Maybe it doesn't work, and it's just a combat encounter which gets us more loot and renown - not a bad thing by any means - but even one more follower or retainer would be really useful for us given some of our longer-term ambitions.

To reiterate: I'm down for going after the raiders, I just think our actions this turn are all higher priorities than that. Maybe next turn depending on what Hasvir says about them (as I note above, I consider it decently likely they're all dead already from Hasvir and Wolfwind cleaning house now that Horra is dead).
 
Sure, and so it stands to reason that the guys who have decided to make their living out of raiding... would be logical guys to sign on if we're planning a raiding expedition?

Why would someone from a kingdom opposed to us join our raid group? Even if they raid, they still have a home, and I imagine many of these men have families they provide for via raiding. Even if they don't have families, they have no incentive to leave everything they've built up to come and join us. Why would they help the enemy?
 
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Why would someone from a kingdom opposed to us join our raid group? Even if they raid, they still have a home, and I imagine many of these men have families they provide for via raiding. Even if they don't have families, they have no incentive to leave everything they've built up to come and join us. Why would they help the enemy?

Yeah, stuff like this is why we're not converting people en masse. We might get a single unmarried recruit who has no close family or property back home (that seems to be Tryggr and Trausti's situation), but most of them have reasons not to upend their lives and join us.
 
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Summer is also the best time to raid, though. My thought is that they'll likely leave at the end of Summer rather than the beginning. The beginning would be odd. I agree they aren't sticking around forever, them leaving next turn would be really weird, though.



I think you're forgetting that Norsemen die when they die no matter what they do. They're not suicidal, but death threats, as a rule, mean very little to them, while cowardice means great shame. It's not impossible to recruit someone, but it isn't easy either. I'm not saying we shouldn't go after them, mind you, but our expectations need to be realistic.



The thing is we don't need start-up capital. At all. Our last farm, which was very successful and going well, was around 200 silver to set up. We have more than three times that right now, not including anything we get for mercenary work or going after the bandits. We've also got a lot of stuff to get done locally, and probably some people to recruit before we really want to go out. We need a moment to catch our breaths and prep, not to go off half-cocked.

We would be raiding or trading for, basically, Orthstirr and money that we put in a hole in the ground. Which isn't nothing, but isn't desperately urgent either, y'know?



The Troll-Men tunnel literally goes right to our farm, and they're basically an infestation...like murderous termites. We can't realistically rebuild until that infestation is dealt with. And we're friendly with the dwarves and getting friendlier is almost certainly way more valuable than anything we can get from the bandits in the long term other than recruits...and I remain skeptical we're getting recruits.



I think them leaving right at the beginning of raiding season would be strange. I expect them to leave this year, but not literally at the beginning of the first turn of Summer. Especially given what we saw of their leader, who was cocky as hell. He doesn't seem the type to cut his losses and bail.

If they leave at the beginning of the summer, then they can spend the whole of summer raiding there, no? Or perhaps they're leaving now, this turn, so that they can have the whole of summer uninterrupted for raiding. Realistically we don't know because there are too many imponderables, but logically the longer we leave it, the less probable it is that they're there. They're going to have noticed that they're not getting new supplies, and probably learn pretty soon about Horra's death if they haven't already.

Fair point on the "death or glory" thing, so maybe we end up having to fight them - but I think that if we challenge and kill their leader, it's not really a loss of face for the other guys to sign up with us or Hasvir? Also as a general rule, I don't think that "death is fated at a fixed time" means that there's no reason for us or other characters not to take suicidal risks. The Norse know there is a fated point in time when they will die, but they don't know when, so it stands to reason that doing suicidally dangerous things makes it a lot likelier that their endings are fated sooner rather than later.

Honestly I wouldn't be averse to doing the Troll-Men and the bandit camp this turn, since Troll-Men reprisal is a personal action and does not count against our limit, and then the Dwarves immediately next; right now our plan doesn't have us doing either.

Why would someone from a kingdom opposed to us join our raid group? Even if they raid, they still have a home, and I imagine many of these men have families they provide for via raiding. Even if they don't have families, they have no incentive to leave everything they've built up to come and join us. Why would they help the enemy?

"National" loyalties don't really seem that strong or entrenched for the Norse, to the extent they exist at all? It's not like Trausti or Tryggr had any issues coming to work for us. Familial bonds and friendships seem much stronger, as well as blood feuds, but none of those really apply in this case.
 
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Why would someone from a kingdom opposed to us join our raid group? Even if they raid, they still have a home, and I imagine many of these men have families they provide for via raiding. Even if they don't have families, they have no incentive to leave everything they've built up to come and join us. Why would they help the enemy?

Admittedly, I say this, and I do stand by it, but we got pretty lucky with Trausti and Tryggr. I don't expect it to be something we can repeat en masse with other raiders, though. Lars Forkbeard appeared to have no care for his men, so I can see why they wouldn't want to avenge him, and I assume they had nothing tying them down to wherever they lived before.
 
If they leave at the beginning of the summer, then they can spend the whole of summer raiding there, no? Or perhaps they're leaving now, this turn, so that they can have the whole of summer uninterrupted for raiding.

Uh...raiding is what they are doing here. Why would they go elsewhere to do so when they can keep doing it right here? There are reasons, but none that seem to me like Sharktooth would care about them.

Realistically we don't know because there are too many imponderables, but logically the longer we leave it, the less probable it is that they're there. They're going to have noticed that they're not getting new supplies, and probably learn pretty soon about Horra's death if they haven't already.

Traveling in Winter is hard and they don't have a ship. Someone probably needs to come pick them up, to be honest. Which would be at a pre-approved time irrespective of changing conditions on the ground.

Fair point on the "death or glory" thing, so maybe we end up having to fight them - but I think that if we challenge and kill their leader, it's not really a loss of face for the other guys to sign up with us or Hasvir? Also as a general rule, I don't think that "death is fated at a fixed time" means that there's no reason for us or other characters not to take suicidal risks - the Norse don't know the fated point in time when they face true death, so it stands to reason that doing suicidally dangerous things makes it a lot likelier that their endings are fated sooner rather than later.

Oh, they're not gonna take unnecessary risks, but if it's a choice between risking death and some sort of dishonor, the 'risking death' option will usually win out. And as Constenanto discusses, for a lot of these guys, there's more reasons not to join up with us than just us being the people they're raiding.

Honestly I wouldn't be averse to doing the Troll-Men and the bandit camp this turn, since Troll-Men reprisal is a personal action and does not count against our limit, and then the Dwarves immediately next; right now our plan doesn't have us doing either.

I mean, what action would you give up for it? We need to talk to Hasvir pretty badly, so talking to Eric? I think that's pretty important for several reasons. And it forces us to do two fights in one turn with heavily damaged armor to boot. I'm not enthused.

"National" loyalties don't really seem that strong or entrenched for the Norse, to the extent they exist at all? It's not like Trausti or Tryggr had any issues coming to work for us. Familial bonds and friendships seem much stronger, as well as blood feuds, but none of those really apply in this case.

Er...why wouldn't they apply? If any of these guys have a home or family to go back to, they're not gonna join up with us. And lots of them probably do.
 
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"National" loyalties don't really seem that strong or entrenched for the Norse, to the extent they exist at all? It's not like Trausti or Tryggr had any issues coming to work for us. Familial bonds and friendships seem much stronger, as well as blood feuds, but none of those really apply in this case.

I mean, even then - ignoring national loyalties - they still have no reason to leave the life they've built up to come and join us. They'd be leaving their families, their riches... literally everything. And that's ignoring the fact that any of these men could have seen a friend or family raided by someone from the Hading - they'd certainly have a reason not to join us. There's a bunch of reasons why these people wouldn't want to join us. Tryggr and Trausti were the exception, not the rule.

I also could definitely see Norsemen refusing to join the enemy because of pride/dishonor. It'd be very odrengr-behaviour to join another person's raid group and raid people that were once your neighbours.

Imagine it from our perspective - our raid leader dies, and then the people that kill him (ignoring the fact that our raid leader could've been an actual friend, rather than just a work acquaintance, although Folkmarr definitely isn't a friend to us) tell us that we'll live if we leave everything we've worked for. Our farm, our children, our friends. And then they have us go and raid the Hading, because they have no reason not to.
 
In fairness, them joining up with a proviso we not raid their place of origin is possible, and Sharktooth is likely not the friendliest guy...but that doesn't change the 'leave behind everyone and everything you've ever known' part of any offer we make to work for us. There are people who will take an offer like that, but not all that many.

In fact, even with Tryggr and Trausti we never made that offer (we just accepted their surrender), they did. They just didn't have anyone to leave behind, apparently.
 
In fairness, them joining up with a proviso we not raid their place of origin is possible, and Sharktooth is likely not the friendliest guy...but that doesn't change the 'leave behind everyone and everything you've ever known' part of any offer we make to work for us. There are people who will take an offer like that, but not all that many.

In fact, even with Tryggr and Trausti we never made that offer (we just accepted their surrender), they did. They just didn't have anyone to leave behind, apparently.

Yeah, that's true, and I did think of it. But I feel that the rest of my point still stands.

By the way, breaking one's word would be nid, right? Would it still be nid if you managed to exploit a loophole in your words?
 
Uh...raiding is what they are doing here. Why would they go elsewhere to do so when they can keep doing it right here? There are reasons, but none that seem to me like Sharktooth would care about them.



Traveling in Winter is hard and they don't have a ship. Someone probably needs to come pick them up, to be honest. Which would be at a pre-approved time irrespective of changing conditions on the ground.



Oh, they're not gonna take unnecessary risks, but if it's a choice between risking death and some sort of dishonor, the 'risking death' option will usually win out. And as Constenanto discusses, for a lot of these guys, there's more reasons not to join up with us than just us being the people they're raiding.



I mean, what action would you give up for it? We need to talk to Hasvir pretty badly, so talking to Eric? I think that's pretty important for several reasons. And it forces us to do two fights in one turn with heavily damaged armor to boot. I'm not enthused.

Sorry to be a bother, but would you please not spaghetti quote and use two or less quotes per reply? It feels awkward to ask, but it is SV policy.

Broadly I think the reason they would probably prefer to go and raid somewhere else is because anyone capable of taking out Horra and the other bandit camp is clearly capable of taking them out, and they're brave, but probably not actively looking to die for little gain. It does not seem to me like national loyalties are a factor in changing masters for most of the bandits because those simply don't exist within this society; loyalties are personal before anything else. But there's one way to find out, which is attacking the bandits and seeing.

In terms of action allocation, I think we should focus on doing important things - like dealing with the giant hole in our farm given that's a pressing issue, and taking the opportunity with this bandit camp before it disappears forever - prioritised ahead of talking to people who we can talk to at any time. I would like us to get on better terms with Hasvir, which is why I suggested making dealing with the bandits into a joint thing, which hits two birds with one stone - fighting on the same side again is a good way to build trust.

I mean, even then - ignoring national loyalties - they still have no reason to leave the life they've built up to come and join us. They'd be leaving their families, their riches... literally everything. And that's ignoring the fact that any of these men could have seen a friend or family raided by someone from the Hading - they'd certainly have a reason not to join us. There's a bunch of reasons why these people wouldn't want to join us. Tryggr and Trausti were the exception, not the rule.

I also could definitely see Norsemen refusing to join the enemy because of pride/dishonor. It'd be very odrengr-behaviour to join another person's raid group and raid people that were once your neighbours.

Imagine it from our perspective - our raid leader dies, and then the people that kill him (ignoring the fact that our raid leader could've been an actual friend, rather than just a work acquaintance, although Folkmarr definitely isn't a friend to us) tell us that we'll live if we leave everything we've worked for. Our farm, our children, our friends. And then they have us go and raid the Hading, because they have no reason not to.

Sorry, what life have they built up?

They're living in a camp in the woods. They're not exactly putting down roots where they are currently, are they? If they have families they want to go back home and see, then they can of course decide to do that, and we lose precisely nothing. But if they had their own farms and herds of cattle back home, they probably wouldn't be where they are in the first place.

Honestly I think there is not much reason at all to believe Tryggr and Trausti are exceptional, by the way. They're entirely typical of the kind of guys who choose to become soldiers of fortune; from the farm boys of Pella who forded the river Granicus with Alexander to the yeomen archers who looted France with the Black Prince and then went back home to found inns. Especially in premodernity where warfare is essentially just sanctioned mass raiding interspersed with occasional battles and sieges. Desperate young men seeking plunder are grist for the millstone of Ares.

Also, even if we end up killing them all... it's still a net positive for us? One additional follower for us or Hasvir would be a bonus. So I think getting too far into the weeds of will-they-or-won't-they is maybe not the right approach; there's a lot of imponderables, but one very easy way to find out by going to their camp and seeing.
 
Sorry, what life have they built up?

They're living in a camp in the woods. They're not exactly putting down roots where they are currently, are they? If they have families they want to go back home and see, then they can of course decide to do that, and we lose precisely nothing. But if they had their own farms and herds of cattle back home, they probably wouldn't be where they are in the first place.

Honestly I think there is not much to believe Tryggr and Trausti are exceptional, by the way. They're pretty typical of the kind of guys who choose to become soldiers of fortune, across human societies and eras. Especially in premodernity where warfare is essentially just sanctioned mass raiding interspersed with occasional battles and sieges. Desperate young men seeking plunder are grist for the millstone of Ares.

Also, even if we end up killing them all... it's still a net positive for us? One additional follower for us or Hasvir would be a bonus. So I think getting too far into the weeds of will-they-or-won't-they is maybe not the right approach; there's a lot of imponderables, but one very easy way to find out by going to their camp and seeing.

Uh, it's entirely possible for them to have herds and cattles. Farmhands exist. Hell, Steinarr did it when we were little, and he doesn't even have any farmhands. Not to mention fields are still a thing.

Also, the camps they live in are not their homes? It's temporary housing while they raid the place they're currently staying in. Not to mention that we've been shown that people going off the raid while they have a family is the norm - hell, Stigr's dad did it and ended up dying, which was what led to Stigr's heart being weak enough for Horra to get a spirit to possess him. Steinarr is a another example. So is Abjorn's dad.

Tryggr and Trausti are definitely the exception. Like you said, filial piety is a prevalent thing in Norse culture. People would balk at leaving their family's side just so that they can continue living. Not to mention that getting married to bind two families isn't an uncommon thing either - ignoring people marrying out of love, too - so the odds that these grown men are married and have a family are decent. Not to say that them being unmarried would unlikely - because that also has a pretty decent chance.

Anyway, Tryggr and Trausti apparently have literally nothing tying them down. People raid for orthstir, yes, but also riches, meaning that they left everything they had gained via raiding behind by joining us. Many men wouldn't do that. They also apparently had no friends, either. At least, no friends close enough that they'd rather stay wherever they lived rather than join us. Like... expecting the average Norseman raider to have no friends, no family, and uncaring of their house/farm/social status they've built up/riches that they've accumulated via raiding seems like a big yikes.

Also, I'm not against killing these guys. I'm just saying that raiding them with the expectation that killing Sharktooth will result in most of them joining us is a bad idea.
 
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Sorry to be a bother, but would you please not spaghetti quote and use two or less quotes per reply? It feels awkward to ask, but it is SV policy.

Sorry, it's a bit tricky when you're talking about several completely different topics, but I'll do my best.

Broadly I think the reason they would probably prefer to go and raid somewhere else is because anyone capable of taking out Horra and the other bandit camp is clearly capable of taking them out, and they're brave, but probably not actively looking to die for little gain. It does not seem to me like national loyalties are a factor in changing masters for most of the bandits because those simply don't exist within this society; loyalties are personal before anything else. But there's one way to find out, which is attacking the bandits and seeing.

In terms of action allocation, I think we should focus on doing important things - like dealing with the giant hole in our farm if that's a pressing issue, and taking the opportunity with this bandit camp before it disappears forever - rather than talking to people who we can talk to at any time. I would like us to get on better terms with Hasvir, which is why I suggested making dealing with the bandits into a joint thing, which hits two birds with one stone - fighting on the same side again is the best way to build trust.

I mean, the sooner we talk with Eric the sooner we get Training Dice from doing so (which is always important), to say nothing of the emotional situation, where a reunion with our brother seems pretty important and worth investing time in, and we sort of need to talk with Hasvir to even invite him along on bandit issues...it's not like we're close friends. Several of his brothers are still listed in the 'Enemy' tab and I'd like to get that resolved in a way I don't think going along with just him on a combat excursion is likely to (and which we want resolved before inviting the others along on such an expedition).

I'm also not convinced multiple combat encounters in this turn immediately after what we just did with Horra's place is a good idea. Our armor is seriously messed up, for one thing, and giving it another turn's worth of repair is fairly important before we do serious stuff, IMO.

And finally, I'm not at all convinced taking out the remaining bandit camp is a high priority. There's a chance it's already been resolved in one way or another, and a pretty good chance it'll still be available next turn if it hasn't. Doing it this turn is only vital under very narrow circumstances I'm pretty sure don't mostly apply.

Sorry, what life have they built up?

They're living in a camp in the woods. They're not exactly putting down roots where they are currently, are they? If they have families they want to go back home and see, then they can of course decide to do that, and we lose precisely nothing. But if they had their own farms and herds of cattle back home, they probably wouldn't be where they are in the first place.

Honestly I think there is not much to believe Tryggr and Trausti are exceptional, by the way. They're pretty typical of the kind of guys who choose to become soldiers of fortune, across human societies and eras. Especially in premodernity where warfare is essentially just sanctioned mass raiding interspersed with occasional battles and sieges. Desperate young men seeking plunder are grist for the millstone of Ares.

Also, even if we end up killing them all... it's still a net positive for us? One additional follower for us or Hasvir would be a bonus. So I think getting too far into the weeds of will-they-or-won't-they is maybe not the right approach; there's a lot of imponderables, but one very easy way to find out by going to their camp and seeing.

They're living in the woods while on a raid. That in no way means they don't have a wife and family at home (and remember, most of the Norse marry young...marrying before 20 which is usually the earliest you go out raiding, is the norm). Or a host of siblings and cousins they want to get back to and drink mead with. We're not just recruiting them for a single raid, after all, if they swear to us (frankly, the only useful degree of recruitment) then we're asking them to move here permanently. That's a big difference from going here for a couple of years while accumulating wealth and going home.

Some of them may not have connections that make them reluctant to do that, but it's not gonna be all of them by any means, and those without personal connections are likely those most invested in martial glory and honor at the expense of other things and thus those most likely to fight to the death. Tryggr and Trausti are an exception because Trausti was about to die and Tryggr was willing to surrender to save him...he likely wouldn't have surrendered to save himself.
 
Uh, it's entirely possible for them to have herds and cattles. Farmhands exist. Hell, Steinarr did it when we were little, and he doesn't even have any farmhands. Not to mention fields are still a thing.

Also, the camps they live in are not their homes? It's temporary housing while they raid the place they're currently staying in. Not to mention that we've been shown that people going off the raid while they have a family is the norm - hell, Stigr's dad did it and ended up dying, which was what led to Stigr's heart being weak enough for Horra to get a spirit to possess him. Steinarr is a another example. So is Abjorn's dad.

Tryggr and Trausti are definitely the exception. Like you said, filial piety is a prevalent thing in Norse culture. People would balk at leaving their family's side just so that they can continue living. Not to mention that getting married to bind two families isn't an uncommon thing either - ignoring people marrying out of love, too - so the odds that these grown men are married and have a family are decent. Not to say that them being unmarried would unlikely - because that also has a pretty decent chance.

Anyway, Tryggr and Trausti apparently have literally nothing tying them down. People raid for orthstir, yes, but also riches, meaning that they left everything they had gained via raiding behind by joining us. Many men wouldn't do that. They also apparently had no friends, either. At least, no friends close enough that they'd rather stay wherever they lived rather than join us. Like... expecting the average Norseman raider to have no friends, no family, and uncaring of their house/farm/social status they've built up/riches that they've accumulated via raiding seems like a big yikes.

Also, I'm not against killing these guys. I'm just saying that raiding them with the expectation that killing Sharktooth will result in most of them joining us is a bad idea.

So, I personally like this characterisation of the raiders and their likely motives is probably just not correct, but also like we're maybe getting stuck on a single point here?

It's common for landed farmers like us and our dad to go raiding, absolutely, but that's more seasonal? These guys have been living in the woods as bandits for over a year, which implies a lot more desperation and dedication. But more importantly, whether they do or don't have farms/families back home, it clearly didn't stop them from spending time as raiders working for Sharktooth, so why would we assume that would change if they came to work for us/Hasvir for a while?

Also, I'm confused, why would they lose their riches if they join us? We're not making them swear a vow of poverty; they can bring their silver with them. Hell, if they do have camp followers, families or herds, they can bring those with them; there's plenty of spare cheap land in the Hading.

It feels like we're maybe getting hung up on a tangential argument here? I'm happy to agree to disagree, but I think the best way to resolve this is go and see for ourselves.

I mean, the sooner we talk with Eric the sooner we get Training Dice from doing so (which is always important), to say nothing of the emotional situation, where a reunion with our brother seems pretty important and worth investing time in, and we sort of need to talk with Hasvir to even invite him along on bandit issues...it's not like we're close friends. Several of his brothers are still listed in the 'Enemy' tab and I'd like to get that resolved in a way I don't think going along with just him on a combat excursion is likely to (and which we want resolved before inviting the others along on such an expedition).

I'm also not convinced multiple combat encounters in this turn immediately after what we just did with Horra's place is a good idea. Our armor is seriously messed up, for one thing, and giving it another turn's worth of repair is fairly important before we do serious stuff, IMO.

And finally, I'm not at all convinced taking out the remaining bandit camp is a high priority. There's a chance it's already been resolved in one way or another, and a pretty good chance it'll still be available next turn if it hasn't. Doing it this turn is only vital under very narrow circumstances I'm pretty sure don't mostly apply.

Well in that case, what if we kept Eric as an action, but made Hasvir a conditional, where we either go with him and do the bandit camp as a joint action, building trust, etc.. If for whatever reason that isn't possible, we'll just spend time with Hasvir instead.

Honestly I think Halla is strong enough to handle two combat encounters fine; especially as we'll have allies and the bandits are unlikely to be immensely risky.

They're living in the woods while on a raid. That in no way means they don't have a wife and family at home (and remember, most of the Norse marry young...marrying before 20 which is usually the earliest you go out raiding, is the norm). Or a host of siblings and cousins they want to get back to and drink mead with. We're not just recruiting them for a single raid, after all, if they swear to us (frankly, the only useful degree of recruitment) then we're asking them to move here permanently. That's a big difference from going here for a couple of years while accumulating wealth and going home.

Some of them may not have connections that make them reluctant to do that, but it's not gonna be all of them by any means, and those without personal connections are likely those most invested in martial glory and honor at the expense of other things and thus those most likely to fight to the death. Tryggr and Trausti are an exception because Trausti was about to die and Tryggr was willing to surrender to save him...he likely wouldn't have surrendered to save himself.

Outlawry is the most common sanction for serious crimes in Norse societies, which exist in a state of semi-constant blood feuds. There is a basically limitless supply of desperate young men who have been orphaned or are outlaws in their birthplaces. Recruiting them with the promise that we're going to organise a raid soon in no way ties them to us for life; I'm not proposing anything set in stone here.

But also, we're sort of arguing about what ifs, which gets meaningless after a while. There's an easy way to find out.
 
All I have to say on the current topic is that just because they're still on the action list does not mean that they're still there.

Halla is limited by her knowledge.

I'll look through the thread in more detail once I'm properly awake.
 
So, I personally like this characterisation of the raiders and their likely motives is probably just not correct, but also like we're maybe getting stuck on a single point here?

It's common for landed farmers like us and our dad to go raiding, absolutely, but that's more seasonal? These guys have been living in the woods as bandits for over a year, which implies a lot more desperation and dedication. But more importantly, whether they do or don't have farms/families back home, it clearly didn't stop them from spending time as raiders working for Sharktooth, so why would we assume that would change if they came to work for us/Hasvir for a while?

Also, I'm confused, why would they lose their riches if they join us? We're not making them swear a vow of poverty; they can bring their silver with them. Hell, if they do have camp followers, families or herds, they can bring those with them; there's plenty of spare cheap land in the Hading.

It feels like we're maybe getting hung up on a tangential argument here? I'm happy to agree to disagree, but I think the best way to resolve this is go and see for ourselves.

They'd lose any riches they invested in land (or buried) or whatever back home. Like, if this is their first raid they lose nothing, sure, but from what we saw with the other camp this is mostly not their first rodeo. I get the impression that Tryggr and Trausti follow the Conan school of wealth management and spent it all on wine, women, and song, but most Norsemen will have at least bought a farm.

Well in that case, what if we kept Eric as an action, but made Hasvir a conditional, where we either go with him and do the bandit camp as a joint action, building trust, etc.. If for whatever reason that isn't possible, we'll just spend time with Hasvir instead.

Honestly I think Halla is strong enough to handle two combat encounters fine; especially as we'll have allies and the bandits are unlikely to be immensely risky.

I think we need the action of talking to him as a leadup to any joint operations rather than trying to combine them, which seems risky and failure-prone to me.

And we probably could, yeah, but it strikes me as an unnecessary risk. We get plenty of necessary risks so I'm disinclined to take unnecessary ones.

Outlawry is the most common sanction for serious crimes in Norse societies, which exist in a state of semi-constant blood feuds. There is a basically limitless supply of desperate young men who have been orphaned or are outlaws in their birthplaces. Recruiting them with the promise that we're going to organise a raid soon in no way ties them to us for life; I'm not proposing anything set in stone here.

But also, we're sort of arguing about what ifs, which gets meaningless after a while. There's an easy way to find out.

We've been told a few times that these particular bands are not outlaws, just people out raiding, and given we got that pretty directly from former members in the form of Tryggr and Trausti in addition to other folks, I'm pretty sure it's true.

All I have to say on the current topic is that just because they're still on the action list does not mean that they're still there.

Halla is limited by her knowledge.

I'll look through the thread in more detail once I'm properly awake.

Them being gone one way or another seems pretty likely, yeah, which is a large part of why the Hasvir action involves asking about them. He'd know and I'd rather not waste an action going after them if they're gone.
 
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Also, I'm confused, why would they lose their riches if they join us? We're not making them swear a vow of poverty; they can bring their silver with them. Hell, if they do have camp followers, families or herds, they can bring those with them; there's plenty of spare cheap land in the Hading.

Uh, why would they uproot themselves though? They'd be leaving friends, the status they've accrued in their neighbourhood, and their house... only to move to a neighbourhood that's literally hostile to them. They'd also lose everything they've invested into the land/neighbourhood they live. Just because they'll no longer get killed on sight doesn't mean that the people in the Valley will forget that they've been raided, or like someone that comes from the Kingdom that's at odds with them. They'd need to rebuild their house, their farms, while also somehow moving their cattle across kingdoms and hope that none of them die, or are lost, etc. Moving across entire kingdoms with your family and belongings isn't a casual endeavour.

Not to mention that it'd take multiple trips to bring your family, riches, cattle, etc. That's even more opportunity for something to go wrong. Why would they risk that, when they can just risk being killed, and then their family reviving them with the lock of hair every family keeps?

It's common for landed farmers like us and our dad to go raiding, absolutely, but that's more seasonal? These guys have been living in the woods as bandits for over a year, which implies a lot more desperation and dedication. But more importantly, whether they do or don't have farms/families back home, it clearly didn't stop them from spending time as raiders working for Sharktooth, so why would we assume that would change if they came to work for us/Hasvir for a while?

Uh, I'm pretty sure the only reason these guys have remained in the area so long is due to Horra giving them supplies. They'd have no reason to stay otherwise, as eventually the heat will be too much for them to raid comfortably. Horra was giving them actual weapons though, along with supplies. Like, they were getting food and provisions and everything. This was certainly not a normal raid - an inhabitant of where you're raiding helping you isn't exactly a common occurrence, after all. Nor does it mean that they're desperate.

Like, I'm willing to leave the topic alone, and I have no problem with going to kill the raiders either. But I don't see any of them - bar one or two if we get really lucky - joining us.
 
Why?

We aren't preventing them going home whenever they want to. Pretty clearly they were already happy with spending a long time away from home, or they wouldn't be here.

The only reason recruiting them would even be worth it is if they swore loyalty to us in some permanent fashion thus triggering Jarlsoul stuff, and that would involve them moving here. If they don't swear to us recruiting them for a single raid is worse in every way than just recruiting locals.
 
The only reason recruiting them would even be worth it is if they swore loyalty to us in some permanent fashion thus triggering Jarlsoul stuff, and that would involve them moving here. If they don't swear to us recruiting them for a single raid is worse in every way than just recruiting locals.

We have a lot of rowing benches to fill, so I don't think we'd necessarily want to turn away men if they're available. Either way, if they want to move, they can move, and we're better off. If they don't want to move here, they won't, which is also completely fine for us. Beyond that, it feels like there's not a great way to resolve this argument?
 
Do we actually know the name of where Tryggr and Trausti (and by extension, the rest of the raiders) are from? It feels like a valid raid target, given they've raided us, and most likely many other people, so I wouldn'tfeel as bad unless we start killing those that cant fight back or taking everything from them. Liberating our stolen goods - well, not ours, but the Hading's - and then redistributing some of it during Yule doesn't seem like a bad idea either. Although, now that I think about it, I think some people may view that as an affront to their pride? Not sure. Neither is it guaranteed they'd have actually raided us before.

This is also less likely, but if they've (as in, the polity they're from) have raided us before, they might have thralls that were once inhabitants of the Valley. Freeing them would be cool, although there's not really any way to guarantee we'd recognise them, or that they're even alive.
 
We have a lot of rowing benches to fill, so I don't think we'd necessarily want to turn away men if they're available. Either way, if they want to move, they can move, and we're better off. If they don't want to move here, they won't, which is also completely fine for us. Beyond that, it feels like there's not a great way to resolve this argument?

We're famous enough that I don't think getting it to, like 23 people total (1/2 size, which we've been told is enough), is gonna be a problem (especially when we have about half of that pre-recruited). Like, recruiting permanent huskarls is the hard thing that's worth taking risks for, getting people to go on one raid or trading mission with us is just not actually very hard for someone in our situation (we have a ship, we're a blooded raider, we have a really excellent reputation locally, and we have the core of a felag in our personal friends and sworn men).

Like, I don't think this kind of recruitment is either particularly difficult for us or a priority that makes taking risks worth it, is the core of the disagreement here, I think.

Do we actually know the name of where Tryggr and Trausti (and by extension, the rest of the raiders) are from? It feels like a valid raid target, given they've raided us, and most likely many other people, so I wouldn'tfeel as bad unless we start killing those that cant fight back or taking everything from them. Liberating our stolen goods - well, not ours, but the Hading's - and then redistributing some of it during Yule doesn't seem like a bad idea either. Although, now that I think about it, I think some people may view that as an affront to their pride? Not sure. Neither is it guaranteed they'd have actually raided us before.

This is also less likely, but if they've (as in, the polity they're from) have raided us before, they might have thralls that were once inhabitants of the Valley. Freeing them would be cool, although there's not really any way to guarantee we'd recognise them, or that they're even alive.

Well, Lars and his group never got home to take anything back (we already took all their loot). If Sharktooth actually got away this is more reasonable, though even then I don't think either group seemed to be taking thralls (the logistics of doing so would be awful). If they also did more traditional sea-based raids, maybe, but we have no evidence of that.
 
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Well, Lars and his group never got home to take anything back. If Sharktooth actually got away this is more reasonable, though even then I don't think either group seemed to be taking thralls (the logistics of doing so would be awful). If they also did more traditional sea-based raids, maybe, but we have no evidence of that.

Uh, I meant the kingdom they're from in general. Not Forkbeard and Sharktooth specifically. Does Halla know of any other regions that'd dislike the Hading/Agder enough to raid it every now and then, @Imperial Fister?
 
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