-Issue Command (Barrow Houses): Establish Shipyards (Barrowtown). Resources provided: 700 Gold, permission to use establish a concrete factory, instructions on how to make and use concrete, along with some of the concrete already produced in our factory, and workers from our concrete factory to train and aid the Dustin effort. DC: 50.
--1d100+18 = 39. Work begins on the shipyard you ordered, but it is clear from the reports that this is a secondary priority to House Dustin as they focus on building the concrete factory. There is some logic to their priorities – it will be easier to build the shipyard with a good source of concrete on-hand and they are using it to fortify the Barrow River – but they are still disobeying a command from their king. Not reprimanding them for this may make you look weak…Concrete factory mostly complete, minimal progress on shipyard due to House Dustin mostly ignoring your orders.
-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, a member of the Septwood faith (militant riverlander)
--1d100+20 = 77. The Green Men, in contrast to House Dustin, are willing and even enthusiastic to obey your command. Speaker Anders of the Mossrock Grove, the most militant branch of the Septwood Faith currently in existence (they tend to come and go, you have noticed, except for a few) is not happy about traveling to the Stormlands during winter, but he is fully aware that the only reason his faith exists is you permitted it to do so, defending it against the more regular Faith, so he obeys as well. They find a captain willing to take them and the next you hear is a raven from Tarth, where they landed and were met by an odd sort of Green Man. The Stormlands have a Green Man equivalent, their faith focuses on the Storm Father, the Earth Mother, and the remembrance of the Ferryman. Weirwoods are grown in their shrines to help keep the peace with followers of the Old Gods. More information to come next turn.
--Establish Shipyards (Bear Island): Bear Island has a shipyard now. Stout wooden docks resting on pilings of stones jut out into Bear Bay, where a half-dozen galleys are anchored, sheltered from the weather. With them are twelve cogs to transport additional warriors in war or to sell fur and fish and timber at Barrowton or Oldtown. The bare skeleton of several additional galleys lie in carefully dug out coves to keep them protected, but they have not been fully completed yet due to a lack of people to crew the vessels. Shipyard built at Bear Island, fleet completed.
Military:
-Gifted Warriors: 1d100+23 = 41. Brandon was very eager when you gave him permission to recruit a group similar to the Sea's Eyes of White Harbor, and he decided to start off by speaking to their First Watcher about how they were recruited. Unfortunately, on the way back from White Harbor a blizzard struck unexpectedly, getting him lost. Somehow in the confusion the pouch of coin you gave him for recruitment vanished. There will be some lucky smallfolk when the snow melts, you suppose. And maybe you will get it back in taxes? Failure
-Build a Fleet (Torrhen's Square): The flagship, a double-decked galley named the Queen Jeyne, is the first ship launched onto the waters of Torrhen's Lake, its prow carved into the shape of a creature resembling a fierce combination of a great wolf and a mermaid. You notice a pair of iron chains clamped in its jaws. Behind it come another eleven galleys, smaller but no less sleek and just as well made. Waddling behind them, far less graceful but no less important are several cogs that will help transport the majority of your warriors to the Iron Islands when the time is right. Master Tallhart is effusively grateful for your assistance in building this fleet and the harbor they shelter in, which he plans to use to help defend his shores against raiders. His allies are similarly enthusiastic. Fleet completed.
Diplomacy:
-Speak to Kings (Sealord of Braavos): 1d100+20+ 10 (Hatred of Slavery) = 89. The Sealord of Braavos isn't quite a king, which is one of the reasons you like him. The famous First Law of Braavos is another. The Arsenal of Braavos (which doesn't really seem to exist yet), the famous canals, and the Iron Bank are all reasons to want to strengthen your ties with the Secret City. Fortunately, the Secret City is happy to strengthen ties with you. The Braavosi despise slavery just as much as any Northman does, the new opportunities for trade will fill many of their coffers, and they may desire the services of some of your Green Men, for strange beings have been spotted in their swamps which resemble the legendary woods dwellers of the Ifeqeveron. Aside from trade and coin, they also speak of some of the happenings in Essos- swarms of stone men under the command of cursed princes, sweeping hordes of Dothraki granted unnatural strength and horses swifter than the wind, priests of the Red God calling down fire and choking their foes with ash, and many stranger things besides. But Braavos has remained relatively protected from such things by both its geography and a great many mysterious deaths. Contact made with Braavos.
-Matters of Trade: 1d100+20 = 77. You hear the first reports trickle in from distant ports that all is ready soon after your representatives arriving, introducing themselves to the local monarchs and then setting themselves up in various ports to ensure the smoothing of trade between your various kingdoms. At a sudden request from Aegon, you even send one such representative to Dragonstone…it would not do to offend him, considering you are uncertain how you will handle his conquest. +200 gold from trade, closer relationships with the Vale and Stormlands. House Targaryen is also interested in closer ties with other kingdoms.
Stewardship:
-Other Artisans: 1d100+18 = 45. You have a smith's guild, possibly the largest one in Westeros, certainly the largest one in the North thanks to your forge complex. You have a small but growing carpenter's guild. So far, your efforts at attracting more artisans have mostly gathered more of those two professions, but as luck would have it, several brewers came into town, catering to the increased demand thanks to there being more people during winter. They might not stay, but if they do they will form a guild almost certainly. +50 gold from trade, chance of Brewer's Guild
-Building on Gifts: Wargs and shapers are obviously useful in building, but it takes surprisingly long to realize the benefits of those blessed with strength. It takes even longer to realize that those with the blessing of song wit can sing to help improve the skill and speed of labor. Unfortunately, that gift is extremely rare, but you will keep an eye out for it as the Gifted begin to help labor, building new houses and gathering more wood for fires to heat them. Reduced action cost.
-Water and Steel: The clamor of hammer on metals is louder than ever as waterwheels, spun by the might of the rivers, turn, a system of gears raising and lowering a hammer to bring it down with immense force as a rate steadier than any but the most skilled smiths could match. Better quality iron tools and weapons are being produced for cheaper than ever, and everyone in Wintertown benefits. Farmers buy them for use, traders buy them by the dozen to sell elsewhere, and a fraction of all that gold goes into your coffers. +25 gold (farming), +50 gold (trade)
Learning:
-What about Wind?: A first windmill is built under Maester Brynden's careful supervision, rising high above the walls of Winterfell on slender wooden legs, the axle linked to a cam linked to a shaft linked to millstones, grinding what little grain is produced into flour without requiring others to turn them. It saves some time and effort, if not much coin. New actions unlocked
-Search for Prophecies: He has begun his translation, searching through old book after old book, trying to find out everything he could about the strange language the prophecy was written in. With a snarl, he informs you that it seems to be in some sort of cipher as well as being in an unfamiliar dialect of the Old Tongue. Locked 1 season.
Piety:
-The Barrow Seeking: 1d100+25 = 70. Frost has borrowed a map of Westeros and placed it on the floor of one of the lesser-used storage rooms. On it, he marks every location with magical significance. The Wall, of course, and Winterfell are colored gray, as is Storm's End and Runestone and the Hightower. Other places like Casterly Rock are given different colors – Dragonstone is bright red – and there are several places about the North marked in green. But above the First Barrow, there is only a question mark. "I must try and learn more," Frost tells you. "There are stories of the curse of the First King, and I fear those stories have truth to them. If so, the curse must be broken." Locked 1 Season.
-Strange Magics: 1d100+25+20+10 = 133. 1d100+33 = 89. Magic is clearly a potent force, one strong enough to break a kingdom…or to save one. While you and Frost understand the magic of the Old Gods well enough, there are many other sources of power whose magic functions differently. You will need to gain more knowledge of it if you wish to successfully defeat the Ironborn or the Lannisters, not to mention the Targaryens, or whatever other terrible things could be out there. The Others will come to bring frozen death to the world, perhaps the beastmen have their own foul spells…whatever comes, you will find the tools to defeat it. And Frost is determined to help you, retreating to Castle Green to commune with the Old Gods and find knowledge of distant times and strange magic. Locked 1 season.
Intrigue:
-Further Afield (The Reach): Now that you have some agents in place, several of the stories you have heard are clarified. The fey have run rampant in the Reach, some kindly and others much less so. The North was spared this onslaught thanks to the strength of the Old Gods and old pacts still maintained by the Green Men, but the Reach actively scorned and rejected such protection and has paid a heavy price for it. A prince has been trapped in enchanted slumber, many towns have danced themselves to death, House Hightower is besieged by all manner of fey, and many have amused themselves by slaughtering and savaging the Faithful in the Starry Sept, which despite its sanctity provided no protection. Frost is quite happy to tell you the reason. Rumor Mill (The Reach)
-Make a Prophecy (The Wolf and the Dragon*): Eventually you do use the glass candle, wincing as the blood runs down it, watching in amazement as the light glows in its core, turning bright red then seeming to expand into three inhumanly beautiful faces. The dragonlords look down at you and share a prophecy of their own, apparently, the last one of Daenys the Dreamer: that a time must come when all the kingdoms kneel to one ruler or eternal Night shall rule in the end. They thank you for sharing your knowledge so willingly and promise to remember your aid. It's slightly terrifying for you. Rhaenys seemed almost puppy-like in how she trusted you and in her enthusiastic kindness, although she was certainly no fool. Aegon carried himself with almost insulting confidence. But Visenya's eyes seemed to flay you and search for your every secret. Just remembering the intensity of her gaze makes you pale. House Targaryen has a prophecy about needing to unite Westeros to stand against the Long Night. In light of your prophecy, they intend to gain control through subtler means than outright conquest.
Personal:
-The God's Eyes: 1d100+20 = 31. Ow. Your head. Your aching head. Failure
-Train Your Children (Diplomacy): They continue these roleplays, enjoying them even as they learn more about people. More books are gathered so that they can learn about people from distant lands to try and pretend to be one, although you do caution both of them that the books likely do not provide a picture even remotely close to accurate like those people mentioned who supposedly castrate 99 men out of every hundred. They keep your words in mind, although a few of their friends who have begun joining in are less careful. Locked 1 season, chance of traits improved.
I am going to be revising the Issue Command system I think.