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What are the chances of a random Steinarr class Norseman deciding to come to raid, anyway? Roll really badly on Grace?
 
But to even be able to leave the River Holding for an Adventure would require significant expenditures in defenses to ensure that it is defended while Audrey is off elsewhere.

Edit: Isn't there an adventure that Questers will constantly be pushing for before the war really heats up?
You're thinking of the Coastal holding, the River holding is the smaller one where Audrey will occasionally have to knock Norse heads together to get them to stop being dumbasses.
 
This is a slight exaggeration. You'd need to secure some other way to protect the place or leave it unprotected, but securing ways to protect it is expensive or inconvenient rather than impossible per se.
Fair enough, it's still going to be incredibly hard to do and even then likely a crap shoot, especially when the war kicks off.


What are the chances of a random Steinarr class Norseman deciding to come to raid, anyway? Roll really badly on Grace?
Alectai is on record as really High and Really Low Grace rolls can be all but identical to an observer who isn't read into God's plans. That said He would have bodied us at a much much higher decade than we are now. Halla at our age would probably not be enough, but blatant massive overkill, and she was nowhere near his level at that time.
 
'Occasionally' is probably a vast underestimation of how often she's gonna need to deal with problems between people in the River Fief.
True, but it's funny haha problems like Eric and his family feuding with Karl and his family over who owns the calf's that were born after Karl's cow got loose in Eric's field with his Bull. Sure, the Norse are likely to kill each other over it, but they're basically immortal anyway.
 
True, but it's funny haha problems like Eric and his family feuding with Karl and his family over who owns the calf's that were born after Karl's cow got loose in Eric's field with his Bull. Sure, the Norse are likely to kill each other over it, but they're basically immortal anyway.
Well, unless things turn into a blood feud, then it become pretty messy.
 
True, but it's funny haha problems like Eric and his family feuding with Karl and his family over who owns the calf's that were born after Karl's cow got loose in Eric's field with his Bull. Sure, the Norse are likely to kill each other over it, but they're basically immortal anyway.

Things can escalate quickly. Especially since the Norse are a notable minority in the River Holding, not a majority. Most people are still Anglo-Saxon and die when they are killed...

Which is not to say the problems are unsolvable, or even that Audrey isn't a good choice to solve them, just noting that they are very real and could absolutely escalate out of control if a lid is not kept on them.

Which location is the most likely to have metal deposits?

None are known to, probably equally likely for all three.
 
What are the chances of a random Steinarr class Norseman deciding to come to raid, anyway? Roll really badly on Grace?
That said He would have bodied us at a much much higher decade than we are now.
Yeah, he beat a 10th decade knight in the raid where he picked up gabriel, at least in the Hallusaga rewrite, idr if we knew the decade of gabe's master in the original quest version.
[ ] 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.
Is the drawback on profitability more likely to be "its about as profitable as a 'normal' new fief would be, if we hadn't gotten enough renown toget a better-than-normal fief, 1-2 wealth or so", "its gonna have a trickle of wealth at best for a good while", or "this will be at best breaking even maybe even needing funds from us to keep it going until it gets developed"?
 
Fair enough, it's still going to be incredibly hard to do and even then likely a crap shoot, especially when the war kicks off.
In a way it's actually the exact opposite of a crap shoot- if it's expensive to ensure the coastal holding is secure when we're not around... then all we have to do is be around it for a while, collect the lucrative payout it offers, and then invest that into protecting it. The solution to the problem is potentially as simple as putting up with the problem for a while. A huge part of the Anglo-Saxon's policy right now is to invest in notable economic hubs and fortify them exactly because of the Viking problem- that's a big part of what burhs are after all. The Coastal holding's problem is not unique or uncommon- addressing it is the crux of what gave Wessex and then England a greater state capacity to draw on resources than pretty much any other kingdom in Europe for a time. I'd vastly prefer engaging with the coastal holding's Viking problems that mirror the whole state building process Alfred started, or the whole dynamic of Norse settlers intermingling with Anglo-Saxons (an issue that's going to be relevant right up to Ethelred ordering the massacre of nearly every Dane in England) than go clear cut a forest because we want a sandbox.

I'm going to assume this isn't a poison pill, and that the amount of heat the coastal holding might attract would largely fall into what the powers that be in Wessex think a fresh Knight of Audrey's capability could readily handle.
 
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i'd argue that the woodlands is the best, sure we dont have money or crafter right away but we can build out how ever we want, which allows us to do what we want when we want.

Not only that but we dont have to deal with norse at all (kinda of, fucker will probably still raid)

Also the issue of getting people to come live there, like someone said, were a good diplomat.
 
Yeah, he beat a 10th decade knight in the raid where he picked up gabriel, at least in the Hallusaga rewrite, idr if we knew the decade of gabe's master in the original quest version.

Is the drawback on profitability more likely to be "its about as profitable as a 'normal' new fief would be, if we hadn't gotten enough renown toget a better-than-normal fief, 1-2 wealth or so", "its gonna have a trickle of wealth at best for a good while", or "this will be at best breaking even maybe even needing funds from us to keep it going until it gets developed"?

It won't make you any money at all until you get people to live there and make farms and other productive things. How long that takes depends on how you're recruiting people.

In a way it's actually the exact opposite of a crap shoot- if it's expensive to ensure the coastal holding is secure when we're not around... then all we have to do is be around it for a while, collect the lucrative payout it offers, and then invest that into protecting it.

While this is technically true, the expenses of hiring what amounts to a full mercenary company (at least in numbers) to protect the place are high enough that this is either gonna make it the least profitable option after expenses, or alternately take at least a decade before you do anything but guard it.

You can throw money at the problem and solve it, no doubt, but it's more money than the extra money you get from this choice over the others. Of course, that does avoid the down-sides of the other options, so it's a potentially valid choice, but it does come at the expense of not being very profitable for a while.

I'm going to assume this isn't a poison pill, and that the amount of heat the coastal holding might attract would largely fall into what the powers that be in Wessex think a fresh Knight of Audrey's capability could readily handle.

Audrey can absolutely handle most threats by sticking around. It's if she wants to go do other things that logistical problems present themselves.
 
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If we didn't take the effectively Time Limited quest to discover the secrets of Hama I would be perfectly happy with the coastal option, but we did and so we have to modify our actions accordingly.
 
If we didn't take the effectively Time Limited quest to discover the secrets of Hama I would be perfectly happy with the coastal option, but we did and so we have to modify our actions accordingly.
Is the White Eyed Quest time limited? There was no mention about that.

Unless your talking about the war, but I think that's going to start soon with Alfred dead now anyway.
 
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While this is technically true, the expenses of hiring what amounts to a full mercenary company (at least in numbers) to protect the place are high enough that this is either gonna make it the least profitable option after expenses, or alternately take at least a decade before you do anything but guard it.

You can throw money at the problem and solve it, no doubt, but it's more money than the extra money you get from this choice over the others.
Fair enough on the expense, but this also really just sort of raises the question of what the pacing is going to look like since the setting's time scale is so huge, and Knights seem to lean into that more than most. Are we going to see a decade of time go by any time soon?
If we didn't take the effectively Time Limited quest to discover the secrets of Hama I would be perfectly happy with the coastal option, but we did and so we have to modify our actions accordingly.
That part of Yorvik shouldn't be under particular threat until *maybe* Edward the Elder's campaigns seize the Danelaw south of the Umber as far as I'm aware. But history never had to deal with immortal Viking warlords made from solid Steel so who knows.
 
Fair enough on the expense, but this also really just sort of raises the question of what the pacing is going to look like since the setting's time scale is so huge, and Knights seem to lean into that more than most. Are we going to see a decade of time go by any time soon?

Each turn will be a year for quite a while now.

I was referring to Chron's historical background writeup about that area likely being involved in War related shenanigans soon, ones that we would likely not want to be caught up in (if accurate)

With Alfred dead, you're maybe too late to go there before tensions escalate already. It'd certainly be tricky, anyway.
 
[X] A Coastal Holding
[X] A River Holding

These feel like they play the most to Audrey's twin strengths: unga and bunga direct combat and being a social butterfly (who will still suplex people as appropriate). I love basebuilding as much as the next person who had to lock their copy of Evil Genius 2 in a closet to get any work done but I just think that's not where our girl's mind's focus is going to be happiest.
 
Man I'm not really a fan of the coastal holding which is sad as it's prolly our reward for doing so well till now. The holding feels like a poisoned chalice at least in the sense of grade 1 tabernacle .
The only reward for good work is more work type shiz.
But this does mean if we can overcome the drawbacks the benefits will be REALLY good

Personal preference is River for the adventures, more freedom to go on adventures and the eventual access to skilled crafters.
Plus leveraging Audrey's higher than usual Norse rep sounds neat.
Downsides being the internal norse politics, but it does feel like Audrey has more experience with friendly dealings with the norse than most junior knights. Smaller holding is a bit annoying, but focusing on less land / labour intensive trades would be the way to go eventually.
The benefits of being Laughing Audrey and having a Brewmaster in our retinue are already paying off. Being open to sparing might be to our benefit, especially if we draw in our Norse Errant to our group. Have him extol the virtues of conversion.
 
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