[X] When winter first begins to bite
-[X] Issue Command (Western Lords): 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.
--[X] Establish Shipyards (Bear Island) Cost: 750 gold, 1 Influence
-[X] Build a Fleet (Torrhen's Square): 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
-[X] Ironborn Raid: You don't have the ships to attack the Iron Islands, but there are Ironborn in much easier reach. Sending a small force through the Neck to launch attacks on parties of Ironborn will serve as a minor, probably insignificant distraction to Harren, but it could also allow you to capture some of these mysterious hulks or black armored warriors and gain some insight into the magics of the Drowned God…and they could have a more mundane use as well. Time: 1 season. Cost: 100 gold, Ironborn attention. DC: 50/80. Reward: Ironborn killed/captured. Bonus to Strange Magics, bonus to Deceptive Attack.
-[X] Matters of Trade: Some of the other peoples of the world are amenable to trading with you at least. Northern steel and wool crosses 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 arrives in a form less valuable then it leaves. Time: 2 seasons. Cost: 200 gold. DC: 40/80. Reward: Formalized, normalized trade agreements. Increase to trade/ Favorable trade agreements. Substantial increase to trade.
-[X] 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: 70. Reward: Partial information about the Vale ritual, Lord Upcliff, and the beastmen.
-[X] 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.
-[X] 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.
-[X] What about Wind?: Water can be harnessed in a variety of ways, but 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 of theories discussed in some of the newly copied 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
-[X] 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.
-[X] 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.
-[X] Further Afield (The Reach): 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 the chosen location.
-[X] Make a Prophecy (The Wolf and the Dragon*): 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.
--[X] Double Down
-[X] Uplift (Anti-Fouling Sheathing): 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
-[X] Train Your Children (Diplomacy): 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.