Broad WHISPER to the hillfolk: to be a leader is to be a warrior, to be a warrior is to lead. Look to the warriors for guidance and leadership. To aspire to be a warrior is good; men and women should test their physical prowess against eachother from an early age.
Sleep.
(Also, as I forgot to say, I am very happy this has returned.)
Your words sift into the collective consciousness (-2 GEN);
aspire to war, always test one another, look to the warriors for leadership. The first two suggestions fail to really take. There is no significant increase in the numbers of warriors, and no significant tradition of warrior training develops, but the third suggestion takes. People look more and more to the warriors of their clans for advice, and the warriors look to one another as well. Soon enough, the clans join together to form a single tribal government beneath the warrior clan chiefs. The tribal elders take care of decisions for the tribe, and loosely manage the hills to prevent overgrazing - to a certain extent, at least.
Grass: You take advantage of your unique link to the High Grasslanders and visit them in their dreams. [-12 CUL Total] At this level of focus you are able to explain things in great detail, but you dump a lot of information on them, and they may not be able to soak it all up. You also take the opportunity to view your work [-4 GEN].
To House Modnir you encourage them to work with the other Houses and to work with the Cult of the Grass more closely, as well as giving them instructions on the process of selective breeding and an admonition about growing past their limits. With their native link to the Grass, they adopt the techniques of selective breeding with ease; they are already contributing nearly all of their resources to the wall, satisfying your injunction; for the moment the use of crop rotation will stave off overfarming for a generation or two, so they do not feel pressed to worry about it. As for the Cult of the Grass, they manage to sway the Grass cultists to contribute time and materials towards the wall as well.
House Esra you pressure to develop better means of disposing waste, to help with the walls, build up the Ancestral temple and erect one to the Grass. As expected, your instructions on sanitation are received easily and they are able to follow through, digging out simple sewage ditches for the disposal of waste to prevent buildup of filth in the village. While effective, these improvements will not really pay off until the village becomes more crowded, but you have provided ahead of time for such a contingency. They contribute some resources towards the village wall and seriously begin working on improving the shrine to the Ancestors to a full temple, but given how cosy the Grass cult and House Modnir are getting, they keep the last of their resources for their own uses.
To House Avray you give two commands; to train for war, and to bring forth art. To the first command they take, and begin training a small amount of their number as full time warriors. Over time they come to develop their own traditions and identities as warriors, separate from the general identity of their people and their House. This dedication to their craft will set them in good stead for war. To the second command they take as well, mixing pigments from plants and earth. They begin to paint, to detail the nature of the Grass, to preserve their stories on stone and wood.
You are also able to get an idea of the relative influence and power of the Houses. The Houses each have around 20-30 members, kinsmen and attached craftsmen or labourers, and House Avray also hosts four men who have begun training as warriors. They are presently roughly equal in wealth, if you measure wealth in terms of stored grain, clay and copper jewellery and available manpower. By comparison, the Ancestor cult is about equal in numbers, the Grass cult boasts more followers and both the cults are poorer than the Houses.
Remaining actions will be resolved later, getting sleepy.