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Military Folkemøte of November 868 (summary of advice for Ch 8)
Military Folkemøte of November 868

So, a formal Thing was not called on this occasion. Instead, as King Rurik had been on the road, he received messages and scrolls on some issues from counsellors far and wide, while also drawing on the advice of his leading officers and warriors at a kind of informal 'military folkemøte', if you will. Once again, thank you to all who have contributed to this important process. The advice provided is, as in the previous style of Gumarich der Schreiber's writings, organised based on the questions Rurik had posed.

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.
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.
No, there's actually a lotta love between father and son so far. One reason Rurik has been so understanding of what is for him (and in a fiercely warrior society too) the terrible stain on Helgi of being a craven. And why Helgi is doing his best to balance pleasing his father against his incongruous (for someone with 19 martial skill) cowardice!
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.
OK, that's clear.
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.
Thanks for the tip.

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?
Q2: It occupies the Marshal. And you can only change tasks after a length of time (date will be visible in tooltips).
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).
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.
OK, that's how I read it too. It is being used by Helgi as a somewhat desperate but useful way for him to do something useful while putting off his introduction to combat again! But also, it means the rest of the forces can raid.


As an aside, I think I also need to consider reallocating some subordinate commander responsibilities, as a couple of slots are being taken up by councillors who tend to be otherwise occupied most of the time (though anyone so relieved of command is going to be pissed off). There's also the residual issue of what to do about powerful and potentially disaffected vassals of the heretic Slavic Pagan faith and culture. I'm looking at you especially, Svetozar! :mad:

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?
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.
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.
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.
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.
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.
Thanks one and all - explains it well. As yet, with only the one (craven) son, heir and Marshal, Helgi won't be joining the Varangian Guard any time soon! Maybe later, when/if the child-mill starts churning them out in greater quantities (see concubines below) it may become a more relevant and useful option for Rurik.

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.
Thanks also for this very detailed and useful post-script. Bteween you all, I think we now probably have 'all you need to know about the Varangian Guard, but were afraid to ask'! :D

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.
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.
That makes sense and seems logical. A similar principle is applied in HOI3.

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.
Ditto.

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 [hover 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.
Ditto plus.

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.
Gold, thanks Locklen for providing even more detail on the excellent answers already given. That's very useful to know :).


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?
Q5: Hungary just formed. That's about it afaik.
Thanks, thought as much, but still interesting to know.

5: Hungary is now a thing. Apparently a thing divided between actual Hungary and the northern Black Sea. That's about it.
Ah, a 'thing' but not a 'Thing'. I get it :D

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.
Ditto.

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?
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.
Yes, will aim to do that, hopefully without going overboard. Is there an optimum range in these circumstance, ie no fewer that 2, no more than around X (say 4-5)?

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.
Hmm, sounds like good advice. Not sure how quickly I will be able to do that (and hoping Rurik doesn't die early from disease or misadventure! :eek:
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.
Yes, could be. This is a learning saga after all: if the realm implodes in a river of blood and shattered dreams, then it will be a lesson and warning to others who follow! :eek:;)

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 ;)
Heh, sounds like 'fun'! o_O

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.
Well-warned, thanks. And I liked the evocative description of the typical elective gavelkind process :D. Will have to think hard later about longer term steps for religion and culture. For now, it will remain Norse Pagan - in part to see how that goes as a process, for the learning value. Reform or conversion later can be pursued for more study.

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. :confused: 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. :mad: 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. :(
Ditto. You paint the picture of glory slipping through the fingers to become a slough of dull despond nicely. I'll certainly be on the lookout for better alternatives than the current system. Elective clearly not being one of them. If a faction for 'Implement Elective Gavelkind' arises within the realm, I will seek to terminate all members of it with 'extreme prejudice' (as they say in Apocalyse Now)! :mad:
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.
Again, another option for Rurik to look at down the track. For now, he is off to raid - then some more conquest!

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.
Q7: Heavy Infantry or Military Organisation would be my picks. Norse heavy infantry are great and military organisation is all-round useful.
Sounds logical. I just wish I had a greater proportion of HI - I take it I'll probably need to get some more advanced techs and buildings to do that (haven't looked into that too deeply yet, as the options haven't been immediately before me).
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.
Yes, per above.
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.
Thanks for the added nuance there Idhrendur. With all the above, it seems like Military Organisation first, then I'll toss up between HI and Siege Equipment later.

General Comments and Advice

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.
OK, thanks. Re the education, I'll have to experiment a bit with my screens - not sure if that is built into either the base game or DLC I already have, or some/all mis dependent on Conclave or some other DLC (which I don't have yet but can always add).
The questions have been answered better than I could have done.

Great to see the war brought to a thunderingly successful conclusion.
Thanks, was happy with how quickly it did finish (with the fortunate capture of Radoslav in battle, rather than having to go through another siege).
<On the damage effects applied to newly conquered provinces> 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.
Fair enough, makes sense.
Do the thing!
Yessir! Done :)
Well that was quick :D Torzhok put up bascally no fight.
Yes, a quick field battle (which was what I was hoping for re the learning aspects), a capture and a neat end.
Can’t really add to gameplay tips people have suggested but loving how you are weaving narrative, history and storytelling.
I just appreciate your support and participation - thank you! :)

There you have it - another comprehensive educational experience for King Rurik and yours truly. Now, next steps is to apply what I can and discover more things to ask about!
 
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Yes, will aim to do that, hopefully without going overboard. Is there an optimum range in these circumstance, ie no fewer that 2, no more than around X (say 4-5)?

I haven't pinned down one myself. Those numbers sound likely though.
 
I haven't pinned down one myself. Those numbers sound likely though.
Thanks Nuada Airgetlám. Rurik will now have to find a nice concubine with the right genes who won’t murder him in his bed! :p

All: next update in production. In it you will indeed discover why this is a ‘Learner’s Saga’! :oops:o_O And how hard it can be living as an Ironman in the 9th century, as the great god Loki exerts his influence :confused::mad:! Rurik, in his newfound Norse zealotry, must perforce accept the influence of all the Gods in his life - and they will take particular interest in him as a ruler ;):eek: ...
 
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PS: on checking laws before posting the next update (out a bit later tonight), I realised the starting succession law is indeed ... Agnatic Elective Gavelkind! :eek:. Remember, I didn't choose it.;) But I suspect people will advise I try to change it if/when I can. Which I can't yet, as Rurik has to have reigned for 10 years, have no vassals with a negative opinion of him (Svetozar and now Vsemil are flies in the ointment again), plus the either one of the conditions of Government not being Tribal or not Unreformed Pagan - I strike out on both of those too. Will look at this issue in more detail later, when I approach being able to do something about it.
 
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Chapter 9: Loki at the Helm (25 November 868 – 16 June 869)
Chapter 9: Loki at the Helm (25 November 868 – 16 June 869)

A ship journeys from the east, Muspell's people are coming,
over the waves, and Loki steers
There are the monstrous brood with all the raveners,
The brother of Byleist is in company with them.

Stanza 51 of the poetic Edda Völuspá.

November 868

The latest translations of Gumarich der Schreiber’s Rurikid scroll-trove take up the story from where it last left off. On 25 November 868 CE, King Rurik’s army is on its way back from its conquest of Torzhok. Rurik’s Ladoga demesne tribal levy leads the way to Ingria and the boats, followed by the main army (Rurik’s standing regiment, his large home province levy and a small contingent from Godi Þorolfr). They plan to raid in Britannia.

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A reminder of where Holmgarðr’s forces were on 25 November 868.

Some time before the end of the month, Rurik had conducted an informal ‘military folkemøte’ on the road, where he took advice on the questions he had about many and varied things. Its findings have been previously reported and they now informed the King’s decisions. He first sent word ahead to Prince-Marshal Helgi directing Military Organisation to be improved throughout the realm’s army. Investment in both heavy infantry and siege equipment improvements were attractive, but for now the morale, supply and increase in retinue capacity have been sought.

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For a small outlay, more new courtiers have also been invited. Dan af Belo Ozero may be ugly (though his portrait did not particularly indicate this), deceptive and well trained but without natural military talents. But he has decent martial skill, is Norse and will make a reasonable commander, which Rurik is seeking. He is looking to replace deadwood (otherwise employed Council members of mediocre military talent) and powerful vassals of dubious loyalty in the army command.

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Young Dan will also need a spouse, in due course anyway. Alfhildr af Belo Ozero (no apparent close relation) has answered the call to join the court. Not necessarily the most brilliant catch, and brim full of sinful characteristics, but if she is destined to be married to an ugly and misguided warrior … well, it’s beggars, not choosers!

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December 868

As the long trek to Ingria continued into a bitter winter, some welcome news was heard from Prince-Marshal Helgi. His recruiting efforts in Holmgarðr look to be bearing fruit.

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January 869

Finally, in the heart of winter, Rurik’s army concentrated in Ingria on 8 January. He set about doing some reorganising. First, he formally relieved Godi Þorolfr of his duties as a commander. His role as the realm’s Seer and his mediocre military abilities [8 martial] see him replaced by the newly arrived ‘Ugly Dan’ - who may be misguided, but this doesn’t seem too big an impediment. Training can compensate somewhat for lack of natural talent.

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Next, the contingents are combined and reorganised into the traditional three wings. Dan replaces the increasingly morose and unreliable Chief Svetozar, who is allowed to head back to his holding in Luki. Chief Nuyanza will stay in Ingria – Rurik decides to take his other most capable commander (apart from the reluctant Helgi, who is unavailable due to his duties as Marshal) with him on the raid – Vsemil, Chief of Belo Ozero. He gives Dan the larger of the three main regiments – the skills of Rurik and Vsemil will be used to bolster the other, less numerous, two thirds of the line.

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Ch9 Q1: Auto-Balance Button. Just an idle question really – what does the auto-balance button do? I’ve clicked it a few times and it doesn’t seem to do much.

Gumarich recorded that, as they prepared to load the boats, the King told his Chief Captain to divide the fleet: he would leave 15 ships at home, perhaps if needed to carry reinforcements later while they were away. 25 should be enough to transport his troops and treasure.

“Ah, my liege, your pardon, but, er … no,” replied the fleet commander, the last word said in a very small voice.

“WHAT!?” bellowed the King. “By Thor’s Hammer, I did not just hear you refuse your King, did I?”

“My liege, I crave your pardon, but I cannot do as you order, I abase myself.”

Rurik’s hand went to the pommel of his sword, though his just nature stayed it. Barely. “On your life, explain yourself man. It defies all logic!”

“I have tried my great lord, but for reasons that escape my poor and addled wits, it cannot be done!”

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The old Chief Captain of the Longboats bows his head in shame, bewilderment and no little fear. He half expects the next – and last – thing he feels will be the edge of Rurik’s very sharp sword on his bowed neck. Drawing found with Gumarich's papers.

But his life is spared – none of the other ship’s captains seem to be able to offer different advice. Apparently, they must all sail as one or not at all. Unless or until better advice can be provided.

“Very well then,” Rurik sighs wearily. “We will take the all the ships with us and load them full with treasure. But captains, one and all, I beseech you to advise me how we may more readily deploy our ships in the future!”

Ch9 Q2: Splitting Fleets. OK, I mucked around with this aspect, but neither the reorganise or split in half buttons would work (both were greyed out and would not respond). Is there some small trick to it? Some place or circumstance in which the fleet must find itself? Or, because it is an event-based fleet, can it not be sub-divided?

Rurik then summoned his commanders, his Chief of the Longboats and his Quartermaster, to make preparations for the great voyage of plunder and prestige.

“Men, we must leave nothing to chance,” he starts. “Let us review preparations! Vsemil, how stands the army?”

“Loaded Sire, 2,316 men strong.”

“Captain, the fleet?”

Still abashed but relieved to be alive – and not relieved of his duties, Einarr, the Chief Captain, announces “All set, my King. Plenty of spare room, sacks and chests for loot. Everything one could possible want for a long voyage.”

“And quartermaster, how stand we?”

“My King, we are fully loaded with all supplies and craftsmen needed for a long voyage; arms and armour; arrows and makings for them, fletchers; armourers. We want for nothing!” replies the Quartermaster, with confidence.

“Very well then. We are set? No further last-minute requirements?” the King casts his eye around the small group. “Dan, this is your first expedition as a commander, I know, but anything from your training you wish to impart?”

“No, my Lord,” says Dan respectfully. “I’m well trained and versed in war but, coming from Belo Ozero, am not at all versed the arts of sailing or raiding upon the seas. I look to learn as much as I can of such things on this mighty voyage.”

“Then to the boats! May Ægir's Breath fill our sails!”

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The fleet set sail from Ingria on the evening tide of 8 January 868, bound for the Waddenzee, from where raiding opportunities along the coast of Britannia would be sought.

February 869

The fleet duly arrived in that distant place on 25 February after an uneventful voyage, despite the winter season.

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There seemed to be much military action along the coast of Flanders and Holland, especially along the Lotharingian coast. All thought steering clear of that (as had been the intention anyway) seemed wise. The fleet set sail for The Wash – perhaps there would be rich pickings in Anglia, in the counties of Norfolk or Suffolk?

March 869

Arriving there a week later, a great host – numbering over 8,000 strong – could be seen encamped in Suffolk. Other military action could be seen occurring in nearby (and less wealthy) counties. No point in tarrying there a moment longer. Next stop, The Solent and the famous Saxon Kingdom of Wessex.

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A close reconnaissance of the Suffolk coast was enough to send the raiding party in search of greener pastures – to turn red with the axe and black by fire.

Einarr’s log – entries of which were found preserved among the scroll trove – noted the fleet arrived in The Solent on 14 March:

“Our scouting boats reported other Viking fleets all around us. It seems we were not the only ones abroad with raiding in mind! Of concern, a great Jyllander fleet to our west of Land’s End – and due to arrive in The Solent in four days! We did not expect battle with them, but if they came to raid, the neighbourhood could get crowded. The decision was taken to head south to scout Mortain, on the Frankish coast."

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27 March saw the fleet in position, the men armed and ready, the King poised at their head, ready to risk his own life with those of his housecarls and levies. The boats grounded on a wide beach and the men ran ashore. The fleet scribe made detailed notes of what happened next. It seems this account was very carefully hidden and never included in the official archives of the Rurikid Dynasty – for reasons which will soon become apparent.

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The fleet prepared to deliver its “monstrous brood of raveners” upon the shores of these unwitting heathen Franks.

“The warriors did dash ashore, the tension of long weeks aboard ship released. All the excitement and guilty pleasures of a raid stood before them.”

“But, to the consternation of all, the lookouts of the local populace had seen them coming from afar. They were well-prepared. Trestle tables laden with hearty food, sundry sweetmeats and copious amounts of Frankish wine were laid out. Smiling men, lusty wenches, musicians and the local notables gave them a warm welcome. The battle cries died in the would-be raiders’ throats.”

“’Welcome one and all’, proclaimed the local Mayor. ‘Mortain greets you as friends. Well met indeed. You must be hungry, thirsty and in need of willing companionship.’”

“The King, surprised by this genuine and generous hospitality, was thus disarmed, far more effectively than any enemy had ever been able to do before.”

“Unable to break the sacred bonds of friendship and hospitality so freely and graciously given, the King stoically enjoyed the celebration, whilst inwardly he did seethe mightily.”

“'What has gone wrong?' King Rurik asked his commanders after this magnificent feast. 'How in Thor's Name has our fearsome throng not instilled fear and panic among these Christ-worshipping heathens?”

A good question indeed.

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A welcoming picnic, Frankish style.

As they repaired to the boats that evening, a short council-of-non-war was held. Dan whipped out an old copy of Wiki the Red’s Raiding Tome, which had been sitting unread in one of the ships chests these last few months.

“My King, I think you need to read this …” said young Dan, dropping the book in the King’s lap and taking a few paces back, out of the immediate reach of his sword arm.

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It seems they had forgotten to do one little thing before they left. A seemingly inconsequential thing. Something which, when Rurik confronted it, seemed to bear no real logic, other than strict adherence to the iron laws of Norse raiding.

“You mean to tell me, because we did not formally declare this a raid by Viking Law and Practice before we left our shores in Ingria, these three months ago, there is nothing I can do to raid any of these shores?”

“Yes, my Lord.”

“That Viking tradition completely bars me from declaring this a raid now, not even giving me the option of incurring a penalty to my prestige and esteem or such like, to reverse this oversight? Nor any votive offering to the Gods?”

“Correct again, my Lord. On both counts.”

“That, even if I order the men here - the loyal army of my realm and the levies of my personal demesne – to raid these people, or any others upon any coast we happen upon during this voyage, not a single one will obey that call? Even you, Dan, my loyal commander?”

“It saddens my heart to say so, more than I can convey with mere words my King, but we are honour bound. We cannot.”

“Right. I see. Very well then.” Rurik is beyond any anger now. He is mortified, dumbstruck and dumbfounded.

“Oh, by Odin's Hairy Arse, had I not taken the sacred oath of the Ironman and could but beg Odin to take back time and transport me back to Ingria on that fateful January day! I would press the Sacred Raiding Toggle and send us on our way as wild Sea Eagles, instead of a flock of geese on a pointless chase across the briny waves!”

He pauses, considers and looks out to sea, to a distant point in the heavens only visible to his pious and kingly eye.

“I see what has happened,” announces Rurik in a moment of clarity. “It was not Ægir who guided us, but Loki, that prankster and mischief-maker! He was at the helm the whole way, our aim scotched before we even set sail. We have run into one obstacle after another ever since we arrived in the cursed West.”

“We must be more devout – and better prepared – in the future. The Gods have – as is their wont – played us for fools. That is the lot of man. I, as your King, must bear the main burden of this misadventure, but we will learn from it - and well.”

“Back to sea and thence to home now. Let us hope more favourable winds and kinder circumstances greet us next time, should we have the chance again. And, before we go, let us feast to celebrate Ægir with gusto, that he may truly guide us on our return voyage and protect us from Loki’s strife.”

April 869

Once loaded and provisioned, on 7 April the fleet set sail for the long voyage back to Ingria, embarrassed but wiser for the experience and resigned to the fact that men were but the playthings of the Gods. Rurikid history would record this episode as a great voyage of exploration and reconnaissance. Which it turned out to be after the fact, even if it fell sadly short of its original objectives. Morale by this time had – not surprisingly – fallen significantly: whether the Gods were blamed or otherwise [at approximately 52%]. This truth was later rigorously repressed, lest the King's prestige take a blow.

May 869

While Rurik still made his long and crestfallen way back by sea, Gumarich recorded a twin event of note that occurred in the realm on 10 May and would be reported to the King on his eventual return. Chancellor Hrörekr received a report from the court of Belo Ozero. Whether this happened by a pre-arranged plan, or decided by a regent in Chief Vsemil’s absence is not known: but the alert that had been put out to keep track of the Chief’s two brothers, displaced from their Chiefdom’s in Toropets and Torzhok has turned up an interesting outcome.

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What this may mean for the King’s relationship with his Chief is problematic. On the one hand, he may simply be giving his unlanded brothers a home. On the other, with their claims on the newly won provinces and their unmitigated hatred of King Rurik for having so displaced them, the fact they are now both commanders in their brother’s army will be an unwelcome revelation for the King on his return.

Hrörekr, as an diligent councillor, accomplished diplomat and learned Lawspeaker, quickly anticipated the kind of questions the King may want answered on his return. Given also that Chief Svetozar of Luki was clearly becoming more hostile to the King – if not yet deeply so – and that the Chancellor envied the his position of power as a landed Chief, he secretly examined the laws of the realm to see what laws or causes his sovereign may be able to use against him. The same principles could be applied to Vsemil, if need be.

On 15 May, his conclusions were recorded in a secret letter that was found in the Rurikid scroll trove. His conclusions are summarised graphically below.

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The first conclusion was that, given the official Pagan faith in Holmgarðr was not yet reformed, there was no option to force the ignominy of conversion to the true Norse faith on Svetozar.

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And, as had been concluded in an earlier Thing, current tribal laws would not permit the revocation of his title as Chief of Luki. Imprisoning him without any just cause would see Rurik labelled (justly) as a tyrant and would not seem to resolve much anyway. A murder plot would of course be possible and may have a reasonable chance of success, but could have serious consequences and risk crossing a line the King may not wish to.

The most obvious option would be the previously considered legal change to Low Tribal Organisation, which would allow the legal removal of vassals. The drawback would be a decrease in vassal opinion of the King [from +5 to -5]. The advice of the Thing would once again be sought on whether to proceed with this legal change and action against one or both vassals now (before another aid is launched), or later.

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Ch9 Q3: Troublesome Vassal Removal. A common problem I know, but Rurik is now more actively contemplating options to deal decisively with his two most potentially troublesome vassals. This has been discussed to a degree earlier, but given current legal settings and circumstances, any advice the Thing may have on options or strategies would be welcome. The main path would seem to be a change of laws. I suspect most would advocate this course – but should Rurik act now, or wait some time before taking such action, as it is not immediately needed?

The same day, Prince-Marshal Helgi acted on agreed instructions left with him by his father before his departure: should Rurik not return by the middle of May, Helgi would turn his attention to organising a Great Raid.

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June 869

In mid-June, Rurik and his men finally returned to Ingria – empty-handed, chastened but determined to do better next time. And with as good a cover story as they could devise - Loki would get the blame once again. But the troops would need some weeks to recover their condition and morale.

“Young Dan,” the King called as they walked along the beach. “You will recall we discussed wedding plans for you before we left. The time has come for you to take a wife and sire healthy young Norse whelps! We will celebrate our return today – with a wedding this very night. Prepare yourself – go!”

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Dan and Alfhildr were married that night, after a raucous celebration.

The same day, Rurik received a series of messages from his Chancellor, which had been left in Ingria for his return. Here, he discovered the new home of the two displaced Slovensky brothers. He would indeed want to know whether there was any feasible action he may take, but for now kept his own counsel close on that front. The problem was not urgent. Yet.

Better news was that the opportunity to advance the realm’s culture. From a range of choices, his Council has advised two lines of effort seem to offer the best prospects: investing in the Majesty of the dynasty would produce continuing benefits to piety and, importantly, prestige (given Rurik’s quest for Exalted status). But another useful option is to advance Legalism – to unlock the laws of Low Centralism.

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Low Centralism would decrease the number of vassals Rurik can effectively control by five [through replacing the +10 bonus of Minimal Centralism with a +5], but increase his potential demesne size by one. And it is his personal demesne he is looking to increase, while the reduction in vassal control would still allow him to control eleven vassals, which for now would seem more than adequate (he currently has only four).

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Ch9 Q4: Cultural Advance. The Thing will be consulted on the best early cultural advance to make, in Majesty or Legalism. While Rurik considers this to be a choice between to two preferred options identified, others may have different views.

Instructions are sent back to Hrörekr to convene a Summer Thing, while Rurik would see to the recuperation of his army and consider his next move: he wishes to return to finish the raiding business he so spectacularly failed on due to a legal technicality. Alternatively, he could tarry a while – perhaps to add another border conquest, or (if it comes to it) even deal with a potentially troublesome vassal who may take to arms if an attempt is made to revoke his title (Rurik's suspicious thoughts stray to either Svetozar or Vsemil here).

And so a humbling but educational half-year had passed for Rurik of Holmgarðr – played for a fool by the Gods, but determined to learn from the experience.

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Loki – as the Norse God of Mischief - with a fishing net (per Reginsmál) as depicted on an 18th-century Icelandic manuscript. He has certainly netted some fools during the recent non-raid! The red faces were not from the sea and wind.

---xxx---​

Summary of Questions for the Fourth Thing of Rurik's Reign

Ch9 Q1: Auto-Balance Button. Just an idle question really – what does the auto-balance button do? I’ve clicked it a few times and it doesn’t seem to do much.

Ch9 Q2: Splitting Fleets. OK, I mucked around with this aspect, but neither the reorganise or split in half buttons would work (both were greyed out and would not respond). Is there some small trick to it? Some place or circumstance in which the fleet must find itself? Or, because it is an event-based fleet, can it not be sub-divided?

Ch9 Q3: Troublesome Vassal Removal. A common problem I know, but Rurik is now more actively contemplating options to deal decisively with his two most potentially troublesome vassals. This has been discussed to a degree earlier, but given current legal settings and circumstances, any advice the Thing may have on options or strategies would be welcome. The main path would seem to be a change of laws. I suspect most would advocate this course – but should Rurik act now, or wait some time before taking such action, as it is not immediately needed?

Ch9 Q4: Cultural Advance. The Thing will be consulted on the best early cultural advance to make, in Majesty or Legalism. While Rurik considers this to be a choice between to two preferred options identified, others may have different views.
 
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"Hehehehe, noob"

-direct quote from Loki.
 
Ch9 Q1: Auto-Balance Button. Just an idle question really – what does the auto-balance button do? I’ve clicked it a few times and it doesn’t seem to do much.

This button is really only helpful for larger realms. each individual holdings levy sticks together. If you were to have 6 different counties and 20 vassals with 1 county each and you gathered all of those armies together, the auto-merge would attempt to make each flank have as close to the same number of troops in each. But if your capital is producing a mighty 2k levy on its own, that 2k piece will not be split up, since its 1 source, though it could be separate from your other counties.


Ch9 Q2: Splitting Fleets. OK, I mucked around with this aspect, but neither the reorganise or split in half buttons would work (both were greyed out and would not respond). Is there some small trick to it? Some place or circumstance in which the fleet must find itself? Or, because it is an event-based fleet, can it not be sub-divided?

Fleets also stick together based on source. If you had raised boats from 2 different counties and merged them, you could split them back into their original raised amounts, which again may not be equal to each other.


Ch9 Q3: Troublesome Vassal Removal. A common problem I know, but Rurik is now more actively contemplating options to deal decisively with his two most potentially troublesome vassals. This has been discussed to a degree earlier, but given current legal settings and circumstances, any advice the Thing may have on options or strategies would be welcome. The main path would seem to be a change of laws. I suspect most would advocate this course – but should Rurik act now, or wait some time before taking such action, as it is not immediately needed?

There is a cooldown on changing laws, and that law is done step by step. So if you want to eventually press towards the last one, you may wish to start now.


Ch9 Q4: Cultural Advance. The Thing will be consulted on the best early cultural advance to make, in Majesty or Legalism. While Rurik considers this to be a choice between to two preferred options identified, others may have different views.

I suggest legalism. Right now your monthly increases to prestige and piety probably aren't that big, so a % increase to them will not have a large impact, while controlling another county would.

 
Ch9 Q1: Auto-Balance Button. Just an idle question really – what does the auto-balance button do? I’ve clicked it a few times and it doesn’t seem to do much.

Sometimes when raising all of your personal and vassal levies and combining them into a single force you'll wind up with a horribly unbalanced flank or two. It will automatically reorganize your center and flanks into roughly equal numbers with no regard to leadership or troop composition. I tend not to use it too much unless I see something absolutely terrible in my army.

Ch9 Q2: Splitting Fleets. OK, I mucked around with this aspect, but neither the reorganise or split in half buttons would work (both were greyed out and would not respond). Is there some small trick to it? Some place or circumstance in which the fleet must find itself? Or, because it is an event-based fleet, can it not be sub-divided?

Your event fleet is a single regiment of 40 ships that can not be divided. Once you've got several ports you'll be able to divide your fleets into their base components but with this stack you're out of luck.

Ch9 Q3: Troublesome Vassal Removal. A common problem I know, but Rurik is now more actively contemplating options to deal decisively with his two most potentially troublesome vassals. This has been discussed to a degree earlier, but given current legal settings and circumstances, any advice the Thing may have on options or strategies would be welcome. The main path would seem to be a change of laws. I suspect most would advocate this course – but should Rurik act now, or wait some time before taking such action, as it is not immediately needed?

See below :)

Ch9 Q4: Cultural Advance. The Thing will be consulted on the best early cultural advance to make, in Majesty or Legalism. While Rurik considers this to be a choice between to two preferred options identified, others may have different views.

Legalism 1 unlocks the Revoke Title law option in addition to other laws. You'll need it eventually, if not immediately, and you'll at least want the option available if your subjects prove less than loyal in the near term. I'd take Noble Customs second (+3 opinion with all your tribal chieftain vassals), Tolerance third (Improved relations with the Slavs... not much but every little bit helps here), Religious Customs fourth (+3 opinion with your temple holding vassals), and Majesty 5th. Popular customs does nothing as there are no cities in your realm to improve mayor vassal opinions of you. I'd not improve that one at all until you go break out of tribalism to be honest. And Majesty you can wait until after Legalism level 2 IMO. The gains from it are too insignificant with such a small realm. Granted they grow over time, but gaining access to better laws takes priority IMO.

And, no worries about the raiding fiasco. Everyone has done it. :oops:
 
Legalism has always been my priority, to get a greater control over the realm
 
Yup go with Legalim and eventual goal of majesty. Putting yourself in position to revoke titles as soon as possible will also help you immeasurably.

Tough gig learning as you write but you’re making a grand job of it sir!
 
I haven't been around much, time to fix that!

People have already answered your first two questions far better than I could've, so I'll just give my two cents on the latter two.

For your Slovensky troubles, I suggest you get to Legalism 1 (or even Legalism 2), as others have pointed out above that it unlocks Title Revocation. Legalism 2, I believe, unlocks *Religious* Title Revocation, allowing you to revoke from your Slavic vassals without fuss on the simple basis that they call their Thunder god Perun rather than Thor.

If that takes too long, what you an instead do is to switch Focus to Intrigue and Spy On your vassal. It might take a while, but eventually you may get an event giving you free reign to imprison him. If he escapes and rebels, this allows you to revoke his titles once he is captured.

Another alternative is a plot specifically to revoke his county. I'm not actually sure on the specifics on this on; the requirements for specific plots have always confused me.

So yes, Legalism would be the best bet for me, personally. I mainly focus on three culture techs; Legalism, for the huge variety of laws it unlocks (all of them helpful in strengthening the ruler), Majesty, for the passive prestige gain and Imperial administration (doesn't mean anything for you yet, but you WILL want this if you ever plan on blobbing to empire-rank), and Tolerance, for the Status of Women laws and female rulers (do this if you want Crusader Queens in your Crusader Kings). I see every other culture tech secondary to these, but that's just me.

Other than that, it's been a nice few updates! You're doing great for a beginner. Don't worry about the raid mistake; pretty sure we've all made it before.
 
Legalism followed by magesty. However...depending on how good you are, you might need tolerance as well because you're in a region with a ton of different cultures and tribes (and the ruling penalties that go with it).
For buildings, you want keeps, then castles, then towns and construction. For military, you want whatever your empire can produce first, plus siege tech to make you better at sieging (because you're a raider, you suck at this at the start).
 
Fourth Thing of Rurik's Reign - June 869 (Summary of advice for Chapter 9)
Fourth Thing of Rurik's Reign - June 869

As has become traditional, Lawspeaker Hrorekr has gathered and codified the wisdom of the Thing by subject.

General Comments
"Hehehehe, noob"

-direct quote from Loki.
And, no worries about the raiding fiasco. Everyone has done it. :oops:
Ah memories of landing raiders - who then couldn't raid. ;)

:D Yes, the Gods love to play with mortals - the prouder, the better! I find myself in esteemed company, it seems. :cool:

Tough gig learning as you write but you’re making a grand job of it sir!
Thank you, Milord! :)
I haven't been around much, time to fix that!

... Other than that, it's been a nice few updates! You're doing great for a beginner. Don't worry about the raid mistake; pretty sure we've all made it before.
My thanks, Ma'am, nice to have you back! :)

---xxx---​

Ch9 Q1: Auto-Balance Button. Just an idle question really – what does the auto-balance button do? I’ve clicked it a few times and it doesn’t seem to do much.
This button is really only helpful for larger realms. each individual holdings levy sticks together. If you were to have 6 different counties and 20 vassals with 1 county each and you gathered all of those armies together, the auto-merge would attempt to make each flank have as close to the same number of troops in each. But if your capital is producing a mighty 2k levy on its own, that 2k piece will not be split up, since its 1 source, though it could be separate from your other counties.
Sometimes when raising all of your personal and vassal levies and combining them into a single force you'll wind up with a horribly unbalanced flank or two. It will automatically reorganize your center and flanks into roughly equal numbers with no regard to leadership or troop composition. I tend not to use it too much unless I see something absolutely terrible in my army.
Thanks, nice and clear, dream of getting to the point where I can eschew its use because of my preference to micromanage such things! ;)


---xxx---
Ch9 Q2: Splitting Fleets. OK, I mucked around with this aspect, but neither the reorganise or split in half buttons would work (both were greyed out and would not respond). Is there some small trick to it? Some place or circumstance in which the fleet must find itself? Or, because it is an event-based fleet, can it not be sub-divided?
Fleets also stick together based on source. If you had raised boats from 2 different counties and merged them, you could split them back into their original raised amounts, which again may not be equal to each other.
Your event fleet is a single regiment of 40 ships that can not be divided. Once you've got several ports you'll be able to divide your fleets into their base components but with this stack you're out of luck.
Again, very clear, thanks for clarifying - and confirming the advice of poor old Chief of the Longboats Einarr - he thanks you for rescuing his credibility with King Rurik! :D

---xxx---
Ch9 Q3: Troublesome Vassal Removal. A common problem I know, but Rurik is now more actively contemplating options to deal decisively with his two most potentially troublesome vassals. This has been discussed to a degree earlier, but given current legal settings and circumstances, any advice the Thing may have on options or strategies would be welcome. The main path would seem to be a change of laws. I suspect most would advocate this course – but should Rurik act now, or wait some time before taking such action, as it is not immediately needed?
There is a cooldown on changing laws, and that law is done step by step. So if you want to eventually press towards the last one, you may wish to start now.
See below :) (Q4)
For your Slovensky troubles, I suggest you get to Legalism 1 (or even Legalism 2), as others have pointed out above that it unlocks Title Revocation. Legalism 2, I believe, unlocks *Religious* Title Revocation, allowing you to revoke from your Slavic vassals without fuss on the simple basis that they call their Thunder god Perun rather than Thor.

If that takes too long, what you an instead do is to switch Focus to Intrigue and Spy On your vassal. It might take a while, but eventually you may get an event giving you free reign to imprison him. If he escapes and rebels, this allows you to revoke his titles once he is captured.

Another alternative is a plot specifically to revoke his county. I'm not actually sure on the specifics on this on; the requirements for specific plots have always confused me.
Thanks all for those pointers, and Alyssea for highlight some other options. :cool:

---xxx---
Ch9 Q4: Cultural Advance. The Thing will be consulted on the best early cultural advance to make, in Majesty or Legalism. While Rurik considers this to be a choice between to two preferred options identified, others may have different views.
I suggest legalism. Right now your monthly increases to prestige and piety probably aren't that big, so a % increase to them will not have a large impact, while controlling another county would.
Legalism 1 unlocks the Revoke Title law option in addition to other laws. You'll need it eventually, if not immediately, and you'll at least want the option available if your subjects prove less than loyal in the near term. I'd take Noble Customs second (+3 opinion with all your tribal chieftain vassals), Tolerance third (Improved relations with the Slavs... not much but every little bit helps here), Religious Customs fourth (+3 opinion with your temple holding vassals), and Majesty 5th. Popular customs does nothing as there are no cities in your realm to improve mayor vassal opinions of you. I'd not improve that one at all until you go break out of tribalism to be honest. And Majesty you can wait until after Legalism level 2 IMO. The gains from it are too insignificant with such a small realm. Granted they grow over time, but gaining access to better laws takes priority IMO.
I suggest legalism for much the same reasons as PVT. Though Majesty is great long-term and well worth getting.
Legalism has always been my priority, to get a greater control over the realm
Yup go with Legalim and eventual goal of majesty. Putting yourself in position to revoke titles as soon as possible will also help you immeasurably.
So yes, Legalism would be the best bet for me, personally. I mainly focus on three culture techs; Legalism, for the huge variety of laws it unlocks (all of them helpful in strengthening the ruler), Majesty, for the passive prestige gain and Imperial administration (doesn't mean anything for you yet, but you WILL want this if you ever plan on blobbing to empire-rank), and Tolerance, for the Status of Women laws and female rulers (do this if you want Crusader Queens in your Crusader Kings). I see every other culture tech secondary to these, but that's just me.
Interesting thoughts - and yes, either Rurik (or more likely his successors) will almost certainly have imperial ambitions. Then probably see it all swept away by Mongol hordes. But a few hundred years before that will threaten!
Legalism followed by magesty. However...depending on how good you are, you might need tolerance as well because you're in a region with a ton of different cultures and tribes (and the ruling penalties that go with it).
For buildings, you want keeps, then castles, then towns and construction. For military, you want whatever your empire can produce first, plus siege tech to make you better at sieging (because you're a raider, you suck at this at the start).
Thank you one and all. As Rurik suspected, Legalism is the overwhelming option for this advance. Some varied advice on what should next, which the Chancellor and King will consider carefully when the time comes to decide again. Quite a bit of support for Majesty, but also for some others.

---xxx---​

And so ends the Fourth Thing. As always, Lawspeaker Hrorekr passes on the thanks of a grateful King! Thanks to you all for your comments, wisdom and support, it is greatly appreciated. It now remains for the King and his Council to try to apply this sage advice, make more mistakes, ask more questions and continue the twin quest for learning and mighty empire!
 
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I don't recall if this has come up but I'll mention it here. If you want to convert counties to your preferred religion more quickly, one method is to appoint high learning priests/godi as temple vassals loyal and zealous vassals to oversee those counties. They will have their own courts, complete with court chaplains which they can use to attempt conversions. And there's nothing stopping you from continuing to try and convert those counties with your own court chaplain.

More here: https://ck2.paradoxwikis.com/Religious_conversion#Spreading_your_religion
 
I don't recall if this has come up but I'll mention it here. If you want to convert counties to your preferred religion more quickly, one method is to appoint high learning priests/godi as temple vassals loyal and zealous vassals to oversee those counties. They will have their own courts, complete with court chaplains which they can use to attempt conversions. And there's nothing stopping you from continuing to try and convert those counties with your own court chaplain.

More here: https://ck2.paradoxwikis.com/Religious_conversion#Spreading_your_religion
Many thanks Nuada. I currently have the realm court chaplain trying to do that in the home county and (if I can move on some of those beaten Slavic pagan chiefs and also reach my demesne limit and have to appoint new ones) will also bear this in mind. I current only have the one temple, again in the home county. Would like to build more Dow the track, but they are very expensive.
 
Chapter 10: Britannia Ho! (17 June 869 – 10 April 870)
Chapter 10: Britannia Ho! (17 June 869 – 10 April 870)

June 869

As advised by his Chancellor and the overwhelming views of the recent Thing, on 17 June 869 CE King Rurik invested in the cultural advance of Legalism. While he may not use it straight away (especially as he was planning to head off raiding again soon), Rurik wanted more and better options to remove troublesome vassals.

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A short time later, Rurik sought formal Council approval for the enactment of Low Tribal Organisation Laws. He would suffer the lower vassal opinion to keep them on their toes.

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July 869

A month later, the change was formally ratified and came into effect.

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A quick survey of his four Chieftains shows the opinion of both Slovenskys has deteriorated further. Nuyanza is now wavering, but the Norse Egill remains firmly loyal. Svetozar will be kept under observation but no move made against him for now. Vsemil still has value as a commander – despite him harbouring his displaced brothers – as Rurik still plans to take him raiding.

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And on 24 July, at the height of summer, with his troops fully recovered from their long but futile voyage earlier in the year, Rurik calls for another raid. This time, the sacred Looting Toggle is brought out and ceremonially hoisted, thus satisfying Viking laws and honour!

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King Rurik ‘Hoists the Raiding Toggle’ to ensure his next raid will be approved by Gods and Norsemen alike.

Once again, the target is the southern coast of Britannia. They will try to find somewhere that hasn’t already been raided into penury by the many Norse bands that currently ravage the Saxon coasts.

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August 869

As Rurik once again sails towards Britannia, he has left instruction that the next learning advance should be in Castle Infrastructure. This will give more options for key military buildings in the near future.

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A review of building options by the Chancellor raises a question. He consults Prince-Marshal Helgi, but that worthy is too inexperienced to know the answer himself. Gumarich kept a note from Helgi to the Godi of Tikhvin seeking answers to these questions. They would be important as the realm tried to prepare for a glorious future:

“Should a barracks be built in the Temple of Tikhvin, we are told another 45 Heavy Infantry holy warriors will be able to be trained there. But if summoned by the King what proportion of these men would answer the call? Should it be too small, then the cost be not justified, or so says our thrifty Steward.”

The Council will consult with some expert Holy Warriors.

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Ch10 Q1: Barracks and Holy Warriors. From what I can see, building a first level Barracks at Tikhvin would increase the HI base in the Temple by 45, from 56 to 101. On current ratios (what looks to be 36.6% of 50% of the total), that would seem to increase the available HI by less than 10. Is that about right? I see there are some laws that might increase that proportion (given poor laws are taking 40% off at present) – are they within reach, any advice on pursuing them? And based on that calculus, is there value in building a barracks at this point, or not, do you (collectively) think? I’m keen to increase my HI resources, but am not sure if this is an efficient way to do it yet. Any other advice of a broadly related nature welcomed.

While this question of military preparation is being considered, Steward Alfgeir persuades the Council to make another long term investment in the future wealth of the King’s demesne, after it was clear no available buildings in the tribal holding would allow more heavy infantry to be trained. So the market villages in Holmgarðr and Ladoga provinces will be upgraded into towns. The realm won’t always be able to rely on raiding alone to fill the coffers.

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September 869

On 8 September, the fleet again found itself in the Waddenzee and looking for targets. Given a very large revolt currently occurring in Frisia, that shore would once again be avoided. They continued on towards the Strait of Dover.

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Nine days later, the effects of recent raiding on the southern Saxon coast of Britannia became apparent. But reports of greater riches further west, in Cornwall and Devon, lured the fleet onwards to Land’s End.

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Arriving there on 27 September, the decision to disembark was made. Further east, in Dorset, a battle between Alfish raiders and Earl Alfred of Dorset was seen – and avoided. Alfred was clearly about to win that fight, but there was no indication he would come further west – especially given he would be badly outnumbered if he did so anyway, quite apart from there being separate kingdoms. Peaceful Cornwall would feel the full wrath of the pent-up frustrations of Rurik’s Raiders!

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The target would be King Dumnarth II’s personal capital of Tintagel in Cornwall. A schemer with forces (unmobilised) not large enough to provide a serious challenge, he should prove easy pickings. They would just have to be flushed out of their fortifications.

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October 869

Rurik’s forces were landed, assembled and besieging Dumnarth’s seat of Tintagel by 8 October. It would take some while for his forces to fully regain their condition after the voyage, but the siege itself shouldn’t prove too difficult – unless unforeseen complications arise.

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November 869

The wearisome business of the siege continues into November. At least the coming winter here will be mild compared to that back in their homeland! The raiders are now back up to full organisational strength, while the fortifications are gradually reduced. The levy of Devon has been raised, but it poses no threat to the besieging raiders. They can be dealt with later, if necessary.

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January 870

The new (by Christian reckoning) year sees the siege of Tintagel continue uneventfully in Cornwall. Back home, Steward Alfgeir’s “it’s the economy, stupid” drive continues, with new market villages now being built in Rurik’s recently conquered demesne provinces of Torzhok and Toropets. He is determined to put the realm on a firm financial footing to start with – though some in Council and the Thing may challenge this notion – is he going too far?

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Ch10 Q2: Gold or Swords? Are these priorities wrong? I’ve been assuming the available army seems to be quite sufficient for now and the HOI training options are very limited. So I’m going for the bolstering of finances and a long term supplementation of sporadic raiding income. The views of the Thing are sought.

As January wears on and Tintagel is yet to be taken, Rurik’s quartermaster provides an estimate of what wealth still remains behind the walls of the county.

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Ch10 Q3: Looting Potential. Just out of curiosity, is this a reasonably lucrative-looking raid target (I know it’s not Rome, Paris or Constantinople)? Or is it a bit of a waste of precious conquering time back home? See a little further down for how much gold is flowing into the coffers.

February 870

On 19 February, Vsemil reports a rumour gleaned from deserters trying to leave the failing defence of Tintagel.

“My King,” he says with a cool deference. “There are rumours spreading within the town of a traitor working with us. Whether this is true or not, it has eroded the morale of the defenders. This should hasten the end of this long siege.”

“Very good, Vsemil,” Rurik replied. “I feel the time flying by as we sit here without a decent fight. The sooner we break down their gate, the sooner we can get their gold in our sacks and continue to plunder this soft Breton kingdom. If they cannot adequately defend their treasure and their lives, they deserve to keep neither.”

March 870

The long-awaited victory in Tintagel comes at the beginning of March – with 21 gold and 9 silver looted. Next comes the siege of the town of Bodmin – though it is far less heavily fortified than the castle at Tintagel.

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At last! The men will not be kind on the town of Tintagel or its inhabitants.

Three female prisoners are taken on the fall of Tintagel. These include the Queen and her infant daughter and what appears to be a pregnant courtier.
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Of the three, ransoms only seem available for the Queen and her daughter – far more for the daughter (given the wife's sinful attributes, perhaps not a surprise). Sadly, no-one is willing to pay for Síne.

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Rurik decides to hold on to them for now and seek counsel on when might be the best time to ransom them – now or later?

Ch10 Q4: Ransoms. So, does it make any difference? For example, if I wait and then end up capturing the King, would that mean he wouldn’t be free to ransom them himself? Or if killed then they lose their value? Would it be better to keep them as bargaining chips? Or in a raid situation, should it just be a matter of taking the money and running whenever you can get it?

On 6 March a bandit attack kills 21 of the besieging Rurikid raiders. This does nothing to disrupt its continuation. Other than the King exclaiming he wished “to use the bandits’ skulls for piss pots”, the campaign continued through the mild Cornish winter. On 19 March, the campaign scribe recorded that King Rurik had replied to an earlier letter from Queen Ingjerðr, who was concerned about the spread of heresy in the court. It is possibly a consequence of the proselytization Godi þorolfr has been doing in the home county.

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The dates in the record are confused: he must have received the letter and replied some weeks previously, as back home the errant courtier was reported as having renounced his heresy only a week later! Such an exchange of letters would have taken many weeks, even with fast messenger boats being used. [Of course, it is actually the convenient time compression the game uses in such situations.]

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At the end of the month, the continuing siege of Bodmin is reviewed. It still has some way to go. Over 60 gold in loot has been loaded on the ships, which can carry plenty more. After Bodmin, the Bishopric of St. Germans remains: a good sacking of a Christian place of worship should be good for the moral authority of the True Religion of Norse Paganism. Odin will be pleased!

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Back home, the Queen issues some new orders to various Council members on the King’s behalf. Unfortunately, on 31 March, due to an inaccurate scribe [ie due to my newbieness I managed to send the Chancellor to the province without changing his mission first], Chancellor Hrörekr has been sent to Ingria with orders to fabricate claims rather than improve relations, which had been intended! The unfortunate young scribe found himself mucking out the pig's pen for the next month!

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And due to the inherent inflexibility of this early medieval tribal governance system, even though the mistake was discovered immediately, the Chancellor was duty bound to continue his futile and misplaced mission until 30 September, no matter how many countermanding orders might be sent [arghh!]. Fortunately, with that lesson learned, no mistakes were made with subsequent orders: on the same day, the Queen packed her wardrobe and headed to Constantinople to study their superior technology.

April 870

And on 10 April Steward Alfgeir switched from building Rurik’s legend to overseeing the construction of the new market town in the capital. While in the siege camp in Cornwall, the pregnant Cornish prisoner Síne gave birth to her child. Interestingly, being born in Rurik’s custody means his religion is set to Norse Pagan rather than the heathen Christianity of his parents. But unfortunately, there was something terribly wrong with him: his future in this world does not look bright.

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Freyja - Old Norse for "(the) Lady" - is a goddess associated with (among other things) beauty and fertility. Freyja is the owner of the necklace Brísingamen, rides a chariot pulled by two cats, keeps the boar Hildisvíni by her side and possesses a cloak of falcon feathers. Alas, in the sad case of the newly born Ferverdyn, her favour has clearly not been granted.

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Summary of Questions

Another military folkemøte is called, this time in Cornwall, to discuss answers to the King’s latest questions and to seek any other advice that may be forthcoming.

Ch10 Q1: Barracks and Holy Warriors. From what I can see, building a first level Barracks at Tikhvin would increase the HI base in the Temple by 45, from 56 to 101. On current ratios (what looks to be 36.6% of 50% of the total), that would seem to increase the available HI by less than 10. Is that about right? I see there are some laws that might increase that proportion (given poor laws are taking 40% off at present) – are they within reach, any advice on pursuing them? And based on that calculus, is there value in building a barracks at this point, or not, do you (collectively) think? I’m keen to increase my HI resources, but am not sure if this is an efficient way to do it yet. Any other advice of a broadly related nature welcomed.

Ch10 Q2: Gold or Swords?
Are these priorities wrong? I’ve been assuming the available army seems to be quite sufficient for now and the HOI training options are very limited. So I’m going for the bolstering of finances and a long term supplementation of sporadic raiding income. The views of the Thing are sought.

Ch10 Q3: Looting Potential. Just out of curiosity, is this a reasonably lucrative-looking raid target (I know it’s not Rome, Paris or Constantinople)? Or is it a bit of a waste of precious conquering time back home? See a little further down for how much gold is flowing into the coffers.

Ch10 Q4: Ransoms. So, does it make any difference? For example, if I wait and then end up capturing the King, would that mean he wouldn’t be free to ransom them himself? Or if killed then they lose their value? Would it be better to keep them as bargaining chips? Or in a raid situation, should it just be a matter of taking the money and running whenever you can get it?
 
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Ch10 Q4: Ransoms. So, does it make any difference? For example, if I wait and then end up capturing the King, would that mean he wouldn’t be free to ransom them himself? Or if killed then they lose their value? Would it be better to keep them as bargaining chips? Or in a raid situation, should it just be a matter of taking the money and running whenever you can get it?
If he has the cash, he will pay it if you want to ransom him. The general rule with hostages is sell them if they are nobodies (and if the lord pays, it tells you that realm has some idle cash on hand) and keep them if they are really important (either because them being captured means a state can't declare war or a ruler can't breed...this one is actually really effective).

If the realm won't pay their ransom, they probably will never pay the ransom (either because the ruler doesn't care or doesn't have the money). At that point, you have to see whether it's worth anything to release them, kill them or hold them as hostages (even if a ruler hates his wife, he can't have legitimate children without her!).
 
A lot of the gains from buildings are very modest to begin with. The one time I played tribal I went for finances over troops to begin with - but others may think differently.
 
Ch10 Q1: Barracks and Holy Warriors. From what I can see, building a first level Barracks at Tikhvin would increase the HI base in the Temple by 45, from 56 to 101. On current ratios (what looks to be 36.6% of 50% of the total), that would seem to increase the available HI by less than 10. Is that about right? I see there are some laws that might increase that proportion (given poor laws are taking 40% off at present) – are they within reach, any advice on pursuing them? And based on that calculus, is there value in building a barracks at this point, or not, do you (collectively) think? I’m keen to increase my HI resources, but am not sure if this is an efficient way to do it yet. Any other advice of a broadly related nature welcomed.

Honestly, I have never powered up much minor vassals like mayors and priests' holding. If you want ten more men go ahead, but if you don't power it up to ridicoulous level while at the same time changing your laws to get more levies from your temple vassals, you are never going to even hit the one hundred. I always save money to invest in defenses and tax income in those kind of holdings.

Ch10 Q2: Gold or Swords? Are these priorities wrong? I’ve been assuming the available army seems to be quite sufficient for now and the HOI training options are very limited. So I’m going for the bolstering of finances and a long term supplementation of sporadic raiding income. The views of the Thing are sought.
I agree with gold over sword. If you have gold and lack swords, you can pay mercenaries, but if you lack gold and have swords you can only cry while you dive in the depths of debt.

Ch10 Q3: Looting Potential. Just out of curiosity, is this a reasonably lucrative-looking raid target (I know it’s not Rome, Paris or Constantinople)? Or is it a bit of a waste of precious conquering time back home? See a little further down for how much gold is flowing into the coffers.
It's good, nothing incredible but I would say it was worth it.

Ch10 Q4: Ransoms. So, does it make any difference? For example, if I wait and then end up capturing the King, would that mean he wouldn’t be free to ransom them himself?
You can ransom any character to his liege, or if they are nobles to themselves (yes, you capture the King of England, then you send to the King of England a request to ransom himself, that he will gladly pay). Of course their liege can say "Nah, keep them."

Or if killed then they lose their value?
If you execute them, you just kill them and don't get any money (there are exceptions, like if you are their heir for some reason, but we are not talking about that right now).

Would it be better to keep them as bargaining chips? Or in a raid situation, should it just be a matter of taking the money and running whenever you can get it?
While there are a few situations where keeping them can be useful (if I remember correctly, people will be less likely to declare war against you if you hold a family member, and if you declare war to someone you hold family members in the dungeon you will start with an advantage) generally it's better to just sell them back asap.