[x] Plan: Cheaper and with Income Generating Investments
-- [x] 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: 200 gold. DC: 30. Reward: Potential increase to trade income
-- [x] 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: 200 gold. DC: 50. Reward: Other houses gain small number of men trained and equipped equivalent to Winterfell guard, vassal loyalty increased.
-- [x] Speak to Kings (Kingdom of the Vale): 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] Speak with Vassals (East): Most of your direct vassals are loyal and trustworthy, but it's good to keep an eye on them all the same. And if any of them have trouble, you might be able to help. Time: 1 season. Cost: 100 gold. DC: 30. Reward: Vassal relations boosted, aware of problems
-- [x] Cattle Ranching: There's 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: 400 gold. DC: 45. Reward: New options unlocked, increase to trade.
-- [x] From Wool To Yarn: You have arranged for a sheep farming business which 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: 400 gold. DC: 65. Reward: Increase to trade.
-- [x] 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 some. Time: 1 season. Cost: 400 gold. Reward: Increase to trade.
-- [x] The Power of Water: Water is an amazing thing, Brynden says, and you definitely agree. It's truer than he knows, really. And the North has plenty of streams which flow fast enough to never freeze. You can use them to grind grain, but what else can you do a waterwheel? Time: 2 seasons. Cost: 300 gold. DC: 30/60/90. Reward: New options unlocked.
-- [x] From Skagos to the Neck: What does Frost want with all those wargs and healers and wise men? Why have they gone to Castle Green? And how can you get the North to benefit from their presence? You have seen the power of wargs, and the healers from Skagos saved many lives and limbs with their strange herbs and unicorn horns. Time: 2 seasons. Cost: 0 gold. DC: 55. Reward: New actions unlocked.
-- [x] Beyond the Wall Part 2: Snow is unnerved by the news from the North. He considers it something unnatural and unusual, which means he wants to know more about it. Let him bribe wildlings into spilling their secrets with him, and he promises to get to the bottom of the matter. Time: 3 seasons. Cost: 200 gold. DC: 65. Reward: Simple Spy Network (Beyond the Wall)
-- [x] A Little Help: You are desperately strapped for gold and silver, even with the new mines. You do have some extra weapons though. Send them south past the ironborn armies and hopefully it will be enough to give Lord Blackwood some momentum. Time: 1 season. Cost: 300 gold. DC: 45. Reward: Extra weapons sent to aid Lord Blackwood.
-- [x] Uplift Fertilizer: presumably organic (e.g., animal waste such as manure, bloodmeal, bone meal, fish meal, feather meal, fowl litter, guano, peat, greensand, limestone, plant waste such as compost) but if we can find some phosphate rock or generate useful quantities of ammonia (the tanners probably want fermented urine, but alchemists might be able to generate gaseous ammonia, Haber-Bosch is probably beyond us at the moment).
-- [x] Family Time: You have a daughter, a wife, and two sons. Even though Torrhen remembers them, you don't. Time to fix that. Time: 1 season. Cost: 0. DC: 50. Reward: You feel better, your family feels better.