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Which is all to say that investing in the fief isn't crazy or futile, but it's probably a very long term play to get your money back out of it, and not actually something you can realistically pour money into whenever you like and reap benefits. Of course, the other side of that is that some improvements (or just avoiding bad things due to events) may well be time limited and require you to have money right now.

Would Reinald have any recommendation for how much Wealth Audrey should keep in reserve to deal with the typical bad events to a Fief?
 
[X] Maybe you should be willing to take a bit of a loss today, to earn some favor here and there. Goodwill is difficult to buy, but potent armaments are a mighty offer indeed. (+2 Wealth and a Favor from a well placed buyer)
 
Would Reinald have any recommendation for how much Wealth Audrey should keep in reserve to deal with the typical bad events to a Fief?

This is basically a 'How paranoid are you?' question rather than one with a right answer per se.

1-2 Wealth can likely handle stuff like a bad harvest, well, inasmuch as money in general can help with that (which depends on how widespread it is)...rebuilding an entire village after it's destroyed is a lot more.
 
There's a vote planned OOC though Audrey herself has to just take what she's given...but also this isn't from your family, it's from the King, why would it be anywhere near your family's holdings?
OH! I see. We're doing this as a Knight in service of the King Army. I thought that the Knights were being granted fiefs that could be inherited! In that way, I thought that if the land grants were for the knights, it might be geographically advantageous to be near the Eotenslaga/Charmouth. That way, we can fold it into the lands of our Family. (And we could get support from family members.)
 
OH! I see. We're doing this as a Knight in service of the King Army. I thought that the Knights were being granted fiefs that could be inherited! In that way, I thought that if the land grants were for the knights, it might be geographically advantageous to be near the Eotenslaga/Charmouth. That way, we can fold it into the lands of our Family. (And we could get support from family members.)
Fees are usually granted for a generation, though sometimes they extend to two or three generations depending on circumstance
 
That's time enough, going to refill my drink and get cracking on this.
Scheduled vote count started by Alectai on Apr 29, 2025 at 10:18 AM, finished with 119 posts and 51 votes.
 
Turn 13.2 - The Last Days of Squirehood New
0~0~0

Hathwic was overjoyed to play middleman with the rest of his family–sure, you got the occasional trophy here and there from Norse raids, but a fully intact set of quality armor? There's plenty of market for that–and even if the runes on the helmet weren't useful, it was still a splendid helmet.

A little present for a family that had treated her well--even if it meant she ended up selling it at a bit of a loss compared to some of the other offers–but having friends and connections among the folks of Mercia would be useful down the line–you never knew when you needed to have a word with someone a few counties down the road.

The coin was still good to have too! With this and her remaining stipend, she'd have a solid base to entice specialists to her estate, and help get things started when she was assigned a place of her own!

But that was still going to be a few months–if not years–down the line, depending on how the vagaries of fate and fortune shook out–and she still had a little more training to focus on!

Right now, the important thing is mastering the Grip!

Which was exactly why she was here, pressing hands against Chad Howlande–he was a superb wrestler–as you'd expect from someone as large as he was. Normally, even Audrey's talent faltered when it came to a test of strength with the hulking lad!

But not today!

She hadn't gotten to the point yet where she could use the Grip of Samson as easily as breathing–but with time to prepare, time to push back, and good footing to rely on… She could use it in training!

She just needed the right chance to show it off, and this little test of strength and balance was precisely the right time! She reached deep into her Temple–the metaphysical foundation being far tougher and far larger than the mere hands that she worked with. Inch by inch, she suffused her flesh with her the strength of her cultivation–and she felt her reach expanding. Bit by bit, inch by inch. She stopped giving ground after a moment of this–and she saw Chad's eyes widen as she steadied her grip.

Then she lifted, relying on the vast strength of her foundation instead of the mere interface that was her physical body–hauling Chad Howlande up into the air!

Which is then when she felt her grip stiffen, a matching force arising from… His Hama maybe? Something deeper? She didn't feel the flow of Fervour in it, or any traces of Zeal… Yet he stopped in midair–eyes widened as he somehow shifted his footing into the alternate axis that she hauled him up with, and began pushing himself back down!

Outside viewers would likely find the posture of the two Knights-to-Be in question, a pair of arms twisted and postured in a way that probably should have snapped even a cultivator's limbs in half–those rare few enlightened into the mysteries of the Body though would see that each combattant was anchored firmly in their own ways.

Chad tapped her wrist, a silent gesture that maybe it was the time to cut that off–and Audrey let her Grip recede, lowering him back to the ground.

"... Huh." Chad wondered after a moment of this, looking Audrey in the eye, confused more than anything else. "You have any Howlande blood?"

Audrey puffed herself up. "Hah! Nothing of the sort! I got a few pointers from Ironjaw in the contest though, and asked him how I can be stronger! It's just been practicing to do it more reliably!"

Chad looked troubled for a minute, lips pursed. "Might have to talk with Dad." He said after a moment's thought. "That's… Uh, what we do. Didn't know it could be learned."

Audrey's face grew troubled then. "Wait, so that wasn't just you knowing the same trick? The thing Samson did with the Pillars of the Temple?" She asked. "When you sort of got your footing there and counterbalanced, I thought you just learned it from your father or something"

"No, I was born able to do that." Chad answered. "Uh… Might be best not to go telling anyone else how to do that though." He looked awkward at that request. "It might cause some problems."

Ah.

If something like the Grip of Samson was to the Howlandes what Hard-Fall was to the Eotenslaga, the piercing gaze of her family able to dissect any foe's stance… Yes, she could understand why that might be a problem.

"Still, nice trick." He gives Audrey a thumbs up there. "Going to have to step it up in future to keep up. Can't just keep coasting on that advantage, I guess."

Audrey's grin returned at that admission. Of course it was a nice trick! She did learn it from one of the strongest men alive. She did hope knowing this wouldn't cause any problems though, she had enough to worry about with the War to come!

But at least her training was going well, as was her education! She even made an arrangement to shadow the Ealdorman for a time, to see how he handled his duties and pick some lessons on how to better administrate things! Everything was lining up just right for Audrey Eotenslaga! She'd reach her potential in no time, at this rate!

0~0~0

Months passed, and soon enough, the time had come for the Squires of Warwick to be gathered together in the great hall–they had come for seven years, to study under the great Knights of Wessex at the side of the Thanes of Warwick. Each had performed their duties well, serving as helper to their Knight even as they learned from them.

But soon, all educations must come to an end, and the juniors be raised to join the ranks of the adults. Squires were no exception–and to those who had survived the trials of their youth, they would be appointed as Knights of Wessex in truth–not merely ones in waiting.

The Ealdorman–as King Alfred's representative–would be conducting the induction rites, bearing an ancient sword as old as the kingdom to bequeath the title of Knight upon each of the soon-to-be Former Squires. It was a proud day, a wonderful day! Audrey knew it was going to be the start of a wonderful career!

Those thoughts lasted until a loud Bang called all eyes in the great hall to the doors–a weathered looking Thane, gasping for breath and on the edge of exhaustion standing there, still steaming with evaporating sweat and acute Maegen depletion.

"D… Dead! King Alfred has passed!" He gasped out, to the horror of the audience. "He departed to God's halls two nights ago! All soldiers of Wessex are to stand ready for action at a moment's notice!"

The silence was shattered by a spat curse from the Ealdorman. "Fuck me sideways, we're going to be in the shithouse soon enough!"

0~0~0

King Alfred the Great has passed, and the time of learning and growth has ended, soon will begin a time of strife spanning many decades–right in time for you to be formally recognized as a Knight in name as well as in law.

The next few years will be a matter of confusion and uncertainty, as the new order is sorted out between King Alfred's son Edward–and his nephew Aethelwold, each of whom claims the right to the throne of Wessex. The latter isn't a very popular man compared to the direct student and son of the great King Alfred, but he does have enough support that he can't be entirely dismissed.

Yet while Guthrum remains suspiciously silent–sparing you an immediate plunge into generalized bloodshed, there is still much to do for a Knight of Audrey Eotenslaga's talent, to help hold matters together until the inevitable struggle begins.

Most importantly of all will be the receipt of her Knight's Fee–the parcel of land offered to Audrey to serve as overseer in exchange for her leal service to the Throne of Wessex. Due to her performance in many contests, the recommendations of several high ranking officials, and the discreet favor of the past King, she is at the top of the list to take on several "Challenging" posts, which will have great opportunities but also great trials to make them productive… Which is why they're still unclaimed.

The one the Court of Wessex decided to assign to Audrey was…


[ ] A Coastal Holding
-ADVANTAGES: High access to trade, rich lands with significant resources, and already partially developed, making it offer returns much sooner. Fairly stable region in terms of internal problems.
-DISADVANTAGES: Being right on the coast means you're going to be up to your ears in Raiders of all sorts, while also having little cover against attack, making it difficult to put up a static defense. You'll have your hands full crushing opportunistic attacks–and Norsemen don't tend to be deterred just by being killed in job lots.

[ ] A River Holding
-ADVANTAGES: Heavily wooded and in a defensible region, behind a few layers of ablative defenses, meaning that it's highly defensible. Significant Norse minority population means that many threats never reach your ears before some farmers with clubs beat it to death, while also giving you access to skilled crafters in the long run.
-DISADVANTAGES: Smaller holding compared to the other options limits long term potential slightly, Significant Norse minority population means you'll be up to your ears in stupid Norseman drama (and interpersonal drama of other sorts), causing all manner of curious events for good or for ill. Somewhat lower ceiling for growth in exchange for having more room for error, and generally more focus on internal as opposed to external problems.

[ ] A Woodland Holding
-ADVANTAGES: Blank slate territory in the interior, close enough to support its attached Burh but far enough away that most problems are local hazards rather than constant raids or enemy attacks. You have the freedom to develop it as you choose, and thus have the most room to tinker to your heart's content
-DISADVANTAGES: Territory is wild, and getting it to profitability is going to be both expensive and time consuming, including somehow convincing a significant number of people to actually come live there. Not quite as well hooked up to trade routes as the prior two options–though this can be mitigated to an extent in the extreme long run.

0~0~0

AN: Fief Rules will be added to the front page shortly, this is you picking what kind of place you want this to be–a Tower Defense game? An Adventure Generator? A full out Manor Lords sim? While there's elements of all of this in every pick, the place your Fief is at will determine what it's best at from the start.

Do you want a rich, relatively developed place but also a high value soft target to raid? A small, defensible spot with a rambunctious local population for good or ill? Or a completely blank slate region that you can customize to your heart's content but takes a long time to start paying out? That's up to you guys to figure out!

Either an interlude or the new turn on Friday, haven't decided yet. Still feel a bit brain-cooked after the marathon session, so this doesn't feel like my best work, but the important thing is sticking to the schedule whenever possible, that's the resolution I've made and I'm sticking to it!

Anyway, glad you're all still having a good time following Knight of Wessex!
 
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[X] A Coastal Holding

Water Horse + Storm Crow makes this feel like the most obvious choice. We could be a one-woman lighthouse too!
 
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[X] A Woodland Holding
[X] A River Holding
Personally I don't massively want to deal with people turning up every like 3 turns to wreak our stuff, even if the tax base is rather nice and the Norse delivering a pile of gear for us to sell every few years would be quite a nice magic item farm. I just don't like the chance of a fucking terrifying guy rocking up randomly, or having to deal with like 40 dudes in mass combat every few turns.
River holding seems nice just to farm adventures to go on, although the Norse Drama will get annoying after a while.
Woodland holding gets my vote as I rather like city builders.
 
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The river holding sounds super amusing. The drama and sagas it could produce would be fun but the coastal sounds so appealing. It's literally what we have been building up to do. We are speced really well to defend the place.
 
[X] A Woodland Holding
[X] A River Holding

Either of these, I would like Audrey to be able to go on adventure rather then having to worry about returning to a burned down fief any time she tries.
 
[X] A Woodland Holding
Yeah, not enthused about Coastal. Constant Norse raids are a pain if we want to go elsewhere.

Woodlands sounds like its best for Adventuring, which Audrey is really suited for with her Light Revelation.
 
I'm gonna veto the River holding.
That sounds like a great way for Audrey to pick up Wrath Procs from the dramas, and she can clobber Norsemen plenty. No matter how much that Brewman of ours pleads to have fellow Norsemen to hang with.

Woods could be neat, and I'm kind of for it if an opportunity I think I see gleaming in Aalis' eyes…

But then again, we could go with the seashell kneecaps, the water horse, and accepting that every so often a Norseman is going to hide inside Audrey's Daily bread to try and get her while she's eating, before she bites him in half and finishes him off by spitting his severed legs at him. (Yes he popped out of the bread while it was in her mouth in my head. It did not give nearly as much Ordstirr as he would have liked.)
 
Was glad to see a new quest from you that I hadn't spotted yet, you continue to have quite strong fundamentals in storytelling and quest design specifically, and I've really enjoyed the process of binging this one. The protagonist concept is also pretty inspired.

[X] A Coastal Holding

We have a Water Horse. This is a holding specifically requiring high combat power and endurance. We have a Water Horse. It has crazy gains from trade and natural resources. WE HAVE A WATER HORSE.

It's difficultly arrives in ways perfectly suited to our strengths, and it's gains outstrip all other options. This is where Wessex can most use Audrey.
 
Woodlands will take quite a bit of time, effort and money to develop, but it does allow us to customize it to our liking. And honestly, we are not Norse. A long time horizon feels fine to me.
Base building is always fun. The other two options are already kinda fixed in terms of development.
 
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