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

Since the Septs quest is the most long term of any I think we can take a more long term approach. If we have a good connection with the Most Devout, and can get Northmen into positions of influence in the Starry Sept (most likely by brokering a deal with the Green Men to tell them how to pacify the fay in their lands) then we can move on to allowing some more interaction. First by having Warrior Son's be drawn from northmen allowed to do more (since they are less likely to make cultural mistakes) and possibly by having Warrior Sons escorted around by a Horned Man while in the North. Basically a guide to make sure they don't something stupid like attack one of our smallfolk for blasphemy.

These are all some of the reasons I think we need to take the Intrigue option on the Sept and not just the diplomacy action this turn. I'd like to have more information to make sure that everything we are told by the septons is the actual situation, and not a rose colored one.




Another reason to establish contact with the Reach instead of Polite Punishment.
We can do that next round, though. And Polite Punishment is important, both for the rewards and the message in it. I also want more information from the Reach (likewise with Dorne) before we actually start talking, as going that route would have saved us some headache with the Westerlands rather than the "diplomatic contact then intrigue" decision we made.
 
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I am not inclined to do the Sept's quest at all. We specifically made it so that only the Poor Fellows can do that during the last conclave and I don't want a bunch of armed religious zealots running around our lands. They can stay in White Harbour and die.
 
[X] Plan: Diplomacy and Learning

Right changing my vote due to wanting a better numbering and measurement system.
 
Right changing my vote due to wanting a better numbering and measurement system.
The problem with that is the serious and sustained impact that will have on trade for several rounds. We need the income right now more than we need a metric system. Let's disrupt the system when we can sustain a hit to it, not before.
I am not inclined to do the Sept's quest at all. We specifically made it so that only the Poor Fellows can do that during the last conclave and I don't want a bunch of armed religious zealots running around our lands. They can stay in White Harbour and die.
Well, that's why I'm asking about a Green Men/Horned Men compromise measure. I agree with you wholeheartedly about the FM and am not especially inclined towards the Faith in general. But if we can sort of make an end-run around their Inquisition types, I don't see the harm in letting the septons wander the countryside in the relative safety of Green/Horned Men company.
 
The problem with that is the serious and sustained impact that will have on trade for several rounds. We need the income right now more than we need a metric system. Let's disrupt the system when we can sustain a hit to it, not before.

It is also winter, a time were a lot of people are stuck at home, or locked in their castles. This is a great time to take a trade hit due to a great amount of trade beaing halted. In the spring and summer months it would be a heck of a lot harder to eat the trade debuff form the new system then it would be in winter.
 
Well, that's why I'm asking about a Green Men/Horned Men compromise measure. I agree with you wholeheartedly about the FM and am not especially inclined towards the Faith in general. But if we can sort of make an end-run around their Inquisition types, I don't see the harm in letting the septons wander the countryside in the relative safety of Green/Horned Men company.

I can work with that compromise. I just don't want a potentially hostile holy order running around in our lands
 
It is also winter, a time were a lot of people are stuck at home, or locked in their castles. This is a great time to take a trade hit due to a great amount of trade beaing halted. In the spring and summer months it would be a heck of a lot harder to eat the trade debuff form the new system then it would be in winter.
In a vacuum, yes. In a situation where we are just barely making it at a season-to-season income with major tasks on our horizon?

We need the cash more than we need the standardising. It'll keep.
I can work with that compromise. I just don't want a potentially hostile holy order running around in our lands
Agreed. The farthest I'm willing to go for them is a one-to-one ratio. And not as in "fifty septons have a company of FM accompanying them", as in a literal "one septon can go out of White Harbour, with one Poor Fellow. No more. At any time."
 
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Also i think that allowing the septons to freerly travel in our land is a very poor choice that can lead to major problems down the road,no speaking about the spies we practically invite in our realm.
 
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i think that allowing the septons to freerly travel in our land is a very poor choice that can lead to major problems down the road,no speaking about the spies we practically invite in our realm.
I agree. Hence why I was asking if it is possible to allow them to travel while supervised by Green/Horned Men, and if that satisfies their hopes. Probably not, but the potential benefit to relations with the Starry Sept was worth at least bandying around some ideas, to me.
 
I dont think that the small benefit from the relation with the starry sept outweigh all the bad consequence they may result from any kind of dealing we may have with them.
 
I dont think that the small benefit from the relation with the starry sept outweigh all the bad consequence they may result from any kind of dealing we may have with them.
I mean. I don't think that the nonaggression pact we could get from Loren with such a relationship with the sept is a 'small benefit'. If the sept is cosy or at least not hostile with us, it decreases the chances of Loren going on the warpath against the "heathen tree-worshipping infidels", and that's a pretty big priority to me. Harren, the Targaryens, and Loren are the biggest threats we face right now, and we've neutralised one of them with an alliance to destroy another. Loren is the wildcard, and I'd really like a little more certainty that he's not planning to march against us in a holy war.

It's worth at least the conversation, to see if there's a method of allowing septons to travel that would be palatable to us
 
Ummm... currently the septons are allowed to travel throughout the North. Furthermore we allow the Poor Fellows to escort them. (Note that this is the traditional purpose of the Poor Fellows as well).

We do not allow the Warrior's Sons outside of White Harbor, but really they traditionally only escort the Most Devout and the highest ranking Septons. More commonly they wander the countryside in support of righteous causes (essentially pious hedge knights), or they are on crusade. They are probably pretty important in the Reach right now in helping protect the people from the fay.

Thus frankly, the Warrior Sons don't really provide much of anything to the North, and are potentially disruptive. Letting a few escort some of the higher ranking septons while under the supervision of the Horned Men is a small sop to the Faith's prestige that I think we can make, and will potentially gain us some very useful allies in the South. But I'm not in favor of letting them wander around where ever they wish like in the South.
 
I mean. I don't think that the nonaggression pact we could get from Loren with such a relationship with the sept is a 'small benefit'. If the sept is cosy or at least not hostile with us, it decreases the chances of Loren going on the warpath against the "heathen tree-worshipping infidels", and that's a pretty big priority to me. Harren, the Targaryens, and Loren are the biggest threats we face right now, and we've neutralised one of them with an alliance to destroy another. Loren is the wildcard, and I'd really like a little more certainty that he's not planning to march against us in a holy war.

It's worth at least the conversation, to see if there's a method of allowing septons to travel that would be palatable to us
I dont think that a small increase in relation with a septon,even the one from oldtown may gain us any benefit.We dont know anything from reach and oldtown and this is an handicap fir us in any negociation.And they may use this to gain even more favors from us for the faith in the north.
Instead,i think that we should gain an action to slowly change the manderlays to the old faith and start to limit the acces of the faith in our lands,bc i am more then sure that they condem or they will start to do so any gift people receive from the old gods as evil sorcery.
Also we should try to see how we can control this new persons with gift to stop them from turning to a life of crime.
 
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For a quick point about the faith don't most if not just a large group of people in winter town follow the faith since they are from the riverlands and not just blackwood parts
 
For a quick point about the faith don't most if not just a large group of people in winter town follow the faith since they are from the riverlands and not just blackwood parts
Maybe,but with the more permissive faith of the old gods and lack of corrupt septon or any kind of "donation" towards the old gods faith plus the gifts of people i expect that many will start to convert to old gods faith,expecially bc the seven didnt do anything against the ironborns and there creatures,will the old gods gave there people gift to help them.
 
If we are going to be doing this with the Sept, shouldn't we take the Sept Intrigue option this turn? So that we have all the information this turn, and then next turn take the Spys in the Citadel?
 
Inserted tally. Vote's closed, sorry it took so long.
Adhoc vote count started by notbirdofprey on Mar 7, 2020 at 1:28 PM, finished with 103 posts and 21 votes.

  • [X] Plan Dreams of Cider
    -[X] Issue Command (Western Lords): Establish a Shipyard on the Bay of Ice in the Glover lands, with easy access to the Wolfswood. Resources: Gold: 550, a town charter at the selected location.
    -[X] Issue Command (Manderly): Trade delegation to Braavos to secure a trade agreement. Resources: Gold: 300, Influence 1, Edwyle dispatched with them to provide the weight of his title, and any assistance he can offer. Ask Edwyle to visit the Isle of the Gods while he is there and see what he can learn, also make any contacts he can with various Braavosi artisans and engineers.
    -[X] 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.
    -[X] 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.
    -[X] A Polite Punishment (House): While a king can easily show favor, disfavor can also be demonstrated through slights and insults, both subtle and vicious. When a house disobeys you or a noble displeases you, a polite, restrained show of your displeasure can accomplish much to ensure they will correct themselves and serve as a warning to other houses who might consider testing you. Of course, pushing too far can cause unrest and trouble with the house in question and possibly others as well. Time: 1 season. Cost: 50 gold, 1 Influence. DC: 25/50/75. Reward: general vassal opinion boost, house opinion loss, 1d2-1 Influence/general vassal opinion boost, 1d2+1 Influence/ general vassal opinion boost, house opinion boost, 1d3+1 Influence.
    --[X] double-down
    -[X] 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.
    -[X] 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.
    -[X] 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.
    -[X] FREE ACTION: Issue a Charter (Where the Shipyard is in the Glover's land): There are other places in the North that could reasonably be called towns or even a city. Barrowton is on the cusp where you could justify giving it a city charter. The castle town below Deepwood Motte is almost as large as Wintertown. There are a few other places, like the Dreadfort, that could also arguably deserve a town charter. Of course, the politics of giving such a charter would be somewhat complicated – every house has rivals you would need to placate. Time: 1 season. Cost: 50 gold, 2 Influence. DC: 25. Reward: Charter issued, opinion gained, increase to trade.
    -[X] Search for Prophecies: Locked 1 season.
    -[X] 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.
    -[X] The Barrow Seeking: Locked 1 season
    -[X] Strange Magics: Locked 2 seasons
    -[X] Spies in the Citadel: While the Hightower is besieged and the Starry Sept is a bloody killing ground, the Citadel has weathered this storm with surprising ease thanks to old spells carved within the stones and providing frequent aid to the Changelings. The Maesters claim neutrality in all things, but you doubt that – they certainly did not like you until very recently. Plant a few minor nobles as acolytes and give them orders to send frequent letters home telling you about the going-ons at the Citadel. You will also take the opportunity to place some more men in the Reach. Time: 2 seasons. Cost: 300 gold, upkeep. DC: 30. Reward: More information on Oldtown/the Citadel. Simple spy network (the Reach).
    -[X] Further Afield (Iron Isles): 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.
    -[X] 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.
    -[X] Train Your Children (Diplomacy): Locked 1 season
    [X] Plan: Diplomacy and Learning
    -[X] Issue Command (Western Lords): Establish a Shipyard on the Bay of Ice in the Glover lands, with easy access to the Wolfswood. Resources: Gold: 550, a town charter at the selected location.
    -[X] Issue Command (Manderly): Trade delegation to Braavos to secure a trade agreement. Resources: Gold: 300, Influence 1, Edwyle dispatched with them to provide the weight of his title, and any assistance he can offer. Ask Edwyle to visit the Isle of the Gods while he is there and see what he can learn, also make any contacts he can with various Braavosi artisans and engineers.
    -[X] 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.
    -[X] 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.
    -[X] 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.
    -[X] Speak to Kings (The Reach): There are other kings to the south of you. Perhaps you should open up talks with one of them. Though all of them are Andals and ironborn, you doubt any of them would outright refuse you…Time: 1 season. Cost: 50 gold. DC: 50. Reward: Positive diplomatic contact.
    -[X] FREE ACTION: Issue a Charter (Where the Shipyard is in the Glover's land): There are other places in the North that could reasonably be called towns or even a city. Barrowton is on the cusp where you could justify giving it a city charter. The castle town below Deepwood Motte is almost as large as Wintertown. There are a few other places, like the Dreadfort, that could also arguably deserve a town charter. Of course, the politics of giving such a charter would be somewhat complicated – every house has rivals you would need to placate. Time: 1 season. Cost: 50 gold, 2 Influence. DC: 25. Reward: Charter issued, opinion gained, increase to trade.
    -[X] 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. (+15)
    -[X] 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: 200 gold. DC: 55. Reward: Increase to trade. (+15)
    -[X] 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.
    -[X] Further Afield (Iron Isles): 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.
    --[X] DOUBLE DOWN on Further Afield (Iron Isles) 100 gold
    -[X] 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.
    -[X] Speak to an Advisor: Maester Brynden. 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.
    -[X] Issue Command (Western Lords): Establish a Shipyard on the Bay of Ice in the Glover lands, with easy access to the Wolfswood. Resources: Gold: 550, a town charter at the selected location.
    -[X] Issue Command (Manderly): Trade delegation to Braavos to secure a trade agreement. Resources: Gold: 300, Influence 1, Edwyle dispatched with them to provide the weight of his title, and any assistance he can offer. Ask Edwyle to visit the Isle of the Gods while he is there and see what he can learn, also make any contacts he can with various Braavosi artisans and engineers.
    [X]Guard training
    [X]Train the scouts
    [X]Speak with kings(Reach)
    [X]A polite punisment(House Dustin)
    [X]Double down
    [X]Improve road(basic)
    [X]Setting standards
    [X]Free action-Expand schools
    [X]Copper on ships
    [X]Spies in the citadel
    [X]Even deeper secrets
    [X]Uplift-Either sauna(if it doesnt exist) or hyghiene and basic cleanliness rules
 
Turn 21 Results
--With the concrete factory complete, House Dustin immediately pours gold and labor into building the shipyard you commanded, perhaps hoping to assuage royal wrath. Construction proceeds rapidly, but the concrete does not save them as much time as they perhaps would have hoped. Certainly not enough to prevent them from losing face and receiving a passel of punishments which leave other lords looking on with satisfaction. Concrete factory mostly complete, minimal progress on shipyard due to House Dustin mostly ignoring your orders.

--Having met with priests of the Storm Father and of the Earth Mother and of a few of their children's priests and received assurances as to the health of the weirwoods, an agreement is made to allow the Green Men to tend to them, as well as to those few houses which keep wholly to the Old Gods. The Septwood Faith and the Faith of the Seven are discussed next, and while one has no followers in the Stormlands, several major houses still keep to the New Gods and there are more than a few Warrior's Sons. Despite the High Septon and Most Devout having far more reach in those southern lands, the peace has been kept since the awakening of the Storm God. Some houses still keep to the Seven, but they had a conclave similar to yours which has kept the peace.



-Issue Command (Western Lords): 1d100+20 = 46. House Glover is naturally eager to begin constructing a shipyard, especially with the promise of a town charter for it and the area surrounding it. Despite several practical concerns, they set about fulfilling your orders with steady determination. Diplomacy DC: 10. Action DC: 50. Establish a Shipyard on the Bay of Ice in the Glover lands, with easy access to the Wolfswood. Resources: Gold: 550, a town charter at the selected location.

-- 1d100+18 = 95. Almost immediately, they run into a series of problems: the best place to build a shipyard – indeed, the place where the closest thing to one on Glover lands already exists – belongs to one of the less-settled wildling clans. Just finding them is an obstacle, and Master Glover barely manages to conceal his disdain long enough to win an agreement before the heart tree with Tolgett the Burned. The wildlings will certainly be growing wealthy off this new town and shipyard, although they are quite willing to contribute, fascinated by the steadily growing docks. Shipyard construction begun.

-Issue Command (Manderly): 1d100+20 = 33. The death of Lord Manderly is still casting a pall over White Harbor, but that is perhaps to your benefit, as his younger brother and youngest son are both willing to assist Edwyle as he crosses the Narrow Sea. Diplomacy DC: 15. Action DC: 45. Trade delegation to Braavos to secure a trade agreement. Resources: Gold: 300, Influence 1, Edwyle dispatched with them to provide the weight of his title, and any assistance he can offer. Ask Edwyle to visit the Isle of the Gods while he is there and see what he can learn, also make any contacts he can with various Braavosi artisans and engineers.

--1d100+18 = 110. 1d100+10 = 75. It is rare for princes to visit Braavos, rarer still for Westerosi ones to do so. Edwyle makes a dashing impression as he strides down the dock into the secret city, no doubt helped by the enormous direwolf which strides alongside him. His days are filled with meetings, with the Sealord and lesser, but still significant members of the Braavosi government, with Keyholders of the Iron Bank, and with the heads of various powerful houses. His nights are spent sampling the delights of the Secret City, attending elegant parties where the real work of the city is done and apparently dueling with several bravos, defeating them fairly easily. It is difficult to defeat a direwolf with water dancing, although Edwyle does gain an appreciation for the art. The trade agreement is quickly secured, for the fleet of Braavos needs wood in vast amounts and the Royal Forges produce enough weapons to meet half the needs of the Braavosi marines. Favorable trade agreement secured, +300 gold (trade), extremely positive impression made on Braavos.

Military:

-Expand the Guard: 1d100+23 = 58. The newest members of your guard are largely made of mountain clansmen, but some are refugees from the Riverlands and there are even a score of wildlings. All of them have great loyalty to House Stark and to you personally, all of them have taken to the stern discipline and hard training well, and all wear the heavy armor of the Winterfell Guard with pride. Where three hundred stout warriors once served as your elite household men, six hundred steadfast soldiers have now sworn vows before the heart tree to now and forever be Stark men. +300 members of the Winterfell Guard, -200 gold per turn. No vassal opinion loss.

-Train the Scouts: 1d100+23 = 107. 1d100+7 = 106. 1d00+6 = 30. The Ghost-folk are not just skilled in stealth, but they know how to weave shadow and mist into cloaks which let them step as lightly as a fogbank upon the earth and pass by with just as much noise. Brandon persuades them to not just give the Winterfell Scouts mundane lessons, but also a great number of these cloaks, enough that each member of the expanded organization receives one. +25 Winterfell Scouts, quality improved.

Diplomacy:

-A Polite Punishment (Dustin):1d100+20+20 = 94. You are the King of Winter. In your veins flows the blood of Brandon the Builder and many other mighty kings. Your ancestors conquered the North through steel and strength and loyalty, both taken by force and freely given. Many other kings bent the knee to you or were humbled by your ancestor's strength. The Barrow Kings were one of those houses. A fact which you remind them of. A scathing letter is sent to them, and only them, first. Gifts are offered to their loyal bannermen but not to House Dustin, not until they have corrected their errors. Small stretches of land are stripped away and given to House Ryswell, House Cerwyn, and House Tallhart in a blatant rebuke. The whispers claiming you weak are silenced utterly. In their place are frantic apologies from House Dustin, apologies you do not yet accept. Vassal opinion boost, small House Dustin opinion boost, +3 Influence.

-Speak to the Sept: 1d100+20 =39. The Snowy Sept is not a place you bothered to focus your attention on before. They are completely lacking in power outside of House Manderly and a few thousand smallfolk, both of whom are bound far tighter to you than to the Faith. And they are well aware of this. So when you send a letter asking for a meeting, the response is swift and so accommodating you might call it obsequious. Septon Willem is ushered into your solar, where he kneels and is careful to keep his manner as perfect as possible, a far cry from his barely respectful behavior at the Conclave. He is extremely eager to speak on the events of the Starry Sept. It seems that unlike every other sept, the holy ground there is no barrier to them, and indeed it seems to attract them. Beneath the roof, fey are not even bound by their given word. As such, many have been slain by the crueler among them, including every High Septon or member of the Most Devout who set themselves against the strange creatures. Rumors have spread that no such harm has befallen the North, and that the Snowy Sept may have some way of defending against dark powers. He also reveals that a septa has received some sort of blessing: with a prayer to the Maiden, she can soothe the hurts of children. He asks your leave to allow Warrior's Sons to escort her about Manderly lands, although he is careful to make it clear that this would be a unique exception only for her. Fey are attracted to Starry Sept, the Most Devout are looking for someone who can deal with them. A septa in White Harbor has received the blessing of the Seven.

[] Permit it.

[] Permit it with supervision.

[] Forbid it.

[] Write-in.


Stewardship:

-From Wool To Yarn: 1d100+18+15 = 133. 1d100+33 = 68. While ordinarily, winter is a harsh season for any task at all, it does have on advantage: there are plenty of idle hands. These idle hands, led by the Gifted, are set to work first building a large factory only slightly smaller than the paper mill, then constructing large basins and carding brushes for the workers to handle in groups. As an experiment, a few are set up so that they are rotated by cranks, one crank turning two drums in opposing directions, which prove far more efficient. Several more are installed as soon as possible, with others being built to replace the original design, and you reward the enterprising carpenter who came up with the design with plenty of coin and praise. Everything else is swiftly completed, the factory almost finished, but for one obstacle: the amount of sheep nearby is not enough to justify running such a large facility. It will take a month or so to gather enough sheep and wool. But once they are gathered, you can just hear the sound of your coffers filling…Locked 1 Season.

-Improve Roads (Advanced): 1d100+18 = 106. 1d100+6 = 18. The use of the Gifted is the main expense, especially as their time and power are needed in several other places, but it's concrete that is the primary bottleneck. Roads are laid down with all but the very top layer of concrete in place, the rest positioned by teams of gifted. In a few places, the concrete is poured and smoothed over to make a sturdy and smooth road, raised and sloped so water runs off and marked with high black and white posts to make it obvious where the road in. The rest is simply covered with broad stones or smoothed earth as a temporary measure. Locked 3 seasons.

-Issue a Charter (Where the Shipyard is in the Glover's land): 1d100+18 = 49. You spend some effort placating House Manderly and House Umber, ensuring that there is no opposition to the establishment of a town on Glover land. Already stout wooden walls are rising to ensure the defense of Tolgett's Yard, although it will be some time until it is actually worth calling a town. Charter given, House Glover opinion increases. Increase to trade will come later.

Learning

-Search for Prophecies: The prophecy is translated, although much to your shock it seems less like an esoteric, vague description of events which will come to pass and more of a checklist, describing the signs of the Long Night: the birth of dragons from fire and treachery, a long summer, a great storm from the west. And it briefly describes what will be needed to oppose it: dragon's steel and black glass and eight ancient bloodlines standing as one. Maester Brynden is almost disappointed to read it, so lacking in drama and excitement is it. Prophecy translated, information about the Long Night gained.

-Copper on Ships: 1d100+20 = 76. His efforts at finding a way to copper ships go fairly well. With your half-clear memories – he looks askance at when you try and explain how you thought of this – he manages to work out that it is what metal that attaches the copper that matters, and creates a long simulation of a ship's hull, immersing it in artificial saltwater and using nails of seven different metals to attach sections of copper sheathing to the wood. Locked 1 season.

Piety:

-The Barrow Seeking: It is the prophecy that gives Frost the final clue about the Barrow Curse, for the prophecy was written in his own hand. "It was not he which made the curse, but his child, who desired for none to surpass his father. When the great storms came, his kingdom was swept away as magic broke, and the time you know as the Age of Heroes came to a sad and broken end. But the father is only half-asleep, and he must be persuaded to break the curse…I will need your aid, Your Grace. And that of others as well." Interludes.

-Strange Magics: Frost's studies continue as he travels the North to sights of strange magic, examining the glass candle and the stained stone where the servants of the Drowned God communed with their master while he sat upon the Seastone Chair. He promises results soon, hoping for rituals to break foul magic or ward people against it and for lore to understand the powers of your foes. It is late one night he comes in from the godswood. "Your Grace, I have found the beginnings of what I needed in the Greendream." He tells you, mask removed and eyes glittering. Soon what he has learned is shared with other Green Men: Lord of fey, of dragons, of Drowned Men, a rite for destroying the foe's power and for the creation of talismans to ward against it, and hints of more bound up in runes. Lore of various magic unlocked. Rite of the Given Sacrifice unlocked, Rite of the Warding Gift unlocked, new actions unlocked.

Intrigue

-Spies in the Citadel: 1d100+19 = 45. The Citadel is one of two pillars of order in Oldtown now. While the Starry Sept is host to fey revels night after night and the Hightower is besieged from earth and sky, the Changelings guard the streets and walls and sewers while the maesters study and heal and offer aid. They are absolutely desperate for acolytes, which makes infiltrating them simple. It is spreading that infiltration outwards from Oldtown that proves slow and troublesome. Locked 1 season.

-Further Afield (Iron Isles): 1d100+19 = 82. The Iron Islands are a troublesome land and a troublesome land to spy on, but rumors are simple enough to gather. You hear word of rebellions put down by sword and dread sorcery, of great krakens and other sea monsters shattering rebellious keeps, of the "glory" of the Drowned God and the Iron Price. Only a few houses seem to have embraced it less than wholeheartedly, Harlaw and Farwynd among them. Locked 1 season.

Personal

-Beast Bonding: 1d100+20 = 88. Your eyes show you much in the Wolfswood now as faint currents of magic run hither and yon, many arcing towards Castle Green, merging and thickening, while others are shifted around it. The power surges and ebbs on strange tides, but you spot some pattern of it that leads you on half-remembered instinct to guide yourself and those who follow you towards a large den of rock coated in greenery. Inside is an immense shadowcat with strangely knowing eyes. You reach out to it…and it accepts you. Strange shadowcat bonded.

-Train Your Children (Diplomacy): The work you have put into training your children has paid off. While you can't quite guess at how Edwyle has improved from your lessons and his time in Braavos, you suspect it to be slightly less than Eddard did, based off your recollection of how he took to your lessons. Of course, perhaps he simply improved in a different direction… +2 to Eddard's Diplomacy, Eddard gains trait Storyteller. Unknown benefits for Edwyle.
 
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