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Strange, doubly so when one considers how much work it would be to kill a worm with a knife. Surely it would be far easier to just squash them, right? Using a knife to do the deed stinks of something odd, though Barki can't quite put a finger on what exactly would drive a man to it.
Well, I guess this was not an autospy/biospy report.
Regardless, Barki sticks a more intact worm corpses to his belt before exiting the shack. As he steps into the grove, however, a certain oddity catches his eye. Amidst the sea of green and brown stands a single solitary splash of black. Charred black, to be specific.

Closing in only widens the mystery further as Barki lays eyes on a curious sight. One of the mulberry trees is burnt to a crisp, yet the nearby birches and fellow mulberries are none the worse for wear. Scattered about the base are shoeprints of an odd sort. Flat-nosed toes and a pointed, triangular heel—presumably the prints of the culprit.

Pressing a hand to the bark reveals the tiny amounts of warmth still trapped within, making this a recent deed.

While burning down the grove would certainly stop silk production, a single tree means little at the end of the day. Could the groveskeeper be responsible for this as well?
Burning a tree is magic stuff.

Shame we only have 2/3 parts of this ritual (to kill all the silkworms), but that's enough. To figure out the shape of it really.
By studying the bear, a man can weather any storm. By learning the wolf, a man's blows can fall fiercer and bite deeper than ever before. By knowing the raven, a man can gain insight into story yet to come.
Hmm. Interesting that this is Hamr and not Hugr.
Regardless, with morning comes low tide and it will be many hours before both. If Barki desires to investigate the cave, it may be best to set up a small camp and rest till dawn. Still, with the worm's corpse, the scorched mulberry leaf, and some dirt from the grove, he likely has all the evidence he needs for a Seeress to perform her magics.
I can't believe we're doing this after we get outlawed. All Sterki Godi had to do was ask Barki for some help.

===

I think I mostly know what happened, but, Barki, quick confirmation questions:

1) The worms were, timeline wise, killed before the tree was burnt, yes?
2) From your look into the silkworms, did it seem like they were tortured-killed? Knife-cuts in unneeded places, stuff like that.
 
Silkworm slaying ritual:

1) Sympathetically target the silkworm by slaying them with a knife.
Strange, doubly so when one considers how much work it would be to kill a worm with a knife. Surely it would be far easier to just squash them, right? Using a knife to do the deed stinks of something odd, though Barki can't quite put a finger on what exactly would drive a man to it.
Unclear/Unimportant:
a) [Most Likely] The perpetrator used the knife already there, using the power of betrayal to add to their Seidr. Extra power if indeed it was the Groveskeeper who did it.
b) The perpetrator for some reason had a magical knife prepared to be attuned and whatever for silkworm death.

???
a) How many Silkworms exactly? 1 Silkworm/Tree? 9x9x9 Silkworms? As many worms as possible in one night (to do the ritual as fast as possible)?
b) Was the knife-handle made out of mulberry-wood specifically or a different material?
The groveskeeper's been killing the worms
...This is an interesting assumption, Barki. It really is a shame he couldn't smell out the Grovekeeper's place for extra scents that aren't supposed to be there.

===

2/?) Burn the Home of the Silkworms, driving out the Silkworms/Cursing them with Death if they stay.

Unclear:

Closing in only widens the mystery further as Barki lays eyes on a curious sight. One of the mulberry trees is burnt to a crisp, yet the nearby birches and fellow mulberries are none the worse for wear. Scattered about the base are shoeprints of an odd sort. Flat-nosed toes and a pointed, triangular heel—presumably the prints of the culprit.
Interesting the culprit did not swap shoes. Are the shoe type important to the ritual? Did they swap to ritual shoes?

Because the shoeprints are left there. There's no trail going elsewhere, they're only there at the base of the Mulberry tree. I think these are ritual shoes.

===

to the irritation and deep disdain of Gunnvald
Barki's father really is so unhappy with him, isn't he..
 
Magic:

1) Kill the silkworms (painfully?) deliberately with the grove-keeper's knife, embedding betrayal/sympathetic power/whatever.
a) Walk to a selected (or random? does the specific tree even matter that much?) Mulberry tree
2) Ritual dance/preparation/whatever with that Mulberry tree with weird magic shoes that probably have some weird magic design.
3) Burn the tree (normally? with special oil?)

And a 'how would I, Shard, do it':

(Blue: Additions)

0) Time: Night before dawn. Walk into Grovekeeper's Hunt. Equip Magic ritual shoes.
1) Kill the silkworms, collecting their blood/essence/whatever as I do so.*
2) Walk to selected Mulberry Tree. Select either the most centralized or significant (ex: most damaged, magically potent) Mulberry tree. **
3) Ritually prepare the Mulberry Tree as symbolic of all Mulberry trees in the Grove, to be either poisonous to Silkworms or otherwise unwelcome to Silkworms (your choice how to kill silkworms) by adorning it with Silkworm Blood/Essence from step 1***.
4) Sacrifice the Tree by burning it as the night ends and the dawn rises****. This is for maximum symbolic power, by tying this change to the Day-Night cycle.
5) [Ritual Over]

* Might not be needed but would be a nice flourish.
** The trees might already be sympathetically connected and similar enough that staking out a specific tree isn't even needed.
*** Poison? Spiritual trauma? The methods to kill are so many.. the results, the same.
**** Optionally also do it at the turning of the year at Yule, or some symbolic timeframe like that like an equinox or solistice. On my part I would pick the turning of Summer-> Winter, also conveniently a Thing-Meet time.

~~~

Was. Barki's father is dead, from what's been said.
He can still be disappointed in the afterlife. He's certainly still watching over Barki with whatever it is Einhenjar use to look into the mortal realm, Barki is still his son, after all.
 
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[x] What next?
-[x] Go to the sea cave to investigate and rest until dawn.
-[x] From there, travel to Laugarvatntjald, trading post of the Hawkdalesmen, to enquire about news and ships leaving for the North Quarter

Our other options in this Quarter are to chase after Green-thumb or confront Sterki. The Seeress here won't help us. @I.F. Ister does Barki know anything about where Green-thumb might be found if not here?
 
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-[x] From there, travel to Laugarvatntjald, trading post of the Hawkdalesmen, to enquire about news and ships leaving for the North Quarter

I don't think this works. Ships are allowed to take us out of Iceland, but if they take us other places in Iceland, they are aiding an outlaw and liable to be outlawed themselves. We need to go overland if we're to stay in Iceland.
 
[x] What next?
-[x] Go to the sea cave to investigate and rest until dawn.
-[x] From there head overland via the Interior in the direction of the North Quarter, trying your best to break up your trail so someone following you would have trouble, planning to hunt along the way for food.

I'm not overjoyed by this, but we need to go there and getting a ship is just a non-starter because they all get outlawed so they won't do it.

EDIT: Specified going via the Interior.
 
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Nice!
-[x] From there head overland in the direction of the North Quarter, trying your best to break up your trail so someone following you would have trouble, planning to hunt along the way for food.
If you're going to the North Quarter, how are you going to do it? Through the interior, where few people tread, or along a coastline? If the latter, West Quarter or East Quarter? The West Quarter is the quicker path by far, but the vast majority of the settlers live in those parts. The East is a hard, tough land filled with hardy survivors who would honestly consider killing you and taking your things as soon as look at you.

Interior: 1 Week
West: 2 1/2 Weeks
East: 4 Weeks
 
Nice!

If you're going to the North Quarter, how are you going to do it? Through the interior, where few people tread, or along a coastline? If the latter, West Quarter or East Quarter? The West Quarter is the quicker path by far, but the vast majority of the settlers live in those parts. The East is a hard, tough land filled with hardy survivors who would honestly consider killing you and taking your things as soon as look at you.

Interior: 1 Week
West: 2 1/2 Weeks
East: 4 Weeks

Hmmm. I'll add interior to my existing vote, but could be convinced by other options.
 
[x] What next?
-[x] Go to the sea cave to investigate and rest until dawn.
-[x] From there head overland via the Interior in the direction of the North Quarter, trying your best to break up your trail so someone following you would have trouble, planning to hunt along the way for food.
 
[x] What next?
-[x] Go to the sea cave to investigate and rest until dawn.
-[x] From there head overland via the Interior in the direction of the North Quarter, trying your best to break up your trail so someone following you would have trouble, planning to hunt along the way for food.
 
[x] What next?
-[x] Go to the sea cave to investigate and rest until dawn.
-[x] From there head overland via the Interior in the direction of the North Quarter, trying your best to break up your trail so someone following you would have trouble, planning to hunt along the way for food.
 
Awesome update, thanks! Mysterious indeed.

Green-finger lives an hour's ride to the west of the grove. A very neurotic and reclusive man, he lives alone at the end of a small peninsula.

Green-finger is also one of the two Shapecrafters in the South Quarter.

With this option, and the fact we can't check the cave until the tide changes with dawn, there's no sense in waiting around and wasting time. Id like to suggest spending 2-3 hours riding to this 'Green-finger' and questioning him before returning before dawn to investigate the sea cave. Once we've investigated it we can rest and recuperate safe in the cave and continue on when we're ready.

[x] What next?
-[x] Collect Olfossa and Keld, ride to Green-fingers home and question him. Return in time to cross to the sea-cave.
-[x] Go to the sea cave to investigate and rest.
-[x] From there head overland via the Interior in the direction of the North Quarter, trying your best to break up your trail so someone following you would have trouble, planning to hunt along the way for food.
 
[x] What next?
-[x] Go to the sea cave to investigate and rest until dawn.
-[x] From there head overland via the Interior in the direction of the North Quarter, trying your best to break up your trail so someone following you would have trouble, planning to hunt along the way for food.

I might have missed it but is the Interior filled with dangerous monsters, is that why people dont go there.
 
@I.F. Ister am I right in thinking that the vote to:

- Go to the sea cave to investigate and rest until dawn.

Doesnt work because we can't actually get to the cave till dawn?
 
Alright, voting is now closed

Actually, hold on, just remembered something.

So, you folks are deciding to skip going to Skallagrim? He lives in the West Quarter
 
Alright then. Vote switched.

[x] What next?
-[x] Go to the sea cave to investigate and rest until dawn.
-[x] From there head overland via the West (with the intention of visiting Skallagrim and getting info) in the direction of the North Quarter, trying your best to break up your trail so someone following you would have trouble, planning to hunt along the way for food.
 
[x] What next?
-[x] Go to the sea cave to investigate and rest until dawn.
-[x] From there head overland via the West (with the intention of visiting Skallagrim and getting info) in the direction of the North Quarter, trying your best to break up your trail so someone following you would have trouble, planning to hunt along the way for food.
 
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