While a capable military leader, with the recent turmoil of settling and reorganisation means that you'll need to pick a new second in command soon. Still, you have plenty of experience in this field. (Choose 3)
Organise patrols for the countryside: While the invading forces did a pretty good job at driving out or outright massacring the former occupants, there's always the oft chance that some of the stubborn buggers are in hiding waiting to cause mayhem and havoc. Best to ensure they are rooted out, or at least suppressed.
Cost: 1 Turn, 20 Orcish Knights, 60 Hobgoblin Light Cavalry. Reward:
Repair/refurbish the outer wall: An expensive project, yet a necessary one given the damaged the walls have sustained. In their current state they're unlikely to keep a wolf out, let alone a band of raiders or an army.
Cost: 5/10 Turns (5 turns for lightly damaged, 10 turns for intact). 2000/3000 PP (2000 for lightly damaged, 3000 for intact). Reward: Repaired outer wall.
Repair/Refurbish the inner wall: A less expensive project that keeps the central part of the castle safe, though leaves the majority of inhabitants still unprotected due to being between here and the outer wall.
Cost: 3/5 Turns, 1000/1500 PP. Reward: Repaired Outer Wall
Scout the surrounding area: While keeping the area patrolled is a priority, mapping the area shouldn't be forgotten or understated, lest undesirables move into the areas you have no idea about.
Cost: 1 turn. Reward: