• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Chapter 2 answers...this shouldn't be as long.

Also, his designated heir is none other than Svetozar, Chief of Luki and one of Rurik's vassals! Perhaps some ‘unconventional methods’ could be used to bring this province into the realm? Though the legalities and consequences would need to be examined further. Even if Sviatopolk’s convenient death could be arranged, would his county be brought under Rurik’s rule through the inheritance by his vassal? [Ed. I assume so, but being a newbie seek confirmation.] There is also the consideration of making Svetozar – already a powerful vassal – too powerful. He and Rurik are not exactly best of friends as yet!
We've already discussed this above so i don't need to go over it. What I do agree with is that it would make him a very strong vassal, but the land would be in your realm AND because of how inheritance works, his sons are going to split that land up for themselves. So essentially I wouldn't worry about it too much for now. Just get the land into your realm. You are always going to have powerful vassals but that doesn't mean they are troublesome (if they are your friend for example, especially in this case as sons break up power after death, give them all the land you want!).
[Q1: So I’m presuming that demesne and liege levies can be raised in peace time – which could then be added, for instance, to the standing army already available and used for raiding. But, given the vassal levies cannot currently be raised, these would be the only troops available for such activities for now. I tried reading up on this aspect, think I have the answer, but didn’t find anything definitive after a cursory search, including on the Wiki.]
Basically. Though keep in mind that you cant declare war with raised vassals (one of the reasons why standing armies and retinues have certain advantages, despite expenses).
[Q2: How valuable are cavalry in this time period – with a master horseman as a leader or not – and how do you go about getting them? Is it a resource-based thing? Or only available in retinues?]
Very, though I doubt you will have much in the way of them for a while. Other people have answered the combat question very well so I'll skip over it. Basically, get cavalry if you can but expect your armies to be made up of mostly footmen and plan accordingly (i.e. put tech into them and prepare for slow marches instead of fast campaigns...aside from raiding on boats!).
[Q3: given it isn’t the home county, does this make any difference/have any benefit? Perhaps to the attributes of any levies later raised in this county?]
Technology is researched in your captial and tends to spread outwards from it. So if that is the highest tech province and also produces the most gold and troops (and for long term planning, has the most development slots to build castles, towns etc...) pick it as your home county. Generally people pick a good duchy capital as their main capital and hold two duchy titles for themselves (the max amount a feudal ruler can hold without penalty) along with any kingdoms and empires etc. If you can get two duchies that are large and next to each other on the map, then that's the best option.
[Q4: My intention is not to build any more Temple holdings (the only new holding currently available) due to their expense and my uncertainty as to whether they would be worth it, for now anyway. Even in Ladoga. However, the Forts seem cheap and at face value like a very good idea for defence, including against neighbours who may have a similar idea to Rurik’s about the benefit of raiding. Would it be a good idea to commence building Forts in all the realm’s provinces? That would be my current intention unless advised otherwise.]

Forts...are usually used by feudal players invading pagan lands so I don't know how useful they are to the other side! However, they are cheap, they provide an extra, if weak, layer of defence against sieges and I tend to put them in all of my own counties just to be sure.
 
Chapter 2 answers...We've already discussed this above so i don't need to go over it. What I do agree with is that it would make him a very strong vassal, but the land would be in your realm AND because of how inheritance works, his sons are going to split that land up for themselves. So essentially I wouldn't worry about it too much for now. Just get the land into your realm. You are always going to have powerful vassals but that doesn't mean they are troublesome (if they are your friend for example, especially in this case as sons break up power after death, give them all the land you want!).
A useful additional perspective. Perhaps then in a tribal society, it’s not so much the power of an individual vassal (with logical exceptions of course) that is a critical problem: more what will happen to the realm itself on succession if there’s conflict between squabbling heirs/ptretenders?
Basically, get cavalry if you can but expect your armies to be made up of mostly footmen and plan accordingly (i.e. put tech into them and prepare for slow marches instead of fast campaigns...aside from raiding on boats!).
Noted, sounds like it will be boats and shank’s pony for a while yet then!
Generally people pick a good duchy capital as their main capital and hold two duchy titles for themselves (the max amount a feudal ruler can hold without penalty) along with any kingdoms and empires etc. If you can get two duchies that are large and next to each other on the map, then that's the best option.
Again thanks, will start to think of options as the time approaches.
Forts...are usually used by feudal players invading pagan lands so I don't know how useful they are to the other side! However, they are cheap, they provide an extra, if weak, layer of defence against sieges and I tend to put them in all of my own counties just to be sure.
Yes, it may be that prior advice may be logical in some settings and locations, but forts might be more useful in the situation I find myself in here: surrounded, with a great number of potential enemies, who could strike while I’m off on distant raids with my main force. Forts on the frontier could delay attackers, protect from raids and allow more time for relief forces to arrive. Though at the trade-off risk of making a rebelling vassal more powerful. Food for thought.

ThanKs once again TBC for the detailed attention.
 
A useful additional perspective. Perhaps then in a tribal society, it’s not so much the power of an individual vassal (with logical exceptions of course) that is a critical problem: more what will happen to the realm itself on succession if there’s conflict between squabbling heirs/ptretenders?

This is something else that tribalism adds; everything is fluid. You can't rely on your own family and blood relations, because the game will encourage them to fight when you are dead. You can't build up allied, friendly families that will make up a group of vassal that will serve you mostly loyally for centuries. You will instead watch them like hawks even when everything is going well, because as soon as the dad dies, the kids need to have a civil war to find out who's next top dog. Meaning that if you had a reasonably sized kingdom of about fifty counties (decent and stable under a feudal system), you could have multiple civil wars every few years or so, in many different areas on the kingdom. Not counting the really big ones that come when your family has to do it.

And there's still the issue of disloyal vassals too...

Well...having said all that, it would be really cool to watch you handle that all the way up to becoming Russian emperor as well. Although at that point you've basically invented Klingons.
 
This is a pretty cool playthrough so far! It's cool to see someone learn CK2 through a written narrative. Much less irritating than seeing the Yogscast struggle to pronounce Deashumhain, for sure.

I won't claim to be an expert on CK2, but I think I may know the answer to the whole "(Tribals) aren't affected by de jure effects" confusion you had in the beginning. What I believe that denotes is when you have a Kingdom's laws affect all those within the Kingdom's de jure (official, 'how it should be'' ) borders even if there are realms within those borders that are de facto (real, 'as it actually is') independent.

For example, let's say the Kingdom of Bavaria has seceded from the Holy Roman Empire into its own independent kingdom. Now, despite being de facto separate from the HRE, the King of Bavaria can still vote for the next Kaiser and can be voted as the next Kaiser, since Bavaria is still de-jure part of the Holy Roman Empire!

So essentially, this means that that kind of stuff can't happen to you. Which doesn't actually matter in this case since, A) There is no Kingdom or Empire of Rus, and B) There's not a lot of laws that affect the whole kingdom like that. Vassal Peace is irrelevant since you're not actually part of the realm, same goes for the Inheritence laws. And there's investiture, which is only relevant for feudal Catholics.

I believe Paradox did plan on adding more depth to de jure mechanics, so the game could simulate historical oddities such as the King of England technically being a vassal of the King of France due to the Duchy of Normandy, which was the property of the King of England, being de-jure part of France.

Anyways. Other stuff I wanted to suggest...

I see that you have your Chancellor trying to fabricate a claim on a county you actually already have a de jure claim on. Well, another user above has already told you why you don't need to fabricate a claim because of this, so I suggest you get your chancellor to do something else.

In fact, as a Tribal Germanic Pagan, you shouldn't be fabricating claims at all. Nil. You already have Casus Bellis to replace them; the County Conquest CB which allows you to take any coastal county or any neighbouring county. There is also the powerful Subjugation CB, which you can use to target a whole kingdom... and if you have the 'Become King' ambition, you can use it as many times as you'd like against people who have land in your duchy's kingdom! (In this case Rus) All in all, you Chancellor should be doing something else, like making your vassals like you more.
 
This is a pretty cool playthrough so far! It's cool to see someone learn CK2 through a written narrative. Much less irritating than seeing the Yogscast struggle to pronounce Deashumhain, for sure.
Thanks very much - hoped it would be a bit different and useful too. Not only for people learning the game, but a chance for those with hard-won knowledge to be able to share it with others. I’ve found in games I actually know something about ;) that’s enjoyable too :). Anyway, you are very warmly welcomed aboard Alyssea!
I won't claim to be an expert on CK2, but I think I may know the answer to the whole "(Tribals) aren't affected by de jure effects" confusion you had in the beginning. What I believe that denotes is when you have a Kingdom's laws affect all those within the Kingdom's de jure (official, 'how it should be'' ) borders even if there are realms within those borders that are de facto (real, 'as it actually is') independent.

For example, let's say the Kingdom of Bavaria has seceded from the Holy Roman Empire into its own independent kingdom. Now, despite being de facto separate from the HRE, the King of Bavaria can still vote for the next Kaiser and can be voted as the next Kaiser, since Bavaria is still de-jure part of the Holy Roman Empire!

So essentially, this means that that kind of stuff can't happen to you. Which doesn't actually matter in this case since, A) There is no Kingdom or Empire of Rus, and B) There's not a lot of laws that affect the whole kingdom like that. Vassal Peace is irrelevant since you're not actually part of the realm, same goes for the Inheritence laws. And there's investiture, which is only relevant for feudal Catholics.

I believe Paradox did plan on adding more depth to de jure mechanics, so the game could simulate historical oddities such as the King of England technically being a vassal of the King of France due to the Duchy of Normandy, which was the property of the King of England, being de-jure part of France.

Anyways. Other stuff I wanted to suggest...
Thanks for this very detailed explanation, especially the examples that help to make some sense of the concept. I think I now get it in those conceptual terms, I just need to link this advice together with some of the previous guidance offered by commentAARs to discover the right screens and commands to exercise the alternatives, which I will work through myself and summarise in the next update.
I see that you have your Chancellor trying to fabricate a claim on a county you actually already have a de jure claim on. Well, another user above has already told you why you don't need to fabricate a claim because of this, so I suggest you get your chancellor to do something else.

In fact, as a Tribal Germanic Pagan, you shouldn't be fabricating claims at all. Nil. You already have Casus Bellis to replace them; the County Conquest CB which allows you to take any coastal county or any neighbouring county. There is also the powerful Subjugation CB, which you can use to target a whole kingdom... and if you have the 'Become King' ambition, you can use it as many times as you'd like against people who have land in your duchy's kingdom! (In this case Rus)
Got it, thanks again. Was only doing it that way because I hadn’t understood how else to do it :confused:. Because I didn’t pick the ‘become King of Rus’ ambition I don’t have that CB to hand, but it looks like there should be others available that should suffice. Again, the additional guidance is very much appreciated :). I will get to the diplomatic/declare war screens and see what I have at my disposal.
All in all, you Chancellor should be doing something else, like making your vassals like you more.
Excellent! That has touched on one of my other questions (technical and game strategy).

To all: I’m hoping to have a bit of a play and update today if I can, but must depart on a short work trip that I must fly out for mid-afternoon today (Sunday my time) so it will either be a short one (trying to retune the things I’ve learned from all the comments since the last episode), or delayed until after my return mid-week.

This last week was devoted to both a very busy RL job and getting out two updates to my other (long-running HOI3) AAR. Now it is Blut und Schlacht’s turn again and I’m looking forward to putting the excellent advice I’ve received into practice, as I rove around 868AD with axe in hand and confusion in the mind! :):oops:
 
Last edited:
Chapter 5: The Second Thing of Rurik’s Reign (31 December 867 - summary of advice from Ch 4)
Chapter 5: The Second Thing of Rurik’s Reign (31 December 867)

hRi5a8.jpg

The Thing of 31 December 867 was a major gathering of the learned of the realm. Decisions were taken that would affect the formative days of Rurik’s realm. As a ‘foreign’ (Norse) ruler in largely Slavic lands, it was important that he gather the wisdom of all, but in a singularly Norse way. This engraving was found among Gumarich the Scribe’s scroll trove in early 2017. It is believed to depict that gathering. Lawspeaker Hrörekr can be seen addressing the assembly.

Prologue

Gumarich recorded that Chancellor and Lawspeaker Hrörekr professed his sincere thanks to all [the advisAARs and commentatAARs] who contributed to the Second Thing of Rurik’s reign on 31 December 867AD [that is, everyone who has contributed since Chapter 4!]. Also, all those who attended the Thing [other readAARs] were told their voices were always welcome at every Thing!

[Special thanks to: @Eurasia; @markkur; @Rufy_King; @Idhrendur; @stnylan; @Nuada Airgetlám; @TheButterflyComposer; @Asantahene; and @Alyssea]

Some major learnings from the recent Thing
[ie. comments since Chapter 4]

1. Pressing Claims. Interact with the target county, check out the declare war button, look for CBs, pick claim or most appropriate casus belli, eg de Jure ducal claims (which Rurik has on Toropets and Torzhok). Pushing and winning claims for others gives a big loyalty boost, even more so if they are unlanded. If outside de jure lands, then make sure they are a vassal or dynasty member first though, or you won’t get it under your realm once won.

vVmWc7.jpg


wAuCCF.jpg

These are the first two priority de Jure ducal claims Rurik will be looking to make. Psovk may well be another, but would be subsequent to these, which have the ‘better’ claims.

An investigation by the Chancellor of three neighbouring counties of interest indicated a casus belli is available for each, but it seems the King can’t progress this further for now as levies have been raised (for raiding in this case). Rurik would need to finish the current raid, draw the levies down (still have initial standing tribal army and zealots handy) execute the claims then resume raiding when convenient. Following up on the legal advice provided by the Thing, the Chancellor would soon be withdrawn from his unnecessary claim fabrication work in Toropets and sent to do something more useful.

2. Minor Decisions, Courtiers, etc. Seek new courtiers with the right skills for appointments that need filling. New counties/titles may need to allocated to such to bring in Norse culture/religion, to educate children (and again to reinforce own culture/religion), and for attribute ‘marriage programs’ etc.

9QCjlv.jpg

Two vacancies remained in the minor appointments that need specialist skills not yet found at the Court. Two new debutants – Edla and Bodil, good Norse lasses - are selected to join the court. They should prove useful in ‘Germanifying’ the realm in due course and will be used as brides for unmarried courtiers as necessary. They will be described later, after they have settled into the court. But neither of them (yet, anyway) have the specialist skill of ‘mystic’ required to fill the vacant Völva (Seeress) role: Rurik may need to look more widely to recruit someone for that position. Similarly for the Court Skald, where a Poet is required.

3. Vassals Raiding. The general consensus of the Thing was "Hey, it’s part of the culture, and if they don’t have a job well can’t blame them for having a go themselves!"

4 & 5. Looting. The ‘Gold/Looting bar’ – needs to be found and followed - word was sent to Rurik's quartermaster to take heed of this arcane measure. The realm should look for richer Western pastures to loot [consulting the economic map], but the King should also be careful of their likely swifter and more effective responses. Tribal law dictates that if it’s the King's raid, he would get the loot irrespective of whether he had vassals as commanders.

For Holmgarðr now: Should it be England or Western Europe next? Maybe two parties, hitting simultaneously in nearby provinces to split any response, or hit two isolated counties. Raid richer countryside for more loot so as not to have to invest forts/keeps. The question for the King was whether he should next enforce a few de Jure claims and build the realm, or go for some richer raiding. He might be able to compromise – one smaller raiding group, with enough back home to conquer neighbouring county targets.​

qoZ0El.jpg
As already foreshadowed, Rurik and his war council have begun to look for the next raiding target, whether this may come before or after the prosecution of de Jure claims against Toropets and Torzhok. England and the coast and navigable rivers of Western Europe are likely targets.

6. Religion and Temple Sacking. The learned of the Thing clarified that Norse paganism is different to Finnish and Slavic paganism, which are discrete religions. It is therefore acceptable to continue the current temple sacking in Saaremaa, without offending Rurik's religious standing. But we should be careful not to sack any Norse temples.

[Reports and message settings: Can right-click on a portrait image, look for ‘star’ on top menu, can click to track that character of interest.]

The two de Jure claim county chiefs – the dissolute Chief Sviatopolk of Toropets and Radoslav of Torzhok - have been earmarked for ‘Special Interest’. Others will follow in due course.​

Other/new answers from previous chapters:
  • Set a focus for King Rurik.
After not being able to find the focus screen, I googled the wiki and it looks like you need to have the Way of Life DLC to enable that (which I don’t have yet).

Ch 5 Q1: Is that right? If you have the DLC, then where do you access the Focus screen from (the right-click ‘act’ with your character button, then it would appear in the drop-down menu of options – which it doesn’t for me)? Or am I once again missing something? If I were to download the DLC now, would it disrupt the game I’m currently playing? Or just add the options on next time it is booted?
  • Explore further the ‘legal intricacies’ of various types of claims, direct or via vassals (and whether they are also blood relatives), etc: I can see with that one you can read about it, but the only way to become familiar will be to experiment a bit!
  • In tribal, the power of vassals will be mitigated by their sons splitting it up on succession. Powerful vassals are only a problem if they are hostile.
  • Cavalry is very useful, but (except in mercenaries) beyond reach to train at this point. Must mainly rely on foot soldiers for now.
  • Forts – could be a consideration for other than demesne counties, if there’s a credible threat, not too bad for vassals. I’ll consider for coastal counties that might be subject to raiding (will see if other Viking realms look like doing that ton me regularly) or perhpas as a road-block to a potential invasion from a powerful neighbour (not too great a priority for now though).
AuthAAR’s Endnotes:

Thanks to TBC (@thebutterflycomposer) also for your thoroughness in reaching back and providing advice from previous chapters.

All readAARs. To anyone else coming to the AAR with it already established and you’re in the catch-up reading stage: I’m always very happy for you to offer either comments (on the story/play) or advice on anything from the start onwards. On this AAR certainly, not only is it no problem, but is actively welcomed. I’m very happy to go back to previous chapters or get new or alternative advice – or just a comment or observation, including on purely story aspects - on any previous one. You won’t be ‘offending’ me or any readers by reaching back so. I know that can be an issue – you don’t want to be seen practicing a kind of ‘commentary necromancy’, but in my case I welcome it. If you are catching up, it can involve you in the commentary early, rather than feeling you must catch up before you are ‘allowed’ to comment!

The next entry will resume normal gameplay and narrative mode, but I thought it useful to capture and summarise all the feedback since the last chapter and implement a few aspects, to clear the way for the next entry.
 
Last edited:
  • 1Like
Reactions:
Sorry to say, but those honorary titles you gave out are purely cosmetic as far as I know; most honorary titles besides Designated Regent and Commanders are only for making your vassals happier.

And yes, you need Way of Life for focuses. Not sure if it'll affect your savegame though.

Raiding to keep your treasury up is always good, and a good way to build up prestige. Remember to bring back your ships to port so you can actually get all that treasure and prestige! In fact, I believe that Rurik himself needs to command the raiding parties to get the Raider, Viking and Sea King traits -- someone correct me if I'm wrong. As for a target, you could pick off England at first until you have enough troops to take on the Carolingian kingdoms.

Other than that, nice little update on things to come.
 
Sorry to say, but those honorary titles you gave out are purely cosmetic as far as I know; most honorary titles besides Designated Regent and Commanders are only for making your vassals happier.

And yes, you need Way of Life for focuses. Not sure if it'll affect your savegame though.

Raiding to keep your treasury up is always good, and a good way to build up prestige. Remember to bring back your ships to port so you can actually get all that treasure and prestige! In fact, I believe that Rurik himself needs to command the raiding parties to get the Raider, Viking and Sea King traits -- someone correct me if I'm wrong. As for a target, you could pick off England at first until you have enough troops to take on the Carolingian kingdoms.

Other than that, nice little update on things to come.
Thanks Alyssea. Yes, the minor titles were mainly just handed out to improve vassal opinion, which started off a little low because of Rurik’s foreignness.

And he is indeed commanding the raid. Another commenter advised the subordinate commanders could also be eligible to get the Viking et al characteristics - will see if that happens.

Maybe someone else will know about mid-game DLC changes - I won’t change anything unless I’m sure it’s ‘safe’.

Again, thanks for your interest, advice and kind comments- most appreciated! :)
 
Nice round-up
 
In my long Byzantine Empire game I have added DLCs over the length of the game and even added and removed mods without any weird results. Just had to re-train myself on how to play the game. :)
Brilliant, thanks Eurasia :)
 
You can add DLC during an existing campaign but it may interact weirdly, especially if it's a save from a much older patch. There's something to be said for keeping CK2 to a previous patch version through Steam so an update doesn't wreck an older save.
 
Brilliant, thanks Eurasia :)
Something like 'Way of Life' will not affect the game. I have added several new DLCs to my current Wessex game with no issues whatsoever
 
It just refines how you want your character to develope and focus on a little more. And it makes it easier to roleplay, cos you can make them peaceful then warlike, then expansive, then pensive and religious, or any other kind of character arc.
 
You can add DLC during an existing campaign but it may interact weirdly, especially if it's a save from a much older patch. There's something to be said for keeping CK2 to a previous patch version through Steam so an update doesn't wreck an older save.
Something like 'Way of Life' will not affect the game. I have added several new DLCs to my current Wessex game with no issues whatsoever
It just refines how you want your character to develope and focus on a little more. And it makes it easier to roleplay, cos you can make them peaceful then warlike, then expansive, then pensive and religious, or any other kind of character arc.
Thanks all! It’s a feature/aspect I’ve enjoyed reading about in other AARs and I like using in-game features to spark story arcs, so will add that DLC.

This AAR is as much about gameplay features that aid storytelling as it is game outcomes, so any further suggestions for DLC that provides such additional aspects is always welcome.

For anyone that way inclined, you can see a summary of the DLC I’m using on the introductory post, or indeed by mousing over the little icons in my avatar, I guess!:)
 
Last edited:
Thanks all! It’s a feature/aspect I’ve enjoyed reading about in other AARs and I like using in-game features to spark story arcs, so will add that DLC.

This AAR is as much about gameplay features that aid storytelling as it is game outcomes, so any further suggestions for DLC that provides such additional aspects is always welcome.

For anyone that way inclined, you can see a summary of the DLC I’m using on the introductory post, or indeed by mousing over the little icons in my avatar, I guess!:)

Well I started Empire with most of the dlc, adding Charlemagne, way of life and the horselords ones cos they weren't including in the pack I got (I also added every new one that had come out since I started, which was conclave onwards). I can say that the game immediately ramped up in difficulty, characters died a heck of a lot more and the game became even more intricate about legal matters and inheritances. I quite like it for the most part, but yeah...dlc seems to add intense nights of difficulty on too. Which for you, since you are tribal and a death means realm divide...I would be careful. It might make for a better game or an unplayable mess, I wouldn't know.
 
Well I started Empire with most of the dlc, adding Charlemagne, way of life and the horselords ones cos they weren't including in the pack I got (I also added every new one that had come out since I started, which was conclave onwards). I can say that the game immediately ramped up in difficulty, characters died a heck of a lot more and the game became even more intricate about legal matters and inheritances. I quite like it for the most part, but yeah...dlc seems to add intense nights of difficulty on too. Which for you, since you are tribal and a death means realm divide...I would be careful. It might make for a better game or an unplayable mess, I wouldn't know.
Sounds like sage advice to me. I may not add any more for this campaign: I hadn’t intended to add any, but hadn’t realised the focus feature wasn’t in the ones I selected. I got them on one of those Paradox sales a few months back, after having done some basic reading of reviews and comments, but not having played yet.

Unless I come across another element I’ve read about and wanted but don’t have, I’ll stick with what I’ve got. But focus seems a quite important element and, if I’m recording a learner’s journey, I think I will include it while the campaign is very young still (only one year in).
 
Chapter 6: Might is Right (1 January to 8 April 868)
Chapter 6: Might is Right (1 January to 8 April 868)

Gumarich Schreiber wrote that the new year of 868 (by the infidel Christian styling) began by King Rurik declaring he would pursue a ‘New Way of Life’ as ruler. He decided he needed to be able to focus his life and has declared that his first such pursuit would be in Hunting. He asserted that “Hunting was good martial practice for all good Norse warriors and was a boon to health.” Barring hunting accidents, of course!

QGApyd.jpg

Chancellor Hrörekr, on advice from the recent Thing, abandoned his unnecessary mission contriving a claim in Toropets, given the legal wisdom held abundant reasons to attack, including an extant de Jure claim, already existed. He arrived back at Holmgarðr in early January. While he would now have to wait until 2 July to be ready for a new mission, at least he would not be subject to discovery and apprehension at the hands of the Spymaster of Toropets.

On 8 February, a bandit raid on the Holmgarðian forces besieging the Temple of Hiiumaa in Saaremaa supposedly ‘killed many of the besieging soldiers’, although Rurik’s commanders reported it seemed no more than around 20 soldiers had been lost.

“The siege is unaffected, my King,” said his principle commander, Chief Svetozar of Luki. “They resist in vain. We will soon be looting and pillaging this heathen temple.”

“Good news, Svetozar,” answered Rurik, his eyes gleaming with the light of religious zeal. “They will pay heavily in blood and treasure for their heathen ways, by Odin’s teeth! When we are done here, we will return with our loot to Ingria. And then, we shall dismiss the levies and muster the rest of the army to impose our will on Toropets. Our Holmgarðian dukedom will be reunited soon: if that wastrel Sviatopolk refuses to bend the knee, he will have my blade at his neck!”

Less than a week later, Hiiumaa fell, with just a few light casualties due to that earlier bandit raid. The temple yielded a good haul of gold, nearly twice what had been pillaged from the surrounding countryside and tribal holdings.

vx3w42.jpg

The raiding party had embarked the galleys with all their loot and headed back to Ingria on 21 February, arriving without incident on 7 March, to a very warm welcome.

rnoCFO.jpg

A job well done, back home now.

The boost to the King’s prestige matched the haul of gold, with some beneficial knock-on effects that would last for years to come. A good start and instructive for all concerned: when next the fleets went to sea to raid, the targets would be richer and more distant, and the glory greater. Danger? Who cares!

6ucM2X.jpg

With his prestige growing [now around 189] and firm legal advice about his rights to claim de Jure rights over Toropets (and indeed Torzhok after that), Rurik took his next course with confidence. He would dismiss his own demesne levies: the Nygarðr regiment of 937 men and the Aldeigjuborg Regiment with another 602. And muster his standing army – now numbering over 1,200, with his original raiders and the zealots currently quartered in Luki – in the capital and thus be in a position to legally declare war and have a sizable host ready to immediately march on Toropets, catching them before they were able to muster their meagre levy (estimated at around 524 when summoned).

Even with the requirement to besiege the holdings, it may be that the standing army alone may be enough to do the job. Especially as a report is received from agents in Chief Sviatopol’s court that on 4 March he saw fit to sack one of his commanders (one Briachislav by name) – and the Chief himself was no military heavyweight [8 compared to Rurik’s personal score, which is now 28 since he took up the Hunting focus]. It was hoped they might be in some disarray by the time Rurik came calling – Sviatopol’s feast preparations would be crashed! The orders went out and the troops began marching immediately (on 7 March).

q89yOX.jpg

As Rurik marched with his raiders from Ingria, on 27 March he was met on the road by a messenger from his trusty Steward, Alfgeir. A learned man for a ruler of the time, Rurik read the scroll himself. Great news – and his gratitude for his Steward’s industrious efforts was manifest. There would be no problem providing these new recruits with some action, lest they become restless. The same stood for those zealots recruited last year by Seer Porolfr – they needed some action to blood them, sooner rather than later.

VDUn1N.jpg

By 8 April, Rurik makes his triumphal return to Holmgarðr. There are hearty backslaps and a nice tapestry each (looted from Saaremaa) for his Steward and Seer. The additional troops they have mustered are merged into a single army of almost 2,000. All is now in readiness to bring Toropets into its rightful place as part of the realm. There will be no time for feasting or celebrating for now: there will be a quick council meeting to decide on the precise form of the declaration of war on the hapless Sviatopolk, then the now unified army will march.

gYxlkv.jpg

Chancellor Hrörekr advises there are two cases for war that seem the most relevant out of four available. He presents their essential elements. The debate is over which is the ‘best’ in the interests of the King.

a2y2oS.jpg

Prince-Marshal Helgi argues in favour of a straight conquest. Toropets would go directly to the King, to manage as he would. He would also gain moral authority among Germanic peoples for 20 years. Hrörekr, coming from a more legalistic viewpoint, believes the de Jure claim should be exercised, bringing Toropets into the realm and making Sviatopolk the King’s vassal.

Gumarich recorded a healthy debate was had by the councillors, with vassals naturally gravitating towards a more diffused county governance and less power to the King through a de Jure claim, while Helgi naturally favoured an approach that kept things more closely held “in the family”. A decision would be reached that afternoon, but first they broke for a hearty lunch. Perhaps some jugs of ale and a haunch of venison would make the decision easier!

v98y4I.jpg

Questions

Ch 6 Q1: Moral Authority. While the de Jure claim on Toropets seems more ‘traditional’, a straight conquest is open to Rurik. He gets the county all to himself and gains ‘Moral Authority’ as well. First question is what benefit ‘Moral Authority (among Germans) brings. What is the effect and is it worthwhile? This has a bearing on which case for war Rurik should press – on Toropets and in the future.

Ch 6 Q2: Declaration of War. Second, are there any ‘hidden’ consequences to adopting one course or the other form later, other than those listed in the effect descriptions? Because otherwise, I think Rurik is tempted by a straight conquest, which seems to be a course that has slightly more long-term advantage to him, gets rid of a potentially unhappy and not very effective vassal and then allows him to keep or reallocate the county as he chooses.

Any advice or views on either of these questions or any other general comments or suggestions is most welcome. For now, I know character development and prose narrative is a little light, but that is in part due to the focus on gameplay, part due to the early days of the campaign. I’ll see where that part of the story takes us as things move forward.
 
  • 2Like
Reactions:
Q6.1 - Every single religion has a Moral Authority score. Basically, how respected that religion is by its own followers. A high MA means less chance of heretics cropping up and causing trouble. There are also minimum MA requirements for actions such as calling great holy wars (40%) or reforming a pagan religion without holding all of the holy sites (50% with 3-4 sites).

Q6.2 - You could press the De Jure claim if you want Sviatopolk as a vassal, say if he had good traits for a counciller. But the straight up conquest sounds much better here. Land into your ruler's personal demesne and extra moral authority is great.
 
Conquest is definitely the better alternative here, especially as you are far from your demesne limit. This is why I said making claims is useless for Tribal Germanic Norse rulers like Rurik -- the CBs available to you are far outshine those of more typical religions (other than Islam). Claim, de-jure or otherwise, is primarily for rulers of Christian, Indian, etc. rulers who don't have much to use against their fellow believers. You, however, do. And you should use them as much as you could, as they would disappear once you become Feudal or Christian or whatever. That's the theme of tribals and nomads -- you expand quick, but will have trouble keeping it all together due to gavelkind and rebellious vassals and whatnot.

Speaking of, Moral Authority should be boosted as much as possible if you plan on staying Norse. As someone else has mentioned above, you need at least 50% MA to reform your religion if you only have three holy sites for the Germanic faith (you can see Holy Sites on the religion tab or on the religious map mode as white provinces). Otherwise, you'd need all five sites... which is troublesome, as one of the holy sites (Zeeland) is in the hands of the Carolingians.

Other than that, cool update! Yay for war!