[X] Plan Schools and God's Eyes
-[X] Issue Command (Western Lords): Expand Logging around Deepwood Motte, Cost 350 Gold, Diplomacy DC 30, Stewardship DC 35
-[X] Speak with Vassals (Barrow Houses): 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: 50 gold. DC: 30. Reward: Vassal relations boosted, aware of problems
-[X] Expand the Schools: You've a school in Winterfell which serves a few dozen children and less than twenty adults as a part-time duty for one or two of the acolytes. Buy a small building in Wintertown, give those acolytes the full-time duty of teaching people to read and write, give an incentive or two for people to learn and then join up with the civil service, and you expect to have classes much larger. Hopefully at least a few of the graduates will fill in the gaps in your civil service. Time: 2 seasons. Cost: 900 gold, upkeep, Citadel attention. DC: 45. Reward: Increased literacy, support for civil service, Citadel attention.
-[X] Plan the Process: You will need to take several steps before you can truly begin industrializing. The first one has been taken, but now you need to find places to build textile mills, find people to make the parts, find workers, and that's all before you will see a single copper back on this investment. And you will probably want to take some precautions to prevent riots or the other issues England had with industrialization. Take some time and figure things out. Time: 1 season. Cost: 50 gold. DC: 40. Reward: Plans made for industrializing, potential problems averted, new actions unlocked, useful actions noted.
-[X] Free Action: Sky-Mills: Many of the rivers you would build waterwheels on have drifting chunks of ice that would make construction less practical, and in any case, there are only so many places waterwheels can be built where they would provide enough power to be worthwhile. Windmills, however, require only empty fields to function and clear weather to be built. And they would serve just as well for grinding grain into flour. Time: 2 seasons. Cost: 100 gold. DC: 35. Reward: Increase to farming income.
-[X] Copy Books: Create some copies of books for the Citadel. They will pay you a good price for it, but they will also be trying to figure out how you do it, and saying yes risks your monopoly. Saying no will get their attention as well though. Time: 1 season. Cost: 25 gold. DC: 35. Reward: Increased attention from the Citadel, one-time income.
-[X] New Darning: There's a couple devices in your darning barn that do it differently than the traditional methods. It's faster and it works better as well, and its one of the reasons that you are making so much coin from it. Find out who came up with it, find out more about how these work, and spread them to the rest of the barn. Time: 1 season. Cost: 100 gold, optional reward. DC: 45. Reward: Learn more about darning.
-[X] Double Down: The God's Eyes: While you can open the God's Eyes more or less at will now, it can be difficult to keep them open, especially in places full of magic like Winterfell. You also suspect you are missing a great deal of nuance when you look at people or more complicated items like your crown, which just looks like plain metal. Or that skin, which makes you shudder whenever you think of it. Further practice could also extend how long you can use this gift. Time: 1 season. Cost: 0. DC: 70. Reward: Greater control and skill with the God's Eyes, more information about the skin.
-[X]
Rolling and
Slitting mills