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.
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Starting ck2 game rules screen lets you turn off devil worshippers and 'supernatural' elements. Doesn't look like the ck2 wiki on rules has been updated to reflect that.
Starting ck2 game rules screen lets you turn off devil worshippers and 'supernatural' elements. Doesn't look like the ck2 wiki on rules has been updated to reflect that.
I advocate dlc but do turn off stuff included within them that either sounds or I know to be annoying. Devil worshippers and openly supernatural events might be fun to try one day but I'm running historical AArs here at the moment so...
The Third Thing of King Rurik's Reign (summary of advice for Ch 7)
This is where (OOC) I will marshal my responses to those correspondents since the last chapter I haven't yet replied to and consolidate some of the take-outs for reference purposes. So, not a chapter per-se, but I'll thread-mark it for posterity. I'll deal with the first three questions from Chapter 7 first, then the follow-ons to Q3 about content after that.
Ch7 Q1: Zealots and Volunteers.The zealots appeared on 7 October 867, while the tribal ‘legend warriors’ appeared on 27 March 868. Was the end of the war enough to trigger their departure, ‘moral contract’ satisfied? Are there any aspects to handling such gratis levies others are able to share? And did Rurik make any error in heading back home with those levies when he (I) did, or would this have happened anyway? PS: I’m not sure of the exact date they deserted – it’s just I only noticed on the 17th, as they marched back to Holmgarðr.
Q1 - Zealots and tribal legend warriors are a 1 year use it or lose it proposition. If you do not use zealots in a religious war, or the legend warriors in any war, within one year (raiding does not count) they disappear and you take a negative consequence (better to dismiss them than let that happen). If you use the zealots in a religious war in that timeframe, or the legend warriors in any war during that timeframe, they will disband automatically the day after the peace treaty.
I'm not sure about zealots and volunteers, but I'm familiar with raised tribal armies. The latter stick around until you're in peace, so one trick to maximise the benefit from them is to stay in war. So long as you have no levies raised, you can simply declare war on the next target and march in your tribal army. Gets the most out of the prestige cost.
Basically, yes the war ending can make all of them leave. With these sort of special event troops, I tend to use them as a very short lasting bonus for meat grinding for sieges or for big battleship. I wouldn't rely upon them to fill up most of my army because they are so temperamental. Saying that, used on a one off for a tricky siege they can greatly speed up a campaign.
It's pretty clear from the observations above and what happened in-game that, even though both forces still had a year to run and had been used, by making peace Rurik released them from their commitments. A bit like the undead Army Under the Mountain in LOTR !
I'm thinking the fact it didn't disappear immediately (ie when the screen shot was taken after the conquest of Toropets, but the day of it) may have been due to their departure happening as the day 'ticked over' and I just didn't notice it until a little later. Lesson learned: either declare a new war (if you are ready to) or bank on them disappearing. Losing 1,200 free troops in the early game is a bit of an inconvenience , especially as all they did was make the siege a bit quicker and saved me raising the demesne and vassal levies. Would have liked to have used them for a bit more than that, but hey ho, there you go! Ch 7 Q2: To Raid or Conquer. Any advice on considerations, timings, priorities and options – especially whether (numerically and ‘legally’) a simultaneous raid and conquer option would be feasible and (if so) desirable would be welcomed. If not, then which seems the most urgent – noting either will take some time, as another 3-4 month siege would be expected in Torzhok.
Interesting, this advice will give Rurik something to think about. It may also be graduated in effect: if the next one or two border conquests (ie single unattached Chiefdoms, starting with Torzhok which is also part of the de jure home duchy claim) are easy, he may choose to gobble them up quickly then take the raiding trail. That way, I'm thinking the new provinces can be integrated into the King's personal demesne quickly, developed etc. With the more lucrative planned raids filling the coffers for both that development and a war-chest. Though at the moment, the nearest targets are looking so comparatively weak and inviting, the war-chest part may not be so immediate (not sure there, due to inexperience: perhaps I'm underestimating the push-back I'll start to get).
Has Torzhok been at war lately? If so, their levies are still recovering. If not, then your levies will outpace them even more if you wait. I doubt you have to worry about Radoslav raising a tribal army of his own, since he has negative prestige.
I don't think that half-day 'war' for Toropets they declared then had to immediately abandon will have allowed them to do much levy raising (haven't seen any appear). In any case, I think Rurik's standing army would outnumber the total number of levies Torzhok can muster. Once his demesne levies are raised, he may not even need those of his vassals, though it seems the tribal system makes it easy enough to raise them and keep them under arms. The point about his low prestige in a tribal system of his own is also a useful one. May come in handy in future assessments - especially if the adversary is a bit more powerful.
Again, as above in reply to PVT Ascoobis, this sounds like sound advice in a strategic sense and a course we may find Rurik likely to pursue.
Essentially, the dual approach could be to declare war to conquer Torzhok, raise all the levies available, devote the minimum required to complete the conquest and, if the numbers look sufficient, put the rest on boats and send to off to reave in Britannia. The troops remaining at home could complete the conquest of Torzhok (the siege will take some months, no doubt), then either take the rest of the boats and join their comrades a-raiding, or look to some more nearby easy conquest pickings on the borders. Anyway, Rurik will still consider the tactical question first: can he easily tick Torzhok off the 'to do' list first, because of its small size and power and attraction for uniting the duchy? It will be revealed in the next update (which I haven't played yet, so am still myself considering). No spoiler here, as I don't know yet! Ch7 Q3: Chancellor’s Next Mission. The Thing is therefore asked about whether improving relations with Chief Svetozar seems a worthwhile use of the Chancellor’s time, when compared to the other two available missions (neither of which seem particularly useful at this point). Maybe a gift or additional appointment could be made, as well. Most of other vassals all seem quite favourably disposed, though Svetozar’s Slovensky kinsman Vsemil is only moderately better disposed.
Q3 - A point on Chief Svetozar. He hates you because you are Norse (-10), because you are a Germanic Pagan (-14) and because HE (not Rurik) is a Zealous Slav (-25), and envious to boot (-10). You're lucky he's content instead of ambitious, but you will never make him happy. Time to start considering replacing your Slavic tribal chieftains with good Norse stock by judicious application of the Revoke Title button. Cultural and religious unity are paramount to a stable realm, and it all starts at the top. I'd start in on it once you convincingly outnumber your vassals. By all means send in the chancellor for now but just keep in the back of your mind that eventually they are all going to cause problems down the road and need to be replaced.
Summary, or TL;DR: 1) Raid for loot to enable 2)Conquer the neighborhood until you can embark on some 3)Vassal ethnic cleansing.
Sounds terrible but it's CK2. No points for getting killed by a Zealous Slavic vassal.
Short-term, appeasing a powerful vassal can be useful. But Rurik is regarded as an outsider. His Slavic Russian vassals are always going to be at a higher risk of revolt and will give fewer levies and less tax because they like Rurik less. So for the long-term, replacing them with Norse is a good idea, if potentially painful in revolts in the short-term.
If you only have one upset vassal, leave him for a bit and see if relations improve over time. And bribe him or whatever...depending in how powerfully he is. Basically, at this stage in the game you want to expand a lot and try to keep peace between as small a group of vassals as you can. Since you have tribal expansion, I guess yes, you can use the chancellor on him. Nothing else he can do right now, unless you want him to steal the rights of an entire kingdom for you...
Interesting advice re the vassals. Rurik will need to tackle this decision soon: revoke or cajole. For the immediate future, Svetozar and Vsemil remain positively disposed (just) and are the two next best commanders available after the Cowardly Prince Helgi (who is likely to be forced to confront his fears soon, especially if a dual raiding abroad while conquering nearby strategy is pursued). I think I'll seek some more detailed advice on benefits and consequences in the near future . But this has now got me thinking.
But the consensus seems to be shaping things towards Norse culture and religion is the long-term aim (as I've decided not to turn the Rurikids into Slavs). Even Svetozar, the least supportive vassal, is still on balance positively disposed, so its more lack of enthusiastic subservience than hostility for now, plus an unused Chancellor. The question of future religious directions is another I'll be bringing up later: the question of reform (of the Norse pagan religion) or conversion (perhaps to one of the branches of Christianity, or even Islam) down the track. But first things first .
Supplementary questions(re Ch 7 Q3):
Q3a. Which DLC is it that adds the fourth mission to each of the councillors?
Q3b.Is it the same DLC that allows the focus to be set for children being educated?
Q3c.And finally is it/are they worth getting (ie when on sale, and not introducing any other aspects that may do more harm than good for the $ invested)?
I like all the DLCs, but mostly I split them into two categories - those that generally widen the game and those that deepen it.
Widen the game
Sword of Islam
Old Gods
Rajas of India
Charlemagne
Sunset Invasion
The Republic
Horse Lords
Deepen the game
Way of Life
Monks and Mystics
The Reaper's Due
Conclave
Legacy of Rome
Sons of Abraham
Conclave generally seems to be the one that is a bit Marmite, perhaps because it restricts player action somewhat compared to before and some folks found that a big aggravating.
I have them all. Even the ones some people don't like because I want a game to be challenging. NOT hard but challenging and interesting. Too easy and it is boring. Too hard and it isn't fun.
For you...conclave doesn't actually do much. You will never have many vassals and hopefully the ones you do have won't be that powerful so there's nothing the council can do to you anyway. So get it for the other options or for immersion (I like it for feadal rulers so far anyway ) but as you are, I don't think conclave does much for you. Monks and mystics maybe, since you want to reform he do religious stuff...
Starting ck2 game rules screen lets you turn off devil worshippers and 'supernatural' elements. Doesn't look like the ck2 wiki on rules has been updated to reflect that.
I advocate dlc but do turn off stuff included within them that either sounds or I know to be annoying. Devil worshippers and openly supernatural events might be fun to try one day but I'm running historical AArs here at the moment so...
Thanks all - useful background and views for me and no doubt others. In part, I think the selection of DLC in CK2 is (apart from the $ one is prepared to spend) is one of personal preference. And at least the game rules start screen allows you to turn off aspects of a particular DLC you may find irritating or unsuitable for a particular game and the story one has planned if it's for an AAR. But keep in some game mechanics aspects from the DLC that you think are fine or add to the scope or experience.
For this game, I had in fact noticed that screen and so went through and turned off a couple of things I didn't want (without checking, iirc while I have Sunset Invasion DLC I have turned off the actual invasion. Mongols - if I survive that long - should be plenty to contend with! Otherwise, there are occasionally things I see or read about in other AARs that sound interesting and would add some richness, so it looks like I can add them if I wish without destroying the game in progress.
For now, having just added Way of Life for that very reason, I'll keep playing and reading and see if any more pique my interest. Monks and Mystics and Conclave are two such I'll continue to consider. Though Reaper's Due seems (from incidental reading) to be a bit extreme in some of its effects.
I'm happy for this AAR to be a side forum for discussions of the pros and cons of some of these, especially in the context of it being in large part a Learning AAR: people like me who are new to the game will I think be interested in the views of those who have immersed themselves more fully. And the advice is relevant both for game play, but also for what the DLC can add (or subtract) from those of us who are using it for AAR purposes.
To conclude, thank you so much for all the comments, advice and views. As many authAARs say, such participation and comments are the lifeblood that keeps one going. It is always appreciated (including from any new readAARs who are catching up and feel like commenting on previous entries - this AAR is particularly suited to that, so please don't feel you have to catch up to the present before offering a comment ).
And finally very special thank you to the legendary @coz1, who has very generously honoured the Weekly AAR Showcase to this humble work. I'd like to think that all who contribute their comments to this AAR share in that, as together you are a large part of what helps to make it what it is![/quote]
This where (OOC) I will marshal my responses to those correspondents since the last chapter I haven't yet replied to and consolidate some of the take-outs for reference purposes. So, not a chapter per-se, but I'll thread-mark it for posterity. I'll deal with the first three questions from Chapter 7 first, then the follow-ons to Q3 about content after that.
General Comments
Many thanks .
Ch7 Q1: Zealots and Volunteers.The zealots appeared on 7 October 867, while the tribal ‘legend warriors’ appeared on 27 March 868. Was the end of the war enough to trigger their departure, ‘moral contract’ satisfied? Are there any aspects to handling such gratis levies others are able to share? And did Rurik make any error in heading back home with those levies when he (I) did, or would this have happened anyway? PS: I’m not sure of the exact date they deserted – it’s just I only noticed on the 17th, as they marched back to Holmgarðr.
It's pretty clear from the observations above and what happened in-game that, even though both forces still had a year to run and had been used, by making peace Rurik released them from their commitments. A bit like the undead Army Under the Mountain in LOTR !
I'm thinking the fact it didn't appear immediately (ie when the screen shot was taken after the conquest of Toropets, but the day of it) may have been due to their departure happening as the day 'ticked over' and I just didn't notice it until a little later. Lesson learned: either declare a new war (if you are ready to) or bank on them disappearing. Losing 1,200 free troops in the early game is a bit of an inconvenience , especially as all they did was make the siege a bit quicker and saved me raising the demesne and vassal levies. Would have liked to have used them for a bit more than that, but hey ho, there you go! Ch 7 Q2: To Raid or Conquer. Any advice on considerations, timings, priorities and options – especially whether (numerically and ‘legally’) a simultaneous raid and conquer option would be feasible and (if so) desirable would be welcomed. If not, then which seems the most urgent – noting either will take some time, as another 3-4 month siege would be expected in Torzhok. Interesting, this advice will give Rurik something to think about. It may also be graduated in effect: if the next one or two border conquests (ie single unattached Chiefdoms, starting with Torzhok which is also part of the de jure home duchy claim) are easy, he may choose to gobble them up quickly then take the raiding trail. That way, I'm thinking the new provinces can be integrated into the King's personal demesne quickly, developed etc. With the more lucrative planned raids filling the coffers for both that development and a war-chest. Though at the moment, the nearest targets are looking so comparatively weak and inviting, the war-chest part may not be so immediate (not sure there, due to inexperience: perhaps I'm underestimating the push-back I'll start to get).
I don't think that half-day 'war' for Toropets they declared then had to immediately abandon will have allowed them to do much levy raising (haven't seen any appear). In any case, I think Rurik's standing army would outnumber the total number of levies Torzhok can muster. Once his demesne levies are raised, he may not even need those of his vassals, though it seems the tribal system makes it easy enough to raise them and keep them under arms. The point about his low prestige in a tribal system of his own is also a useful one. May come in handy in future assessments - especially if the adversary is a bit more powerful. Again, as above in reply to PVT Ascoobis, this sounds like sound advice in a strategic sense and a course we may find Rurik likely to pursue.
Essentially, the dual approach could be to declare war to conquer Torzhok, raise all the levies available, devote the minimum required to complete the conquest and, if the numbers look sufficient, put the rest on boats and send to off to reave in Britannia. The troops remaining at home could complete the conquest of Torzhok (the siege will take some months, no doubt), then either take the rest of the boats and join their comrades a-raiding, or look to some more nearby easy conquest pickings on the borders. Anyway, Rurik will still consider the tactical question first: can he easily tick Torzhok off the 'to do' list first, because of its small size and power and attraction for uniting the duchy? It will be revealed in the next update (which I haven't played yet, so am still myself considering). No spoiler here, as I don't know yet! Ch7 Q3: Chancellor’s Next Mission. The Thing is therefore asked about whether improving relations with Chief Svetozar seems a worthwhile use of the Chancellor’s time, when compared to the other two available missions (neither of which seem particularly useful at this point). Maybe a gift or additional appointment could be made, as well. Most of other vassals all seem quite favourably disposed, though Svetozar’s Slovensky kinsman Vsemil is only moderately better disposed.
Interesting advice re the vassals. Rurik will need to tackle this decision soon: revoke or cajole. For the immediate future, Svetozar and Vsemil remain positively disposed (just) and are the two next best commanders available after the Cowardly Prince Helgi (who is likely to be forced to confront his fears soon, especially if a dual raiding abroad while conquering nearby strategy is pursued). I think I'll seek some more detailed advice on benefits and consequences in the near future . But this has now got me thinking.
But the consensus seems to be shaping things towards Norse culture and religion is the long-term aim (as I've decided not to turn the Rurikids into Slavs). Even Svetozar, the least supportive vassal, is still on balance positively disposed, so its more lack of enthusiastic subservience than hostility for now, plus an unused Chancellor. The question of future religious directions is another I'll be bringing up later: the question of reform (of the Norse pagan religion) or conversion (perhaps to one of the branches of Christianity, or even Islam) down the track. But first things first .
Supplementary questions(re Ch 7 Q3):
Q3a. Which DLC is it that adds the fourth mission to each of the councillors?
Q3b.Is it the same DLC that allows the focus to be set for children being educated?
Q3c.And finally is it/are they worth getting (ie when on sale, and not introducing any other aspects that may do more harm than good for the $ invested)?
Thanks all - useful background and views for me and no doubt others. In part, I think the selection of DLC in CK2 is (apart from the $ one is prepared to spend) is one of personal preference. And at least the game rules start screen allows you to turn off aspects of a particular DLC you may find irritating or unsuitable for a particular game and the story one has planned if it's for an AAR. But keep in some game mechanics aspects from the DLC that you think are fine or add to the scope or experience.
For this game, I had in fact noticed that screen and so went through and turned off a couple of things I didn't want (without checking, iirc while I have Sunset Invasion DLC I have turned off the actual invasion. Mongols - if I survive that long - should be plenty to contend with! Otherwise, there are occasionally things I see or read about in other AARs that sound interesting and would add some richness, so it looks like I can add them if I wish without destroying the game in progress.
For now, having just added Way of Life for that very reason, I'll keep playing and reading and see if any more pique my interest. Monks and Mystics and Conclave are two such I'll continue to consider. Though Reaper's Due seems (from incidental reading) to be a bit extreme in some of its effects.
I'm happy for this AAR to be a side forum for discussions of the pros and cons of some of these, especially in the context of it being in large part a Learning AAR: people like me who are new to the game will I think be interested in the views of those who have immersed themselves more fully. And the advice is relevant both for game play, but also for what the DLC can add (or subtract) from those of us who are using it for AAR purposes.
To conclude, thank you so much for all the comments, advice and views. As many authAARs say, such participation and comments is the lifeblood that keeps one going. It is always appreciated (including from any new readAARs who are catching up and feel like commenting on previous entries - this AAR is particularly suited to that, so please don't feel you have to catch up to the present before offering a comment ).
And finally very special thank you to the legendary @coz1, who has very generously honoured the Weekly AAR Showcase to this humble work. I'd like to think that all who contribute their comments to this AAR share in that, as together you are a large part of what helps to make it what it is!
I’m honoured to hear that from such an excellent and decorated authAAR. I aspire to one day even remotely approach the kind of CK2 narrative skills you demonstrate in ‘The Wolves’!
Chapter 8: Hermóðr’s Spirit (26 September – 25 November 868)
Chapter 8: Hermóðr’s Spirit (26 September – 25 November 868)
Hermóðr the Brave, the War-Spirit, one of Odin’s sons. In this illustration from an 18th century Icelandic manuscript, Hermóðr rides to Hel on Sleipnir. He meets Hel and Baldr.
September 868
Editor’s Note: The two months covered in this latest translation of Gumarich der Schreiber’s epic record of King Rurik’s reign covers a very eventful period. It runs long, mayhap, but hard! Much will happen; much more to be learned. Like our fierce and determined Norse protagonist and his men, let us see it bravely through to the end!
“Chancellor and Lawspeaker Hrörekr made his explanation to the King, true and fair as was his wont,” noted Gumarich, continuing the narrative of 26 September 868. “The Third Thing of King Rurik was held the evening of his return from the great victory in Toropets, summoned in advance by messenger. Much discourse was had. The King took advice, then – duty done for the nonce - retired to his chambers. He greeted his young wife and, for the first time, his daughter Asa, then not quite three months on this earth.”
A small but boisterous feast was held that evening for the court and his commanders and another arranged for his remaining soldiers. But that second feast would not be held at the keep, for reasons that soon became apparent.
“My beautiful Queen! My Son, Marshal and heir Prince Helgi! My gallant commanders. Lords and ladies,” boomed the King’s voice as he rose to speak after dinner had been eaten and the serious drinking began.
“And welcome to our newest member at court, that good Norseman Nils of Tikhvin. Study stewardship well young man. We will also see to getting you a wife soon so you can sire many more good Norse children on her!” This last gets a slightly less enthusiastic reception – the Slavic and Finnish notables at court are not comfortable with Rurik’s cultural and religious zeal for Norse ways, but they politely tolerate it - as they must.
“Blood and battle is in our veins! Victory begets victory.” Each short sentence is greeted by rowdy cheering. This is more like it! “May Hermóðr's Spirit course through us as we strike down our enemies!”
“Our time in this world of men is short, before we are summoned to Valhalla. I am in no rush to get there …” he pauses to allow the laughter and cat-calling to calm down a little. “… but want something to show for it when do! I am sure you feel the same.” More cheering, toasting and a little good-natured brawling and manly arm wrestling.
“I have therefore made my decision. The army rides tonight for Torzhok. The insults of its petty chieftain cannot be ignored. He is a splinter in the arse of all good Holmgarðians!” Much laughter follows this gibe.
Whether Chief Radoslav’s brother, Rurik's Commander Chief Vsemil, thinks this amusing or not Rurik does not notice. And cares less. No room for backsliders or weaklings in his army. He conveniently ignores his misgivings about his own son’s seeming reluctance to join in battle as Marshal of the Realm. He was young – he would grow out of it. Or be forced to confront it, by Odin's Left Nut!
Orders were issued. Rurik’s small standing army would immediately march for Torzhok, without even waiting to rest and rebuild to full strength (their casualties in Toropets were only light). They would have their feast three days hence, on the road to Torzhok. War would be declared just before they crossed the border into Radoslav’s chiefdom. At that point, the levies would be called up to reinforce the vanguard, which would fight whatever they found on arrival, whether on the field of battle or by siege. Rurik’s demesne troops would form the bulk of the follow-on force, with whatever vassal levies answered the call. Only those of Godi þorolfr are guaranteed to respond – his Chieftains are not obliged to send even the small proportion of their forces Rurik may call upon. Such were the tribal mores of the realm at this time.
The senior officers of the army who would be in the vanguard were given the night to rest and revel in Holmgarðr’s keep and village. The next day, they would catch the troops up as they marched through the cooling forest ways and autumn leaves. There would be no rest for the wicked – Rurik is seized with the idea that he must make every day count.
The next morning, after a very refreshing night with Queen Ingjerðr, Rurik summoned his son to his state room.
“Well son, I thought I would give you command of the follow-on force once you have supervised its raising,” the King started. “We may already be in battle as you arrive, but you can lead our main force in to help finished off whatever we have started! It will do you good and is part of your education as Marshal and future King of a warrior realm.”
“Father, I would love to,” Helgi responded. “But, alas, I am literally not able to. Your task of training extra troops in our home county is mandated by law. I am unable to command in battle until my task is complete at the end of March next year. I am truly sorry.”
Rurik was not completely sure of his son’s sentiments here, though he sounded sincere. Those nagging rumours of Helgi’s tactical prowess but physical cowardice came to mind once again. But in this case, it seemed there was nothing to be done and this had been Rurik’s own doing. In modern parlance, this would be cited as a classic case of "not having read the fine print".
Ch8 Q1: Council Tasks and Recall.I have played around with the screens a bit on this, but have been unable to find any way of calling Helgi up to the colours. I had wanted to make him one of the wing commanders on the march of the advance guard to Torzhok. So, does that mean commanding troops in the field is considered a ‘job’ for these purposes? Is there anything I am missing – no other method of ceasing his task so he can take to the field? It is too late for this campaign, but would be handy to confirm for future usage.
Helgi had noticed the fleeting look of disappointment on his father’s face. He hastened to reassure him, even while putting off his ‘day of reckoning’ a little longer. “I have been considering our next options, father,” he offered. “I know we seek to conduct some serious raiding after Radoslav has been kicked out of Torzhok. And we will want as many warriors as we can muster, both for the raids and any future conquests. Once this current task is completed, I propose you send me to organise a great raid. I would be honoured to command those troops myself, for plunder and your greater glory!” This plan would also, conveniently for Helgi, take some time to bring to fruition, as the new task could not even be started until his current one was finished in late march of the following year.
“Very well, I will consider your idea,” replied Rurik, somewhat mollified but not yet fully convinced. “If the campaign in Torzhok can be finished quickly, I aim to take what troops I can to the ships as soon as I may and make for the golden shores of Britannia. Your new raiding party will likely not be ready by then – I will probably have been gone by some months before you can even start to gather the men. We will see how things stand by next March as to whether you join me a-reaving, raise a new raiding party here, or indeed take up our program of conquest back home. First we must unseat the unworthy Radoslav and consolidate our realm – your future realm, Helgi. And well you must remember it.” The last is said with a hint of steel and insistence.
“Yes father, I do understand,” said Helgi. He himself was not oblivious to the rumours that circulated about him, which he knew in his own heart to be true. This dissonance between his nature and his abilities, responsibilities and destiny would have to be confronted. The would-be King of a Norse warrior realm could not avoid the question forever. He would do something about it. But later.
Ch8 Q2: Great Raid.So, like other Council tasks, is this one where the Marshal starts it, then waits for the ‘die roll’ to come up based on the % likelihood, then a group of blood-and-treasure-thirsty raiders suddenly materialise? As with the zealots and legend-seekers of previous episodes? I also presume that having the Marshal prepare a great raid has no effect or inhibition on plans for normal raiding in the meantime. And to confirm, I can’t change tasks now (from training to raid organising), can I?
Gumarich recorded that the King and the Prince Marshal were then joined by the two vanguard wing commanders, Svetozar and Vsemil, for a brief council of war before Rurik and the latter two headed off to join their men.
Word also came through that morning from Torzhok that Radoslav had appointed his brother Sviatopolk, the hapless former Chief of Toropets, as a commander in his army!
This news doesn’t exactly inspire fear in the King and his commanders. They recall Sviatopolk’s inability to put up a fight in Toropets and the plausible tales of his disgraceful flight from the keep at the end of the siege, disguised as a washer-woman. The greatest danger this news presented was to Svetozar, who almost choked on his ale when he heard of his kinsman’s appointment!
Helgi began by briefing his father and commanders on what they new of the enemy’s situation. “Our reckoning is Radoslav can muster a levy of 519 men at arms. As the recent Thing pointed out, his prestige horrendous, so he will be unable to muster any tribal army to help him. Nor will a treasury of 22 gold and 8 silver buy him more than a handful of camp followers, let alone a mercenary band. But he may already be in the field as he must surely realise you will be coming for him. So you should be prepared for the vanguard to be engaged in open battle once you cross his border. Radoslav is also a far better military commander than his brother Sviatopolk,” added Helgi, unable to stop himself glancing sideways at Vsemil, Radoslav’s other brother.
“But he will be no match for you, my King,” said Vsemil stoically. His oath and allegiance to the King over-rode his loyalty to his brother. For now, at least. And he is no sycophant: Rurik’s martial skill is legendary and has even improved over the last year or so, aided by his newfound zealous belief in the True Norse Gods and his dedication to the Hunt. “And we will slightly outnumber him with the 651 men of our vanguard. We will have to wait some weeks for the follow-up force of the realm’s levies to join us, but should have no problems holding Radoslav until they arrive, if he stands and fights.”
“Good man, Vsemil,” says the King, reassured for now of his vassal’s sticking power – having been called on to make war on first one brother and then another!
“My sword is yours, oh King,” pledges Vsemil. “All I ask is that you show consideration and your legendary justness for Radoslav, if he fights bravely and behaves with honour. My brother Sviatopolk has always been a disappointment to the family, but Radoslav is a far better man, who only seeks to defend his family and people.”
“Again, well said Vsemil,” says Rurik, nodding slowly. “I can make no promises in advance, but will bear your words in mind when the time comes.” With that, the meeting breaks up, with Helgi seeing off his father and commanders, after which he returns to his less glorious – but far safer – tasks as a stay-at-home Marshal.
The army's vanguard is due to arrive in Torzhok on 17 October.
October 868
The approach march is uneventful. On 15 October, the army is within a few days of the border. The terms of the declaration of war are prepared, but not yet issued. Svetozar makes a last-minute request to be granted his hereditary claim on Torzhok, while Rurik knows Vsemil’s preference would be to bring Torzhok into the realm through a De Jure claim. This would allow his brother Radoslav to retain his position by swearing fealty to Rurik – even if at the point of a sword. These ideas are briefly considered by Rurik, but rejected. He intends to take personal control of all he can, cementing his place as the predominant tribal overlord in the region. It will again be conquest.
Of the two rejected Slovensky Chiefs, the most powerful, Svetozar, is also the most upset. He considers this decision a slight that casts doubt on the King's belief in his loyalty. As well as denying him a strong claim on traditionally Slavic land, long ruled by Slovenskys.
The declaration is formally issued on 16 October, a messenger having been sent forward as Rurik's small force prepares to cross the border the next day. Back in Holmgarðr, by prior arrangement, Helgi issues the orders to muster Rurik’s demesne levies and those of the Godi, while requests to furnish the King’s due are sent to Chiefs Nuyanza of Ingria and Egill of Smaleskja, the two vassals not already travelling with the King. Rurik asks Svetozar and Vsemil directly: both men reserve their decisions, perhaps smarting at the rejection of their respective suggestions for the war aim on Torzhok. Despite their previous and promised loyalty in battle, the tensions of the situation are a complicating factor.
In any case, those levies immediately available are sent on their way: Chief Nuyanza volunteers to take command of the main force in Holmgarðr and begins leading it to Torzhok. The Ladoga levies will proceed to Holmgarðr, in case they are needed. Radoslav’s army can now be seen to have stood to and awaits Rurik on the field of battle. Radoslav knows this will be his best chance to score a victory, however unlikely that may seem, in the knowledge a larger force will surely be following. He will fight for his lands.
Battle is joined on 17 October. It starts with skirmishing by archers on each side, where Rurik enjoys a healthy advantage in numbers. There are no wings deployed by either side – Rurik retains personal command of the single unit he currently has in the field. Similarly, Radoslav only has enough troops to maintain a central front.
Archers! Nock; draw; wait for it, wait for it … LOOSE!
Between 20 and 30 October, word gradually came through from Rurik’s vassals on whether they would answer the King's call to arms. Each was due to provide up to around 50-60 levies in time of war – but at their choice. The answers were perhaps as expected. Vsemil was the first: he would do his duty as a commander of the army, but would not raise his own levies to fight those of his brother. Despite this, his relationship with the King remains cordial, if reserved – he may not realise how much the King has come to dislike and distrust him, however.
Next, after brooding on the issue for a week, Svetozar also refuses to muster his levies for the King’s war to supplant his claim, against a Slovensky kinsman at that. Although he too remains honour bound to retain his command, he can no longer disguise his antipathy to the King. The feeling is reciprocated, with interest! Like Vsemil, although he remains a commander of the army in name, he does not actually control any troops in the field. They have all been kept under Rurik’s personal command in the centre.
Better news filters through from Nuyanza on 26 October and then the most distant – Egill of Smaleskja – on the 30th. Both of them have answered the call. Of them, while the Finn Nuyanza is more powerful and heads up the main body as commander, it is the Norse (and recently married) Egill who is Rurik’s most ardent supporter, and the only one of his vassals of whom he holds a positive opinion.
Answering the King's Call ... or not!
21 October saw archery exchanges continue between the two forces: casualties so far have been light. As Rurik observes this desultory combat, a messenger arrives with news from the Byzantines (or ‘Greeks’) about the formation of the Varangian Guard. The news looks important and something he should be interested in, but Rurik does not really know what to make of it. He makes a note to ask his council for advice.
Ch8 Q3: Varangian Guard.So, this sounds like it should be of interest and perhaps have some effect on a Norse/Viking realm or leader such as Rurik’s, but nothing is clear from the announcement itself. Any guidance on what it may signify in practical terms?
30 October sees the end of the archery exchanges and the beginning of serious melee combat. Casualties seem about even so far, though for Radoslav, time and numbers are not on his side.
The men prepare for melee combat. Time again to pay the butcher’s bill.
November 868
The arrival of Nuyanza with the main force on 7 November sees the intensity of the battle increase. Radoslav is still desperately maintaining an advance, against the odds. It seems Rurik’s shieldwall tactics are more than a match for this, adding to his superior leadership and numbers to give him the advantage.
Ch8 Q4: Battle and Tactics.This is the first time I’ve had a pitched battle and have had the chance to explore the components. I’ve picked out what seem to be a few of the more important aspects, but may have missed something else of note. What isn’t clear to my casual and uneducated eye is what effect martial skills have. Presumably the yellow shading on the tactical roundels signifies how many days left for the chosen tactic. If anyone has any useful or salient pointers on what to draw from these battle screens and what (if any) one can do to affect things after battle is joined/reinforced would be very useful. As this has been a small battle and I haven’t created left or right flanks, I guess any additional pointers are not obvious yet, but if there are any observations about those and what to look for, that would also be great.
A messenger from Helgi arrives on 8 November to report that the Ladoga levy contingent now sits in Holmgarðr. Rurik surveys the battlefield once again and despatches a response: the extra levies can hold where they are. They won’t be needed in Torzhok. The enemy cannot last too much longer.
Indeed, by 11 November, the battle moves into its final stage. Radoslav’s brave – if foolhardy – resistance is over. His army breaks and is pursued by the victorious Holmgarðians. But it seems the Torzhok rear guard fight will continue as they try to make it back to their fortified tribal holding to make a siege necessary.
“Bring me Radoslav,” shouts the King to his army as they chase their opponents through the forests of Torzhok. “Alive preferably, dead if necessary. And carefully search any heavy-set washer-women you meet along the way!”
As the pursuit continues, the 14th of November brings another messenger, this time from Chancellor Hrörekr. There is a scroll and a map. Again, this sounds interesting, and Rurik vaguely understands that the Magyars must have changed from a nomadic to a sedentary culture. But the importance and subtleties escape him, as he writes back to his Chancellor in response. “More information, man. What are we to make of this? Is it likely to affect us directly any time soon?"
Ch8 Q5: Magyars.As with the announcement about the Varangian Guard, any notes of interest or likely impact of this event on relatively distant Holmgarðr would be useful. Useful fact or (for Rurik) just a historical footnote?
Finally, after a week of pursuit, on 18 November victory is won in what became known as the Battle of Yamsky Gorodok after the field on which the main battle was fought and Radoslav’s men finally broke. Even better, in a stroke of excellent luck, Radoslav himself has been captured! Not hiding as a washer-woman, but cornered and fighting. He surrendered when his brother Vsemil appeared and begged him to give himself up. They embraced, then Radoslav was led in captivity and presented to Rurik to hear his fate. There will be no lengthy siege now. Following the harrowing pursuit, Torzhok casualties end up around double those of Rurik.
Rurik’s just nature, Vsemil’s previous words and Radoslav’s valiant and honourable performance are enough for the King to decide on a relatively lenient conclusion to the war ‘hard but fair’. Perhaps in a decision that may one day come to haunt him but that he feels is right (and less likely to antagonise two of his key vassals) he decides not to execute Radoslav. Instead, he is offered peace. Torzhok is conquered, Radoslav’s tile is usurped by the King, but he and his family are released and allowed to go on their way. Rurik hopes that will be very distant – and not to his remaining landed brother’s keep! But that remains to be seen.
"Ah, I'll now sit far more comfortably on the throne with that splinter finally removed!" chuckles Rurik. "Now be gone!"
His two stony-faced Slovensky commanders do not join in the more general laughter of the officers assembled to witness the proceedings.
As Rurik takes stock of his new conquest, he notices the effects of the fight and occupation on the chiefdom of Torzhok. The effect of the imposition of a new administration appears set to last almost 20 years! The even more extreme (but shorter term) effects of recent conquest will last for around a year. A check of the Toropets showed a similar outcome.
With the job now done in Torzhok and the de jure Duchy of Holmgarðr now established, Rurik orders the army there to Ingria, while the Ladoga levies will also move ahead to the boats. Unless other events (or further sage advice from counsellors and advisers suggests another plan), he intends to take his standing army and demesne levies a-raiding as soon as possible, despite the impending winter. He assumes the few vassal levies that did answer the call to war for Torzhok will have returned to their chiefs by then. But a raiding force of over 2,000 men should be enough for some rich pickings – he hopes. Rurik still ponders Helgi’s offer to organise a subsequent Great Raiding Party – if he can’t find some way to release his reluctant son early from the training task to which he is currently assigned until the end of March the following year.
As the King begins the trip back to Holmgarðr, he also takes tock of his own circumstances following the conquest of Torzhok. He now rules four counties personally and can still rule two more in his demesne before this creates problems for him. His wealth remains healthy – at nearly 900 gold – and he plans to add more soon. His prestige has now climbed – he is well along the way to the halfway mark of his aim to become exalted among men. The imminent raiding should help with that. He still only has one heir and not yet a spare, given the Agnatic Gavelkind succession laws of the realm. His wife is young and has proven she can produce children - but perhaps he needs to take some added precautions to ensure his inheritance? Maybe, as some of his advisers have suggested previously, he should consider taking a concubine?
Ch8 Q6: Heirs and Concubines.A fairly simple question and previously canvassed in part, and one more of strategy perhaps, but I would be interested in views on how far to go in the quest for and extra heir or two. Under the succession laws, does that risk fragmentation after Rurik departs? Or at this early stage of the dynasty, is the risk of running out of heirs and the whole line failing too great to worry about that?
25 November finds the bulk of the army still present (demesne levies presumably being immune from unexpected desertion) and on their way to the ships. Another raid - and this time for far off riches - has the men excited.
That same evening, Rurik was met on the road by a messenger from Helgi: the realm’s military experts have the opportunity to learn more about a particular branch of warfare. He sought guidance as to what that should be. Without going into to all the details in his chronicle, Gumarich recounted that Helgi’s tentative advice was not to bother yet with cavalry tactics (given their complete lack of it). A large starting fleet made further research of shipbuilding at this stage a luxury. The bulk of the forces were of course light infantry, which made an improvement there attractive. The shock value of heavy infantry was useful, so that was another possibility – as was the development of siege equipment, given the integral part that would play in raiding and conquest for years to come. While some argued an overall breakthrough in military organisation may be a wise choice.
Rurik pondered this choice – and sought for advice from the many military experts among the officers of his army.
Ch8 Q7: Military Advances.A very basic choice to be made – the realm’s first technological advance – appropriately in the military arts. Words of wisdom and assessments of comparative value for early adoption in particular areas, for a tribal Norse army in 868, would be greatly appreciated.
Much lies ahead for Rurik, as he contemplates his future and that of the realm. For him of course, the rest of his life is yet to be lived; his story yet to be written. Looking back, we find ourselves in a similar position, as the scrolls of the early Rurikid chronicles of Gumarich are gradually preserved, translated and rendered into the blow-by-blow history in which we find ourselves enmeshed. At this stage, only the Gods know how that story will finish.
Summary of Questions
Ch8 Q1: Council Tasks and Recall. I have played around with the screens a bit on this, but have been unable to find any way of calling Helgi up to the colours. I had wanted to make him one of the wing commanders on the march of the advance guard to Torzhok. So, does that mean commanding troops in the field is considered a ‘job’ for these purposes? Is there anything I am missing – no other method of ceasing his task so he can take to the field? It is too late for this campaign, but would be handy to confirm for future usage.
Ch8 Q2: Great Raid. So, like other Council tasks, is this one where the Marshal starts it, then waits for the ‘die roll’ to come up based on the % likelihood, then a group of blood-and-treasure-thirsty raiders suddenly materialise? As with the zealots and legend-seekers of previous episodes? I also presume that having the Marshal prepare a great raid has no effect or inhibition on plans for normal raiding in the meantime. And to confirm, I can’t change tasks now (from training to raid organising), can I? Ch8 Q3: Varangian Guard. So, this sounds like it should be of interest and perhaps have some effect on a Norse/Viking realm or leader such as Rurik’s, but nothing is clear from the announcement itself. Any guidance on what it may signify in practical terms? Ch8 Q4: Battle and Tactics. This is the first time I’ve had a pitched battle and have had the chance to explore the components. I’ve picked out what seem to be a few of the more important aspects, but may have missed something else of note. What isn’t clear to my casual and uneducated eye is what effect martial skills have. Presumably the yellow shading on the tactical roundels signifies how many days left for the chosen tactic. If anyone has any useful or salient pointers on what to draw from these battle screens and what (if any) one can do to affect things after battle is joined/reinforced would be very useful. As this has been a small battle and I haven’t created left or right flanks, I guess any additional pointers are not obvious yet, but if there are any observations about those and what to look for, that would also be great. Ch8 Q5: Magyars. As with the announcement about the Varangian Guard, any notes of interest or likely impact of this event on relatively distant Holmgarðr would be useful. Useful fact or (for Rurik) just a historical footnote? Ch8 Q6: Heirs and Concubines. A fairly simple question, and one more of strategy perhaps, but I would be interested in views on how far to go in the quest for and extra heir or two. Under the succession laws, does that risk fragmentation after Rurik departs? Or at this early stage of the dynasty, is the risk of running out of heirs and the whole line failing too great to worry about that? Ch8 Q7: Military Advances. A very basic choice to be made – the realm’s first technological advance – appropriately in the military arts. Words of wisdom and assessments of comparative value for early adoption in particular areas, for a tribal Norse army in 868, would be greatly appreciated.
AuthAARs Note: Because this chapter has explored a new (for me) area (field combat) and there have been a few events or decisions required, there are quite a few questions, plus other parts (game-play or narrative) that may also provoke some comment. Comments other than on the questions presented are always welcome, while you may hold additional or varying views where some have been answered already. And please, while it is very much welcomed for those willing to make the effort, please don't feel obliged to try to answer every one: there may be some area of special knowledge or opinion you may have about one or two aspects.
So, as always, all comments, answers and references are welcome, on any aspect of the game-play or narrative (it is, in part, also a Learner’s Saga on writing up CK2, which is of course very different to the HOI3 approach I’m by now far more used to).
"All door-ways, before going forward, looked to should be; for difficult it is to know where, within a dwelling, foes may sit."
Attributed to Odin in the Hávamál (“Sayings of the High One”).
(Or perhaps it was Yoda, a long, long time ago, in a galaxy far, far away.)
Disclaimer: OK, I may have tinkered with the phrase order here and there just a little to make it even more Yoda-like, but not much!
Original translation, in poem form.
All door-ways,
before going forward,
should be looked to;
for difficult it is to know
where foes may sit
within a dwelling.
Q1: Does he dislike you? I found that commanders who disliked me greatly couldn't be selected. Though I might mistake correlation for causation there.
Q2: It occupies the Marshal. And you can only change tasks after a length of time (date will be visible in tooltips).
Q3: Your sons may express an interest in heading off to join the prestiguous Varangian Guard. You can stop them, or let them go. If they go, they could come back with booty, ptsd, death, or a bunch of other positive or negative effects. I've found it more positive than not usually. Those who come back do get the nifty Varangian Guard trait.
Q4: Martial skill gives the commander better odds of selecting the better combat tactics, and less odds of selecting bad ones. Selecting quality commanders is a huge force multiplier in my experience and one I missed for ages.
Q5: Hungary just formed. That's about it afaik.
Q6: It's a gamble to only have one heir, and certain problems if there are multiple heirs. Personally, I would get more heirs just to make sure the dynasty carries on.
Q7: Heavy Infantry or Military Organisation would be my picks. Norse heavy infantry are great and military organisation is all-round useful.
Aside from those, I highly recommend making sure that your better courtiers are married and having kids. And with Conclave, you can finetune their education.
If you want to convert provinces to Germanic Norse, you can assign counties to vassals to try and convert. Or politely ask vassals if you can educate their kids as a guardian, raising them as good Norse.
Ch8 Q3: Varangian Guard.So, this sounds like it should be of interest and perhaps have some effect on a Norse/Viking realm or leader such as Rurik’s, but nothing is clear from the announcement itself. Any guidance on what it may signify in practical terms?
A lot of your questions depend heavily on how you want to play and so on. But this one is easy. Unless you live next to or in the Empire nothing it does really should bother you. A hundred years from now if it is expanding into Europe, yes, then worry. But now, don't worry about it.
As Rurik takes stock of his new conquest, he notices the effects of the fight and occupation on the chiefdom of Torzhok. The effect of the imposition of a new administration appears set to last almost 20 years! The even more extreme (but shorter term) effects of recent conquest will last for around a year. A check of the Toropets showed a similar outcome.
That's bascially to stop people using their new conquests immediately to expand outwards again. Otherwise, you could drain your country dry of resources to get new land and then immediately use that new land to war again.
1: If a councillor is doing a job, he can't be called back before a certain time pass. This means he won't be able to lead armies. If he is a vassal he also won't go on a raiding.
2: Yes, it's another special unit. And the only downside is that you don't have your Marshal around while he is preparing this (and depending on how fast he is, maybe even for a little more).
3: @Nuada Airgetlám said everything. It's the equivalent of joining an holy order for the catholic, except your son can actually come back, instead of rotting somewhere in Spain or Israel.
4: Martial skills make them decide the best tactics, martial traits make them pic one tactic over another. But usually, if you put someone with the right traits and a decent martial skill in the right place, good tactics come by themselves.
5: Hungary is now a thing. Apparently a thing divided between actual Hungary and the northern Black Sea. That's about it.
6: Ah, Gavelkind, how I hate you. Let's talk about what will happen if you die under this damn rule:
If you have one son and any number of daughters, since your law is Agnatic, he gets everything;
If you get a second son, your first son will get your main title, your county capital, and one or two of the other counties. The second son gets everything else.
If you get more sons, they divide more, always with your first son inheriting your main title and the capital.
If you want more sons, child of concubines are better because they will inherit something, but usually people won't like them as much as they like your wife's son.
So for now don't you dare creating another Duchy, it will only shatter your realm when you die. I would change the law to Primogeniture or Seniority ASAP.
7: Light Infantry is a no because you are a viking. Cavalry is a no because you are tribal and cavalry is very hard to maintain for you right now. Shipbuilding is a waste of time right now since you have only one port and anyway you don't need more ships. Siege Equipment can be useful on the long run but right now, again, you don't need it, because all you are going to siege are a bunch of tribes. So as Nuada said, either Military Organization or Heavy Infantry.
Q1: In addition to the answers already given, you can actively block your Councillors from becoming commanders. The little round button to the right of the 'appoint' button controls that.
Q2: You pretty much have it understood. Your marshal has a chance of generating some special troops who want to raid (maybe only can raid). If they aren't actively raiding for a period of time, they'll disband. I've had problems where it takes too long to get them to places to raid and had them disband, even! As others mentioned, there's a timeout for changing councilor jobs.
Q3: @Nuada Airgetlám answered this well. As well, the Emperor now has an exclusive cheap mercenary force, so if you end up at war with him add 3000 to any troop calculations you do.
Q4: Up to skill 13, more skill means better tactics, possibly other multipliers. It's quite important to select good commanders. At skill 13, that factor levels off, but traits start mattering. However over the traits for tooltips about their effects. I'm personally fond of the ones that give straight bonuses for leading from the center or from flanks.
Q5: As others said, that's just Hungary becoming a thing. IIRC, it also includes the Magyars going from nomadic to tribal, but I could be wrong. Beyond the geopolitics, it has no effect on you.
Q6: Others discussed gavelkind better than I can, as I've yet to discover good strategies regarding it. Maybe the splintering and civil wars are where the fun is supposed to come from.
Q7: In general, I prefer (in order), military organization, siege equipment, and the most relevant troop type for my culture (for you, heavy infantry). Eventually as you do more ship-based raiding ship construction may become relevant, but it's less so for now. You can hover over the different squares for tooltips on the exact bonuses you get.
Q3: Your sons may start asking to join the Varangian guard. If you let them, they go away for a while, and eventually 1 of several outcomes will occur, many of them positive (though not all). If you have excess sons its a great way to get good commanders as well as some bonus loot.
Q4: In addition to selecting military tactics, as previously mentioned, Martial skill acts as a amplifying force on traits that impact your troops. In Rurik's case, this would be Brave and Cavalry commander. Brave has a base effect of Morale Defense +10%, and at 10 martial that's what you get. At 28, it becomes 19%. If he had any negative traits their effects would be diminished by his exceptional Martial score. Also, Martial of a person effects the size of the levy he is capable of raising from his holdings.
Well that was quick Torzhok put up bascally no fight.
I'll just expand a bit on the answer to Q3. The Varangian Guard is a permanent force (retinue) of the Byzantine Emperor. Any of your sons that volunteer to go serve in it become temporary courtiers of the Byzantine Emperor, and can serve as commanders in stacks that contain the Varangian Guard. As such, they are prone to any events that would normally happen to a commander in your armies. Death, added/lost traits (brave, craven, wroth, etc.) gain leadership abilities (inspiring leader, siege leader, organizer, etc.), wounded, maimed, gain prestige etc. You're basically throwing them into an almost perpetual state of war, subjecting them to the diseases in the Byzantine Empire (which can be really deadly), and all of the intrigue that surrounds what is basically the Mos Eisley of CK2. They'll fight in every war and rebellion for the Emperor, and are almost constantly on the move somewhere. It's quite perilous indeed.
All of the negatives mentioned, I usually try to keep at least one son out of there at a time. By the time you've got a son old enough to join, you've typically got several.
It's a great option for your sons to have an opportunity to gain a massive amount of positive traits, experience, and also to potentially thin the herd if your pool of sons is getting a bit on the large side.
As for Q6... as a Tribal Norse Pagan you can only be in Agnatic Gavelkind succession IIRC so you're kind of screwed regardless. One son is tiptoeing through the game hoping desperately that nothing bad happens to your heir (lol good luck there). Two plus sons is begging the Karling RNG god to sunder your realm upon death. It also breeds adventurers, murders and all sorts of other issues that come with unlanded male claimants. I've always played under the "more the merrier" principle and gone for mass chaos upon death. Kind of keeps you on your toes
Edit : In order to unlock better succession laws, you'll need to reform the Germanic faith and convert to feudalism, or adopt a mainstream faith (Orthodox, Catholic, Muslim, or a heresy of one of those three). Reforming the faith requires multiple holy sites of the faith, which are mostly in Scandanavia or Northern Germany I believe. Gavelkind it is. Also, Elective Gavelkind is a thing you can do but I wouldn't recommend it with your Slavic vassals. The top tier title holder (ie you) and all vassals one level below (ie the Slavic stooges) get to vote for the next heir. And the stooges are eligible to become your heir. And they'll vote for an inbred Slavic imbecile over your genius strong attractive brilliant strategist son with Viking/Varagian/Game Master traits. So don't do it.
Also, Elective Gavelkind is a thing you can do but I wouldn't recommend it with your Slavic vassals. The top tier title holder (ie you) and all vassals one level below (ie the Slavic stooges) get to vote for the next heir. And the stooges are eligible to become your heir. And they'll vote for an inbred Slavic imbecile over your genius strong attractive brilliant strategist son with Viking/Varagian/Game Master traits. So don't do it.
Yes, never never never never ever pick Elective. It does not matter how good your eldest son is - if they dislike you they will not vote for the strongest or smartest. They will vote for the one they can control. Even if it means THEY ALL get conquered by a stronger neighbor.
I remember playing Pagan once. Was one holy site away from reform - I think it was Zealand. Then my Uncle started a war for my throne. I beat him but in doing so let Zealand slip out of my fingers. And then died before I could take it back. And it was Gavelkind.
In regards to reforming the faith, there are Slavic holy sites more accessible to you. Switching to the local religion in order to reform it may be an option in the future.
Well, thanks to all the commenters since the last episode. It has been a busy week. Tomorrow I will post a successor for the Weekly Showcase Award, post the next episode of my other AAR, review the results of this latest ‘field moot’ (ie reply to all your comments, organising by questions asked), play the next period of this game and start writing it up. So nothing much doing ! Thanks once again to all commentatAARs for your support for this project and readAARs for your patronage.
Well, thanks to all the commenters since the last episode. It has been a busy week. Tomorrow I will post a successor for the Weekly Showcase Award, post the next episode of my other AAR, review the results of this latest ‘field moot’ (ie reply to all your comments, organising by questions asked), play the next period of this game and start writing it up. So nothing much doing ! Thanks once again to all commentatAARs for your support for this project and readAARs for your patronage.