[X] Plan: Braavosi and Valyrian Steel
-[X] Issue Command (Barrow Houses): Fortify the Rivers (Rillwater, Redwater, and Barrowriver), 2100 Gold Diplomacy DC 30, Martial DC 40
-[X] Issue Command (Green Men): The Gift of Might, seek to awaken the Gift of Might in the Umbers. Cost 200 Gold. Diplomacy DC 15 Piety DC 60
-[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] Bandit Hunt: Rally some of your smallfolk, some of the Wardens, and the Winterfell Guard and go on a hunt, looking for these bandits and dealing with them. Not only have they attacked and injured your smallfolk, they have attacked men in your pay. Failing to respond will make you look weak, and you will not allow that, nor will you allow them to go unpunished. The hunt will take some time and cost a great deal. Some would say it's using a warhammer to swat a fly. You say you will be getting the job done. Time: 1-2 seasons. Cost: 400 gold. DC: 40/80/120. Reward: Bandits crushed.
--[X] DOUBLE DOWN: Bandit Hunt
-[X] FREE ACTION: Logging Problems: Two of your houses are in dispute with…quite a few vassals, fey, people sworn directly to you, people not really sworn to anyone…it's a mess of competing claims, arguments, near-rebellion, and feuding. Use your authority to settle matters and divide things fairly and justly. Time: 1 season. Cost: 150 gold. DC: 45. Reward: Claims and disputes settled before they boil over.
-[X] Braavosi Recruits: While most of the North, and indeed most of Westeros, are immensely proud of their heritage and way of life, but even the most arrogant noble cannot deny that the Braavosi are better at some things: trade, banking, making canals, and many other such tasks. Find down-on-their-luck or adventurous men and women of the Secret City and offer them work and pay to come to Westeros, and you will be able to use some of their skills. Time: 2 seasons. Cost: 300 gold. DC: Special. Reward: Braavosi recruits, new actions unlocked.
-[X] The Most High Holy: The Most Devout are still somewhat lacking in numbers. Several years of being murdered by fey will do that to an organization, you suppose. But they are already considering a
-[X] 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: 60. Reward: New actions unlocked, bonus to some Piety and Learning actions, further attention from Citadel.
-[X] The Chain Ballista: The weapon Brandon sketched out looks like it could be lethally effective. Of course, it was roughly sketched out on the back of a ripped requisition form while Brandon was running on half a night's sleep, so there are probably more things wrong with the design than you can shake a stick at. Have Maester Brynden take a look at it, refine the design somewhat, and make a couple test versions. Time: 2 seasons. Cost: 100 gold. DC: 55. Reward: Rapid-fire ballista design.
-[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] Find the Gap: Somehow, Snow's spies missed this entire affair with the wildlings, the forest clans, and now the fey. Have him look into how this happened, then solve the problem. Were his spies caught? Did he not have them in the right place? Was this simply bad luck? Snow wants answers, and so do you. Time: 1 season. Cost: None. DC: 30. Reward: Find out what was missing, bonus to Even Deeper Secrets.
-[X] Security Procedures: Snow might understand the necessity of what he does, but that doesn't mean he always likes it. For example, he understands that it's important to make sure the upper ranks of your civil service keep the acolytes away from anything you would consider sensitive such as the making of concrete, the printing press, and the carding factory. He just finds the process of teaching people really tedious. Time: 2 seasons. Cost: 50 gold, Citadel attention. DC: 45. Reward: Acolytes kept away from sensitive information, basic security procedures taught to civil service.
-[X] Create the Book: Begin writing the book for your sons and their children so that things you don't manage to design and develop for the North can be created after you die. Write the introduction, design some precautions for keeping it safe, and add in what you have already one. Time: 1 season. Cost: 0. DC: None.
-[X] Family Time