one matter or another. Time: 1 season. Cost: 1750 gold, Surplus goes down one level. DC: 25. Reward: 2d6 Influence, chance of increased vassal opinion

[] Play Nice: Write some letters, send a gift or two, make some minor arrangements and deals with some of your vassals. The political game is not one most would associate with Northmen, but it is played, even if it very different than it is south of the Neck. Time: 1 season. Cost: 300 gold. DC: 55. Reward: 1d4-1 Influence, small chance of increased vassal opinion

[] Show Favor(House): There are many ways for a king to show his favor to his bannermen. Positions can be given, tithes restructured, minor aid offered. And of course, there are always gifts – a horse from the royal stables or a Winterfell hound would be highly prized even by the greatest houses of the North. Even simple praise would see some hold their heads higher and answer your call prompter. If you have need of a particular House's aid, showing your favor to them may make persuading them far easier, especially if you are not blatantly obvious about your reasons for doing so. If you are extremely skillful in showing your favor, you may even inspire others to strive higher in hopes of earning similar rewards. Time: 1 season. Cost: 100 gold, 1 Influence. DC: 25/50/75. Reward: House opinion boost, 1d2-1 Influence/Large house opinion boost , 1d2+1 Influence/Large house opinion boost, general vassal opinion boost, 1d4+1 Influence.

[] Matters of Trade: Some of the other peoples of the world are amenable to trading with you at least. Northern steel and wool cross the Narrow Sea and travels southward, and food and salt and fine goods from Essos and Westeros come north. House Manderly has grown fat off this trade and your coffers benefit as well. Formalizing your relationships with your trading partners and ensuring dockyard inspectors are not being…problematic will strengthen the flow, although you suspect for the moment value is leaving the north rather than coming to it – wool returns as cloth and fine tapestries, timber as furniture. Only steel and silver and copper and gold arrive in a form less valuable then they leave. Time: 2 seasons. Cost: 200 gold. DC: 40/80. Reward: Formalized, normalized trade agreements. Increase to trade/ Favorable trade agreements. Substantial increase to trade. Locked 1 Season

[] Speak to Pyrite: The Rite in the Vale is something of a concern, as is the sudden presence of beastmen and House Upcliff. While your relationship with the Vale is generally fairly good, it is not good enough to get the sort of information you need by going through Queen Sharra, so you must speak to Pyrite, who is still loyal to you in many ways. Even though he has been reluctant to broach many of these subjects in detail, if you ask he will surely tell you, right? Time: 1 season. Cost: 20 gold. DC: 75. Reward: Partial information about the Vale ritual, Lord Upcliff, and the beastmen.

[] Speak to the Sept: The Snowy Sept has no real influence or power in the North, but they could be useful in gaining leverage with southern houses and kingdoms. Perhaps if the High Septon spoke in your favor, it might even make King Lorren decided to be reasonable. Similarly, there could be information in the Snowy Sept about what exactly is happening in Oldtown. Have Septon Willem, the ambitious septon you have heard about, attend you to speak on his ambitions and the situation in the Starry Sept. Perhaps you could even offer him some support. Time: 1 season. Cost: 25 gold. DC: 15. Reward: Information on Septon Willem and the Starry Sept.



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. Lately, Alen Locksely has been taking on more of his work in Wintertown and Eddard has been helping the aging steward with his work. (Choose 0)

[] 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: 500 gold. DC: 40. Reward: Better (but not good) roads around Winterfell.

[] Cattle Ranching: There are lots of cows now on your land. There's lots of land without any people. Put the two together to begin expanding your cattle herds and selling the meat and leather and milk. Time: 2 seasons. Cost: 200 gold. DC: 30. Reward: New options unlocked, increase to trade.

[] From Wool To Yarn: You have arranged for a sheep farming business that is doing well enough, but you want to improve it. Selling yarn is much more valuable than selling raw wool. Hire some more workers and have them scour and card the raw wool and make it into yarn to sell. Time: 2 seasons. Cost: 300 gold. DC: 55. Reward: Increase to trade.

[] Setting Standards: You have designed your standard weight and measure system and found semi-logical reasons for them. Now comes the difficult part: getting others to use them. While everyone can see the benefit, deciding who needs to change tends to be troublesome. Fortunately, you are the king and can simply order people to use your system, although that's only really practical in Wintertown thanks to the Snowcloaks and your civil service being so efficient. Arrange a meeting with the not-quite guildmasters and the head of the smith's guild, give your orders to the King's Men in Wintertown who run the bureaucracy, and have the standard system spread across Wintertown and some of the immediate neighborhood. Time: 2 seasons. Cost: 300 gold. DC: 55. Reward: Standard weights and measures system used in Wintertown and surrounding areas. Note: may cause temporary issues with 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: 70. 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: 400 gold. DC: 30. 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. Having the carpenter's guild will certainly accelerate the process, and the civil service attracts some as well. But if you want to rival Barrowton or White Harbor or the great cities of the south, you will need to do more. Time: 1 season. Cost: 300 gold. DC: Special. Reward: Increase to trade, increased chance of guilds forming, chance of new 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: 800 gold. DC: 25. Reward: Wintertown gets good walls.

[] New Farm Tools: Begin paying artisans to create seed drills, and arrange for them to be used by some of the farmers around Wintertown. Given the season, they probably won't see much use, and you don't have the industry to make very many, but it will be a start. Time: 1 season. Cost: 750 gold. DC: 40. Reward: Small increase to farming income, will increase in later turns. Small increase to food surplus.

[] Establish Shipyards (Location): Before building a fleet, you need to establish the groundwork. Barrowton has docks, but they are not particularly large. All Bear Island has are a few piers for fishing boats, and the same is true for Torrhen's Lake. White Harbor is really the only place in the North with the facilities to construct large ships. It's time to change that. Begin constructing docks, gathering timber and rope and tar, and establishing all the things you will need to build and service a powerful fleet. Time: 2 seasons. Cost: 750 gold. DC: 50. Reward: Cost reduction for shipbuilding, improved results and chance of success for shipbuilding actions, possible increase to trade.

[] Improve Roads (Advanced): Use the concrete and hard labor to build Roman roads all around Winterfell and Wintertown, greatly facilitating trade and increasing the speed of travel all throughout your domain. Costly, but certainly worth it. Time: 5 seasons. Cost: 1700 gold, upkeep. DC: 50. Reward: Really good roads all through your lands, increase to trade.

[] More Logging Camps: When logging camps were first set up, nearly a dozen sites were surveyed, but only a few were selected in the end. There simply wasn't enough gold to build all the shelters and purchase all the tools needed. Fortunately, this means that with some more gold more logging camps can be established in very little time. Really, the only preparation required will be building shelters and then the woodsmen can get to cutting trees and sending them back to Wintertown. Time: 1 season. Cost: 300 gold. DC: 25. Reward: One-time income, increase to logging income, increase to trade.

[] Water and Steel: Construct waterwheels by the Royal Forges, and link them to enormous hammers, allowing the metal to be beaten with greater force and more regularity than is humanly possible. Most likely the main use will be for helping to process ore for the smelters and for producing more wrought iron. It will not revolutionize smithing, but it will make iron cheaper and increase the amount of good quality metal in the North, and neither is a bad thing. Time: 2 seasons. Cost: 200 gold. DC: 30. Reward: Increase to trade income, increase to farming income. Locked 1 season

[] Fruit Trees: There are some scattered apple trees in the Wolfswood and some chestnut trees just outside Winterfell. There are probably other fruit trees as well in the North. Begin growing them to help provide food for some of the poorer families and trade goods for the richer. Perhaps you could seek the aid of the Green Men in ensuring that the trees grow swiftly and healthily too. You know they have a ritual for it, and such deeds seem to be part of their duties, according to the Green Book. Time: 2 seasons. Cost: 100 gold. DC: 45. Reward: More fruit trees, small increase to food supply, small increase to trade.

[] Building on Gifts: Many Gifts are useful for construction. While some might claim it blasphemy to use the blessings of the Old Gods for something so mundane, you think that improving the lives of your subjects is hardly mundane. Shapers would be the most useful for this…hire some from across the North to assists you in building projects. Hopefully, stone shapers can work with concrete, it would be less useful otherwise. Time: 2 seasons. Cost: 300 gold. DC: 50. Reward: Decreased cost for building projects. Locked 1 season

[] Purchase Food: Food is going to become scarcer and scarcer in the North, although you feel comfortable with how much you have at the moment - it's twice as much as you had last winter. Still, the Reach will have more, and Dorne, and the Vale, and the Stormlands. Send them gold and timber and steel and they will send you food to help fill your granaries. Much of the wealth of White Harbor and Barrowton was built off this sort of trade. Time: 1 season. Cost: 1000 gold. DC: 20. Reward: Food supply increases.

[] Expand the Schools: You've a school in Winterfell which serves a few dozen children and less than twenty adults as a part-time duty for one or two of the acolytes. Buy a small building in Wintertown, give those acolytes the full-time duty of teaching people to read and write, give an incentive or two for people to learn and then join up with the civil service, and you expect to have classes much larger. Hopefully at least a few of the graduates will fill in the gaps in your civil service. Time: 2 seasons. Cost: 1000 gold, upkeep, Citadel attention. DC: 45. Reward: Increased literacy, support for civil service, Citadel attention.

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, but he's heartened by word from Archmaester Wyllym. Eddard and Edwyle have mostly stopped attending his lessons, but they visit the library often. (Choose 0)

[] Copy Books: Create some copies of books for the Citadel. They will pay you a good price for it, but they will also be trying to figure out how you do it, and saying yes risks your monopoly. Saying no will get their attention as well though. Time: 1 season. Cost: 25 gold. DC: 35. Reward: Increased attention from the Citadel, one-time income.

[] What about Wind?: Water can be harnessed in a variety of ways, but the wind has power too. Could it be harnessed to spin millstones or saw trees into usable lumber? It will be a difficult process, but between a couple theories discussed in some of the newly copies books and the aid of the acolytes, Maester Brynden thinks he has good odds of developing something useful. Time: 3 seasons. Cost: 600 gold. DC: 60. Reward: Windmills. New actions unlocked. Locked 1 season

[] Improving Rivers: Not all rivers are suitable to place waterwheels on. Some don't have the necessary current to drive a wheel, some don't have a steep enough drop, some are simply to narrow. There are beasts which can shape the water to their needs – most prominently beavers, which are admittedly rare through much of the North. But if they can do it, surely men can as well? Time: 3 seasons. Cost: 600 gold. DC: 65. Reward: Dams, weirs, and mill ponds. New actions unlocked.

[] Valyrian Steel Link: Have Archmaester Wyllym send you some trustworthy acolytes with a Valyrian steel link or two to help make sense of all these new magics and study some of the examples of more hostile magic such as the skin you found on the sea. Time: 1 season. Cost: 300 gold. DC: 70. Reward: New actions unlocked, bonus to some Piety and Learning actions, further attention from Citadel.

[] Search for Prophecies: Greensight allows for men to see glimpses of the future, even if they are strange visions that are notoriously difficult to interpret. Many of the books in the library were not fully read through, just studied enough to organize the library somewhat, so it's entirely possible prophecies could have been written down in some of the older books and then copied into the newer ones. Searching through every book would take some time, but a real prophecy would be an invaluable aid in dealing with the dragonlords. Time: 3 seasons. Cost: 25 gold. DC: 30/60/90. Reward: Prophecy found. Locked 2 seasons.

[] Hire Acolytes: The Citadel is the ordinary source kings turn to when there are more tasks that require literacy than there are literate people in the kingdom. You are reasonably certain you are not an ordinary king, and you remember that the Citadel is not always trustworthy, but there is no sense in not taking advantage of such a resource. Ask for the assistance of a few more acolytes and use them to assist your civil service while the school at Winterfell keeps teaching people. Time: 1 season. Cost: 500 gold, Citadel attention. DC: 35. Reward: Citadel attention, support for civil service.

[] Copper on Ships: You have described the way to attach copper to ships so that it doesn't fall off, but the details are somewhat vague. You know it has something to do with the nails…fortunately its simple enough to dump some salt in water and set something up to test a few possible methods. Maybe it's the material the nails are made of? Maester Brynden will try some different materials and report back on what seems to work. And then he will test it on a small boat to make sure it works. Time: 2 seasons. Cost: 350 gold. DC: 45. Reward: New action unlocked.

Piety: Frost is extremely strange. Which makes sense since he is a Child of the Forest. Now that you think about it, that was rather obvious. He seems haunted by the prophecy he has shared with you. Edwyle has been helping him sometimes, although not too much. He does not wish to become a Green Man if it means giving up being a lord. (Choose 2)

[] More Field Rites: A few new (or old) rituals have been (re-)discovered and are being taught to those who are capable. In time you will see your fields growing more fertile, and weirwoods growing from saplings to mighty trees ready to be carved in a matter of weeks. You suspect there is more to be learned though. Time: 4 seasons. Cost: 100 gold. DC: 70. Reward: New magic unlocked.

[] More Rites of War: The gifts of the Old Gods are potent in war, granting you the power to make your armies seem far vaster than they are and create lethal arrows potentially deadly enough to slay even a full-grown war dragon…although you pray you never have to test that. But threats and foes abound in Westeros, not to mention whatever horrors lurk in Essos or beyond the Sunset Sea. In bleaker moments, you consider the possibility of Brandon the Shipwright leading a fleet of ghost ships under the command of some insane warlock, but then you remind yourself to dismiss the tales of Old Jenny. She does love her horror stories. The point remains: any advantage you can gain is an important one. Time: 4 seasons. Cost: 100 gold. DC: 70. 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

[] The Red Gift: In the blood of the Red Kings there is power, power which lies closest to the surface in all the old bloodlines except for yours. Mighty and terrible were the Red Kings of the Age of Heroes, able to take on the skill and aspect of whatever skin they wore. Allow Frost to try and reawaken these powers in Cregan Bolton. Time: 1 season. Cost: 125 gold. DC: 55. Reward: The Red Gift reawakens in Cregan Bolton.

[] The Gift of Might: The Umbers were kings once as well, and their blood is ancient as the Bolton's. It is said that the hill that Last Hearth rests on was lifted up and thrown to its current location by one of their many powerful warlords in a fit of rage. Send Frost north to awaken these powers in Lord Umber and his sons. Time: 2 seasons. Cost: 200 gold. DC: 55. Reward: The Giant's Strength reawakens in Lord Umber and his sons.

[] Blood of the Bear: House Mormont were never kings, and they have been conquered many times. Umber blood runs in their veins, as does the salty blood of Ironborn. Nevertheless, they have their own gift. Some could call bears to their side, some could become them. Have Frost try and awaken this in Lyanna Mormont. Time: 1 season. Cost: 150 gold. DC: 55. Reward: The Gift of the Bear-kin reawakens in Lyanna Mormont.

[] The Barrow Seeking: Whatever Frost has learned from his consultations has filled him with a thirst for more knowledge. He wants to examine the runes in Winterfell, he wants to visit Oldstones and Runestone and Storm's Ends and Casterly Rock…but most of all he urgently wants to enter the Great Barrow, and he wants you to accompany him. Time: 2 seasons. Cost: 150 gold. DC: Special. Reward: Interludes, ??

[] Strange Magics: Frost has heard reports of strange and dangerous magic in the Westerlands and on the sea, not to mention whatever is going on in Harrenhal and the Riverlands in general. And of course, there is the ritual in the Vale, although that is probably far less hostile than the other examples. He does not know them, or how to counter them, and so he intends to retreat to Castle Green for a time to contemplate what they could be and visit the sea to try and make his own judgment on this skin as well. You have your suspicions, which you have shared, but unless you examine it again you will not be able to confirm them. And you need more skill for that…Time: 3 seasons. Cost: 50 gold. DC: 60. Reward: Information about the Beasts of the Westerlands and the skin on the ocean.

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. He's actually rather terrifying, especially with Janna and the Huntsmen helping him with the more physical side of things. You are fairly certain he is giving Eddard lessons. (Choose 0)

[] 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 Snow get to work. Time: 2 seasons. Cost: 100 gold. DC: Varies. Reward: Rumor mill for chosen location. Locked 1 Season.

[] Deeper Rivers Part 3: Every time you hear new information about the Ironborn in the Riverlands, it's something disturbing. Still, you need to get as much advanced warning as possible. There's almost nothing left for Snow to try and co-opt, but he can try and solidify his network at least a little. Time: 3 seasons. Cost: 800 gold. DC: 85. Reward: Advanced Spy Network (The Riverlands).

[] In the West, Part 3: You are almost as reluctant to send people to the Westerlands as you are to the Riverlands, but you want word if King Lorren starts planning a crusade or something equally significant happens. You have men in enough places to have a fair warning of anything like that, but you will want more, especially if you are planning to use the Huntsmen in any significant capacity. Establishing safe houses for them would be extremely important. Time: 3 seasons. Cost: 900 gold. DC: 90. Reward: Advanced Spy Network (The Westerlands)

[] Harrenhal: The network in Harrenhal has been devastated by Harren's sudden assault on it and by the sheer slaughter he has wreaked in and around his accursed castle. Some say even the very stones are whispering to him, identifying traitors, and that blood drips from the walls instead of dew. You are uncertain just how true that is…but you need to find out. Having advanced warning of anything he is planning could mean the difference between victory and defeat. Fortunately, you have some fairly expendable agents to send south. The Hunters are best at killing, but some could handle spying. Especially since the castle is half empty, meaning they have plenty of space to hide. Time: 2 seasons. Cost: 200 gold. DC: 70. Reward: Get another spy in Harrenhal, information.

[] Kill Someone (Target): Name your target and spend the necessary amount on supplies, and give both to Janna. They will die, although it's unlikely to be subtle. And if they are caught, there will be retaliation. Best be careful. Time: Varies. Cost: Varies: DC: Varies. Reward: A corpse. Please @ me when you use this action so I can give you the numbers.

[] What's going on in Essos?: You have been hearing reports from Essos every so often, but nothing credible. Have Snow collect rumors and sailor's tales and try and spin them together into something coherent and at least a little accurate, although it will be vague as well. Time: 1 season. Cost: 25 gold. DC: 58. Reward: Mostly accurate but very general description of what's going on in Essos.

[] Deceptive Attack: Instead of using the Hunters to assassinate a specific lord or king, you will have them unleash havoc near the Golden Tooth, trying to make it look like Harren's reavers are the ones responsible. Bandits will be given gold to attack farms and caravans, villages will be slaughtered, and scraps of black cloth will be left behind. Attempts will be made at suggesting it was the Ironborn through other methods, such as shouting about the Drowned God and making sure there are survivors. Time: 2 seasons. Cost: 100 gold. DC: 75. Reward: Loren grows more hostile to Ironborn.

[] Spy on Pyrite: Snow is reluctant to do this, for personal reasons and professional ones. Pyrite is the one who taught him everything he knows and they still keep up a friendly correspondence when they exchange information. And almost every man you have in the Vale passes his information through Pyrite, including the ones who watch the watchers. Getting someone new without his notice will be extremely difficult. But you need the information he is keeping from you and you can't trust that he will just give it to you. Time: 2 seasons. Cost: 150 gold, possibly the relationship with Pyrite. DC: 80. Reward: Everything Pyrite knows on the Rite, the beastmen, and Lord Upcliff.

[] Make a Prophecy (Topic): Why find a prophecy when you can just take some parchment, stain it so it looks old, and then write down whatever nonsense you want? Whether to persuade the dragonlords to go to Essos or to suggest that they should tread carefully around the direwolf, make up a prophecy and pass it off as the real thing to Aegon and his sisters, hopefully convincing them that whatever you wrote is real. Or at least that you were fooled by the "prophecy" too. Fortunately, given the way Rhaenys talked, it shouldn't take too much to persuade her of its veracity. She seemed quite obsessed with them. Time: 2 season. Cost: 100 gold. DC: 65. Reward: Fake prophecy about chosen topic. Locked 1 Season.

[] Scouting the Sept: The Snowy Sept has no real influence or power in the North, but they could be useful in gaining leverage with southern houses and kingdoms. Perhaps if the High Septon spoke in your favor, it might even make King Lorren decided to be reasonable. Similarly, there could be information in the Snowy Sept about what exactly is happening in Oldtown. Have your men inside the Snowy Sept gather what information they can find on both Septon Willem and the situation in the Starry Sept and report to you. Time: 1 season. Cost: 25 gold. DC: 15. Reward: Information on Septon Willem and the Starry Sept.

Personal: There's always plenty to do when it comes to being a king. Even outside of your official duties, you can make decrees and issue commands. Of course, you can also spend time with your family, help an advisor, or try and explain some of your knowledge to your advisors. (Choose 1)

[] Uplift ____: You recall an invention or system, and try to figure out how it worked well enough that someone else can make it a reality. Time: 1 season. Cost: 0. DC: Varies. Reward: New action unlocked

[] 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: There are very few things you can't do when it comes to warging. There is one challenge you have left to face. It will not be easy, you can be certain of that, even though it is a simple progression of your splitting yourself between your direwolf and yourself. You will split yourself between multiple animals at once. Time: 1 season. Cost: 0. DC: 85. Reward: You get more skilled at warging.

[] Beast Bonding: Go riding in the Wolfswood and find a worthy beast to bond with. You aren't entirely certain what the side effects would be. Time: 1 season. Cost: 0. DC: Special. Reward: You get some sort of beast bond, possible side effects.

[] The God's Eyes: While you can open the God's Eyes more or less at will now, it can be difficult to keep them open, especially in places full of magic like Winterfell. You also suspect you are missing a great deal of nuance when you look at people or more complicated items like your crown, which just looks like plain metal. Or that skin, which makes you shudder whenever you think of it. Further practice could also extend how long you can use this gift. Time: 1 season. Cost: 0. DC: 70. Reward: Greater control and skill with the God's Eyes, more information about the skin.

[] 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: Your sons are less than pleased with each other and with you. Your wife is unhappy with you, and you suspect her tolerance of magic is being tested, especially when you can sometimes see her emotions. Try to mend fences, reconcile your sons, and reassure your wife. Bend all your diplomatic skills to doing so. Time: 1 season. Cost: 0. DC: 40. Reward: You feel better, your family feels better.

[] Train Your Children (Stat): You have been making your sons go to lessons like green boys. Now it is time to teach them like men. Have them learn by shadowing you, by leading their own projects, and by discussion. You'll probably rely a lot on history for those discussions, ones you remember having with your own father as he taught you the arts of persuasion and deception. You will have to decide what to focus on teaching your sons of course. Time: 3 seasons. Cost: 0. DC: 55. Reward: Eddard's and Edwyle's stats improve, chance of trait, chance of your stats improving. Locked 1 Season.

Economy:



Treasury: 4055 gold

Income: 1105 gold (taxes) + 1250 gold (trade) + 350 gold (farming) + 100 gold (fur) + 25 gold (wool) + 420 gold (mines) + 100 gold (paper) + 50 gold (logging)

Expenditures: -20 gold (signal towers), -10 gold (stables), -10 gold (scouts), - 75 gold (various tariff/tax reductions for houses), -15 gold (Snowcloaks), -500 gold(Kingly things), - 10 gold (civil service), - 25 gold (Wardens)

Net Income: 3255 gold

Food Supply: High- surplus



Attitudes and Power Blocs

State of the Realm
 
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