My general thoughts on things:
[ ] A Royal Progress: A grand tour of the realm hasn't been done by a Targaryen in almost 200 years. You would tour the Seven Kingdoms over the course of the year, holding court in various locales as you went. Most of the Small Council would remain in King's Landing to perform their tasks.
This is definitely needed. The question is should we take this action right now? One serious drawback is that we will be far more exposed to danger than if we stay at the Red Keep. Perhaps we ought to wait until Tywin Lannister has been tried and dealt with first? Or at least until we deal with the Band of Bastards? Additionally, it places a large burden on the various Lords that host us. It's expensive, and a lot of them are currently hurting and recovering from the war. I'm fully in favor of doing this, but I really feel that we would be wiser and get a better effect if we wait a year or two before doing it.
As for the tour of the Free Cities, I feel we shouldn't wander from Westeros for a few years, least the lords and people begin to think of us as a conqueror from Essos.
Diplomacy:
[ ] Princess of Songs: Few things can capture minds and sway opinions like a good song. If Dany writes something good enough, and you pay bards to play it in the right places, you can stealthily change the public opinion. DC 60. Reward: Improve Happiness, change public opinion on a topic of choice. (5,000 Dr)
[ ] The Rule of Law: You have two former Small Council members and a former Lord Paramount in chains, all credibly accused of horrific crimes. You will see that the trials are held in public, and that a clear message is sent to the Seven Kingdoms: no man is above the law. DC 75. Reward: trials are held publicly, highborn may be uneasy (15,000 Dr) (locks for 2 rounds) (mutually exclusive with "The Rule of Men")
[ ] The Rule of Men: You have two former Small Council members and a former Lord Paramount in chains, all credibly accused of horrific crimes. You will just get through this as quickly and normally as possible, and the wheel will turn as usual. DC 45. Reward: trials are held in the Red Keep and attended only by the highborn, unrest is unlikely (5,000 Dr) (mutually exclusive with "The Rule of Law")
[ ] Frey'd Lines: Many Houses across the Riverlands, Stormlands and the Reach are now in contention over who should inherit -- with a truly alarming number of men from House Frey in the wings. Lords Hoster, Mace and Stannis can only do so much, and they have asked for Royal assistance in settling these matters. DC 50. Reward: inheritances are settled, some lords may be displeased with results (2,500 Dr)
I feel we need to pick either the of the trial options, no good will come of letting Tywin continue to plot from his cell. I feel the second higest priority is probably the Frey'd Li9nes, as I feel that the sooner we act on it the better. I suspect the DC will start to go up if we ignore it. The other choice that is attractive is Princess of Songs, but I don't know if we have to take it this turn, perhaps on the second turn so it completes at the same time as the trials?
Martial:
[ ] Bastards' Bane: While the War of the Restoration has officially ended, bandits and raiders still pillage areas of the Crownlands and Riverlands, the Band of Bastards being a particular thorn in the ass. With your blessing, Stannis would ride forth with a small but respectably sized force, and stamp this nonsense out. DC 55, predations upon the smallfolk end, some lords may be annoyed at the imposition. (7,500 Dr)
[ ] A Gold Standard: The City Watch is poorly equipped, poorly trained, and you're as likely to find an extortionist as you are a good man in the uniform. Aegon would like your permission (and the aid of the Master of War) to clean house, get proper men, proper equipment and proper training. DC 60. Reward: increase quality of the Gold Cloaks to Trained/Full Strength. (15,000 Dr) (locks for 2 rounds)
[ ] Rebuilding the Fleet: The Royal Fleet took quite a beating during the Restoration. You should get started on building more ships, and hey, you have all the materials you could want for the task. DC 50. Reward: increase the fleet's numbers to Full Strength. (Free) (locks for 2 rounds)
[ ] Master and Commander: Stannis has been toying with the notion of a naval academy, an institution to teach sailing and sea-based warfare to any who would learn. The idea has its merits, and it also has its detractors. DC 65. Reward: begin instituting Stannis' naval academy (30,000 Dr)* (locks for 2 rounds)
[ ] The Kraken's Men: Many men can sail and many men can fight, but few can sail
and fight like the Ironborn can. Your Master of Ships is floating the idea of training a small, elite force of Ironborn that can fight at land or sea. DC 65. Reward: found the Iron SEALs. (15,000 Dr)* (locks for 2 rounds)
The most important action here is probably re-establishing the Royal Fleet. It's an a major power multiplier. On the other hand the most urgent is the Bastard's Bane, because royal rule is always undermined by banditry, plus it's a strong demonstration of the benefits of our rule. I agree we want to do both the Naval Academy and the Iron Seals, but I think we can delay those projects a couple turns at least- after all, there's hardly the point in building a Naval Academy if we don't have a fleet.
Stewardship:
[ ] Renegotiate Debts: The Usurper left the realm in perilous financial states, and one way to amend this is to renegotiate the terms of the loan the Crown made from the Iron Bank. DC 65. Reward: possibly renegotiate interest rate and/or repayment schedule. (10,000 Dr)
[ ] Nests Within Nests: You can't tell much, given the state of recordkeeping towards the end and the nature of those involved, but you do at least know that Petyr Baelish had a bizarre web of influence and ownerships, the boundaries of which even you couldn't begin to guess at. You'll task Ser Harry with trying to disentangle this Meereenese knot. DC 90. Reward: Baelish's 'ledger' becomes comprehensible, a more complete picture of finances and assets gained. (7,500 Dr) (locks for two rounds)
[ ] A New City: King's Landing is overcrowded; anyone can see that. About the only thing that can be done at this point is to organize the settlement of a new district. This is going to be a massive and years-long project. DC 40. Reward: Complete the planning stage for the new district. (5,000 Dr)
[ ] Brown Bile: King's Landing's sewer system dates back to the reign of King Jaehaerys I, when the city was a lot smaller. You want to expand and modernize it into something that will keep the city, as much as possible, from smelling like human waste. DC 70. Reward: begin work on new sewers, increase Health significantly when the project is completed. (50,000 Dr) (This project must be succeed 5 times to be completed)
[ ] A Stable for Dragons: The ruins of the Dragonpit still stand atop Rhaenys' Hill. Now that there are dragons living in King's Landing again, you might want to rebuild it so you have a place to keep them by the time they're old enough to really cause trouble. DC 50. Reward: the Dragonpit is rebuilt. (75,000 Dr) (This project must succeed 4 times to be completed)
[ ] Fools' Errands: the maps of the world have largely looked the same for centuries (save for Valyria becoming an archipelago of misery and death). The Shivering Sea seals away the North beyond places like Hardhome and the Wall, the Sunset Sea has never been defined beyond the Targaryen Islands (not terribly far to the West) the East is legends and mysteries beyond Yi Ti, and none since Jaenara have ventured beyond the coasts of Sothoryos. You'd like to do something about this, beginning by funding some ships to start mapping as much of the world as possible. DC 80. Reward: an "Outbound Fleet" takes shape, and exploration of the world begins anew. (65,000 Dr)
This one is hard. I think we can all agree on Renegotiate Debts is needed right away. Brown Bile and the Dragonpit are both very important, but probably not urgent, and I feel committing to an expensive project like Brown Bile when we are currently in the red is a serious mistake. So leaning towards Nests within Nests for our first turn, despite it not being as important.
Intrigue:
[ ] Develop Spy Network (Region): Set your Master of Whispers to finding informants. You want to know what your lords are trying to keep hidden. DC 70. Reward: get additional insights along with the standard rumors that everyone hears. (25,000 Dr) (Please specify region when voting) (may be taken twice for multiple regions)
[ ] The Red Keep's Ways: The Red Keep is riddled with secret passages. Everyone knows this. Fewer know the location of even one. Oberyn, with the help of the Sand Snakes, can find them all. DC 60. Reward: gain complete knowledge of the Red Keep's secret passages. (Free)
[ ] Sins of the Father: Your father's last mad plan never came to fruition, but it left a lot of wildfire scattered around the city, and Jaime doesn't know the locations of all the caches. You'll start trying to quietly track down a paper trail or anyone who knows of something strange. DC 75. Reward: locate the lost wildfire caches. (5,000 Dr) (This project must succeed 3 times to be completed)
[ ] Little Fingers, Large Shadows: The only remaining member of Robert's Small Council at large, former Master of Whispers Petyr Baelish has somehow vanished from the world. This cannot be. You'll find him somehow, someday. You'll start by tracing his past, his movements and his dealings. No one can just disappear, he has to have left some kind of trail. DC 80. Reward: begin gaining information about Baelish, his assets and his disappearance. (10,000 Dr)
[ ] Three is Auspicious, but…: More dragons are better, right? You came across your three dragon eggs by chance, but surely these were not the only three eggs left in the world. DC 85. Reward: possibly discover other dragon eggs??? (15,000 Dr)
[ ] The Lonely Dragons: At the moment, the entirety of House Targaryen consists of you and your infant children, your sister, and your nephew (and your unacknowledged other nephew, Snow). Is it possible that there's more family out there? Your father and brother may have had bastards, and who knows how many female relatives married into other families? Your knowledge of your family tree is woefully incomplete, and you would know more. DC 50/75/100. Reward: learn more about the branches of the Targaryen family, ??? (15,000 Dr)
Ugh... almost everything is urgent and all of them are important. I think we ought to pick the Red Keep right away though, not knowing the secret passages in our own castle could end very badly for us. After that, probably take a swing at Littlefinger.
Learning
Advisor: Grand Maester Jacaerys
[ ] The Iron Throne: You have an odd sense about the Iron Throne, like there's something to the smallfolk tales that it's cursed. It's definitely not just a throne of half-melted swords, you know that much for sure. You'll have the Grand Maester look into it. DC 80. Reward: gain information about the Iron Throne, ??? (1,000 Dr)
[ ] The Higher Mysteries: Magic exists in this world. Your dragons are proof of it. Your dreams are proof of it. Seven Hells, whatever nightmarish things Euron Greyjoy got up to would also qualify. But it is an unknown to you. This is where your request to the Citadel regarding the new Grand Maester comes in. DC 55. Reward: learn about magic, ??? (5,000 Dr)
[ ] The Dragon's Bane: Wildfire was an obsession of your father, and of other Targaryens before him (Aerion 'Brightflame' makes your father look sane in contrast). You like a bit of fire and destruction as much as the next dragon, but maybe there is something else here? DC 60. Reward: gain understanding of wildfire's properties, potential uses (10,000 Dr)
[ ] What Made the Red God Red?: Lord Stannis Baratheon and his wife Selyse are open devotees of the Lord of Light, after a servant of the Red God saved their daughter's life. A Red Priestess named Melisandre was once so interested in meeting you she put a bounty on you. Just what is the deal with the Red God and his followers, anyway? DC 50. Reward: gain information about R'hllor and his disciples (2,000 Dr)
[ ] On Crowns They Hung the Dragonfire: Three dragons now live in King's Landing, and they are, for now, obedient and under control. Dany has great instincts, informed by her old book of Valyrian tales and myths, but you would really like additional information, and there must be more out there than just this book. DC 85. Reward: find out more about dragon rearing, training and maintaining (7,500 Dr)
[ ] Silence Lay Steadily Against the Wood and Stone: You know hardly anything about Summerhall, one of the darkest marks in your family's long and checkered history in Westeros. Your brother went there often, but spoke nothing of it; your father wouldn't hear the name in his presence; your mother wept at the very thought of it. Perhaps an impartial third party, an observer like the Grand Maester, can give you the salient details – what the buildup was, what if anything went wrong, anything you don't know but should. DC 75. Reward: information about Summerhall, ??? (7,500 Dr)
All of these are important. However, learning how to control dragons is urgent, that has to be one of the things we pick.
Personal (Pick Two)
[ ] Sharper than the Sharpies: You may not officially run your merchant enterprise anymore, but the intrigues involved are what you truly excel at, and if you're honest with yourself, you sometimes miss the fun of it. Allows you to take on an additional Cartel task.
[ ] A Bent Copper: You remember well what happened to the last king when he didn't pay close enough mind to his financials. Seven Hells, his situation was so dire that you sent him a million gold dragons as a
taunt once. While you're certainly no indulgent wastrel, you'd like to get better with coin. Stewardship/Learning, DC: 60. Reward: increase Stewardship, gain related traits, may improve some relationships (Free)
[ ] Return to Dragonstone: You haven't set foot upon the island in fourteen years, and the last time you were there, your mother died in your presence. Maybe it's been long enough, and you can lay some old ghosts to rest? And who knows what secrets and knowledge may lay hidden in your family's ancestral home? Reward: ??? (Free)
[ ] Beyond the Veil: You have little to no control over your visions. You would like to try and improve upon this. Maybe the Grand Maester knows something, maybe someone wrote on this once, anything – you need guidance. Willpower, DC 50. Reward: may unlock Seer traits, other options (Free)
[ ] The Bonds Between Us: You have a core group of people in your inner circle, but it's only a few. And a king certainly can't ignore the members of his court. (Specify a person, or perhaps two people, to spend time with). Reward: strengthen relationships, may improve stats or gain new traits. (Free)
[ ] A Dragon in Black: You do have one living relative you know of outside of King's Landing: your ancestrally and geographically distant uncle Aemon, a maester in the service of the Night's Watch. You're told that Rhaegar would exchange letters with the old man, before his death – maybe he'd like to write you? Reward: Contact with Maester Aemon Targaryen, ??? (Free)
Contacting Aemon should be considered both urgent and important. I feel Bonds Between us is actually probably the most important thing listed, but we can probably put it off for a couple turns if we need to. I'd like to Return to Dragonstone because I think we might learn things there that help elsewhere.
Daenerys Targaryen
[ ] Diplomacy of the Dame: There are few as good with their words and innate charm as Dany, and she can put that to good use. (Allows you to take on an additional Diplomacy project, using only her Diplomacy bonus) (Please specify project when voting).
[ ] Silvertongue: Ned wants her to shadow him closely, and likewise guide her hand as need be. If she is to one day take his place, she needs more than talent: she needs skills. Diplomacy, DC 65. Reward: Dany gains confidence in her skills, may gain traits and Diplomacy increases.
[ ] Shadows of the Past: For good or ill, the most powerful and consequential of Targaryen women have always had martial skills. To advance her in this arena, you'll have Dany train with Ser Bonifer. Martial, DC 55. Reward: increase Martial, gain combat-related traits. (Free)
[ ] Sisters in Scales: Dany has never been one for the traditional route, and neither have you. She's forged good relationships with the Sand Snakes, and they could probably teach her things that would never occur to Ser Bonifer. Martial/Intrigue, DC 40. Reward: increase Martial and Intrigue, may gain combat-related and intrigue-related traits. (Free) (assigns the Sand Snakes to Dany for the round)
Diplomacy of the Dame would allow us to get a third Diplomacy action this turn, which could be useful... but I think we should focus on training right now, and we did promise Ned Stark he would train her. I say that, unless the Sand Snakes are available, in which case have them train her.\
Aegon Targaryen
[ ] A Mind that Burns: The Golden Prince is smart, and received much of the training for kingship that you never did. You would have him improve on those subjects, as they will not only benefit his work with the Goldcloaks, but when he becomes a lord somewhere as well. Learning, DC: 50. Reward: increase Stewardship and Diplomacy, gain related traits. (Free)
[ ] The Path of Ashes: The City Watch should be led by a skilled hand, and the lords of Westeros respect martial prowess above all. You'll have Aegon train with you and select others in your court, to improve his skills. Martial, DC 50. Reward: increase Martial, gain combat-related traits, may improve relationships. (Free)
[ ] Along the Nascent Echo: Summerhall sits long ruined, a scar on the Stormlands and a sobering reminder of your house's fragility and fallibility. Aegon has some curiosity about the place, given his father's connection to it, and he's dreamed of visiting it sometime. Reward: ??? (2,500 Dr) (will necessitate naming an Acting LC for the City Watch, and could have repercussions on Aegon's reputation departing so early)
[ ] The Shape of Dreams: Many Targaryens across history have been touched by some kind of influence beyond the mortal coil – some dream of the future or the past, some discover things in the present beyond their ken, some speak with the dead … Aegon wonders, in his few quiet moments, if he has inherited something of this from his father. Willpower, DC 60. Reward: increase Willpower, may gain related traits. (Free)
Wait on Summerhall until we take the Learning action on it. Probably start with Martial and then alternate with Stewardship?
Garret of Saltpans
[ ] Port of Call: A trading company would be sort of silly without having operations of some kind in as many major port cities as possible, and the Tigaros Cartel is not silly. Garret will begin to expand from Lys and Braavos, working to get a foothold in various port cities. Intrigue/Diplomacy, DC & cost varies by port city (write-in 3 target cities, subject to QM approval)
[ ] Hoist the Colours: You know a profitable venture that you never got yourself into? Piracy. The Narrow Sea is almost crawling with ships, some more vulnerable than others, and the Summer Sea never lacks for opportunity either. And there's always the Arbor… Intrigue, DC 40. Reward: the makings of a pirate enterprise, varying amounts of coin and cargo, ??? (20,000 Dr)
[ ] Settling Accounts: Once upon a time, you had to flee your home in Braavos, thanks to the amorality of the servants Ser Willem Darry had hired. You are very much now in a position to reclaim what was lost (as can be, anyhow) and to have Garret exact some petty revenge. It would be unbecoming for a King of Westeros to stoop so low, but hey – that's what Tigaros is for. Intrigue, DC 35. Reward: reclaimed items lost from Ser Willem's home, sweet sweet vengeance, ??? (5,000 Dr)
[ ] Tempting Fate: You survived the Doom of Valyria once, with the help of Ser Jaime and Lord Gerion and no small amount of luck. So far, everyone else that's tried has failed where you succeeded. You'll task Garret with finding out why, and maybe collecting some treasures you recall still awaiting claimants in the Doom. It's a
very foolhardy but potentially
very profitable option. Intrigue/Martial, DC 90. Reward: information on failed expeditions, secrets and treasures lost in Valyria, ??? (100,000 Dr)
[ ] O Brothel, Where Art Thou?: A funny thing has happened since the Restoration – many of the brothels in King's Landing have been in trouble, their proprietor missing and assets (in every sense of the word) left vulnerable. It's a bit distasteful and lowbrow, but it is the oldest profession in the world, and someone needs to do it. Diplomacy/Stewardship, DC 45. Reward: the Tigaros Cartel steps in and gains some, erm…assets. (10,000 Dr)
[ ] Selling Swords: Besides trading and whoring, the most profitable work in the world is mercenary work. There are a lot of sellswords out there, and there's a lot of veterans who, for one reason or another, can't seem to go home. Garret will put them to work. Martial/Stewardship, DC 40. Reward: the Tigaros Cartel gains a sellsword arm, and you gain a private army loyal only to you (and your coin). (25,000 Dr)
Port of Call is the reasonable choice, but I think I'd like to take the Settling accounts, not so much about getting revenge, as that recovering items might be useful.
The Kingsguard
[ ] A Duty to Swords: A Kingsguard is never skilled enough. (Martial, difficulty varies) Reward: Increase Martial and gain combat-related traits.
[ ] Loyal Knights: (Allows you to take on an additional Martial Project) (Please specify which one when voting)
[ ] Restoration Reformations: Ser Jaime has gotten himself Opinions as pertain to the Kingsguard, and you haven't gotten this far by not trusting his judgment. He would like your permission (and input, in some cases) to implement some changes in the Kingsguard. Diplomacy & Martial, difficulty varies. Reward: Begin instituting some reforms on the Kingsguard.
[ ] Brothers and Sisters: It has not escaped notice that an informal Queensguard has coalesced around your wife, Arianne. You will formalise this arrangement, and work with Ser Jaime to smooth over whatever vocal objections arise to armed women being legitimised by the Crown. Diplomacy, DC 75 (Jaime & Viserys). Reward: Queensguard established, some traditionalist feathers ruffled (unlocks future vote bloc to recruit members)
Loyal Knights might be useful to take so that we could also reform the Gold Cloaks, have the Kingsguard hunt down the Bandits, and that means we will have both Martial actions aligned to do the Naval Academy and Iron Seals at the same time in two turns.
The Sand Snakes
When they are not minding your wife (their cousin) as an informal Queensguard, whom do they aid?
[ ] Task them to Dany (takes Sisters in Scales action)
[ ] Task them to Oberyn (+10 to Oberyn's rolls)
[ ] Task them to Arianne full-time (lowers DC of Brothers and Sisters by 15)
Help Oberyn since we are taking a swing at Littlefinger. First time available for other tasks, probably put them on Brother and Sisters (when the Kingsguard is also available of that action).
Those are my general thoughts.
[X]Plan: We Are the Blood of Kings! But My God What A Mess
Umm... some of these choices seem emotional and not thought out very well.
I think I'll have to post my own plan.