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The year is AD 8993. Alfred the Great, First King of the Anglo-Saxons, has ruled the throne of Wessex for generations. With his wisdom and strength of arm at the helm, Wessex has flourished and thrived even with the constant pressure of Viking attack lingering in the back of all men's minds.

But Alfred's time is coming to a close.

His Thanes held the line for generations, but they are not enough. Not in the face of such rabidly ferocious Norsemen.

Wessex needs Knights.

Will you answer the call?
North Sea Tournament Dossiers
Dear Sir Audrey Eotenslaga,

I hope this letter finds you well, or at least in good spirits.

In any case, I have taken it upon myself to look into your competition in the upcoming North Sea Internationals as well as the location of the arena itself; Bornholm.

Attached are a selection of dossiers containing all the information I was able to gather. Unfortunately, even my information network only goes so far and so only a small portion of your competition is listed. My apologies for this mishap, I will endeavor to improve my spy networks across the North Sea.

Godspeed,
Atter


A young boy at the tender age of four, Egil has already been blooded on the field of battle. Gifted with a sharp tongue and an even sharper intellect, Egil is known to be a prodigy in the Norse art of Skaldry.

It is said that Egil has developed some manner of 'battle runes', yet I was unable to discover what that might entail.

Egil is the grandson of the Nightwolf, one of the strongest warriors to ever live and inspiration to Berserks all across the Norse world. He possesses a bloodline not dissimilar to a Seat of Gawain.
A young boy of only six years of age, Gunnar Hamundarsson is already the size of some grown men. He is blessed with otherworldly strength, natural talent, and enough patience to outlast a monk.

While Gunnar is as willing to fight as any Norse child, he is not known to start fights, only finish them. Perhaps you can use that to your advantage?
Hall Rikardsson is the son of Rikard Rockstrong, himself the son of Hall Water-Watcher. All three are said to possess the Watchman's Eye, a Vestige of tremendous power that allows the user to, as the name implies, 'serve as the best possible watchman'. An antsy boy, Hall is quite jumpy and prone to overreaction.

Hall possesses the Martial Styles of Cliffside Crest and Stoker State. It is said that he may or may not know Sword-Stepping, though this is unconfirmed.
The son of one of Wessex's most trusted mercenaries, Farbjorn Farbjornsson is the spitting image of his father, Farbjorn of the Iron Teeth, who studied under the legendary Bram Ironjaw himself.

Farbjorn possesses the ability to turn his skin into an iron-like substance, rendering most blows ineffective. He also is a Grade 2 Berserk, meaning that you should take care to be blessed before engaging him in battle.
All who dwell in Wessex know the name of Jarn, for it was he who sank the ships carrying much in the way of high-quality weapons and equipment from the mainland. Weapons and equipment that was already paid for. If you noticed the lacking markets of Wessex during the tournament, he is to blame.

Sten is Jarn's son, a boy of little renown yet oddly still invited to this tournament. If you wish to earn yourself a favor from the Wessex Court, embarrass him.
Bornholm is an island off the coast of Denmark. It is notable for having one of Europe's strongest cultivators as its ruler, Bram Ironjaw, who commands iron as if it were his own limbs.

Though a Steelfather, Ironjaw is known for gleefully suffering wound after wound to bared flesh. It is likely that he will demand you fight him before he allows you entrance into his home.

If you can draw his blood, you will earn his favor. Try to do so.
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AN: As it may have something of an effect on your Armor Blessing choices, here's a few dossiers that Atter prepared for you on some of your competition.
 
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Bounty Book
FOS: Flee-on-Sight
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Authun Goldtongue
Bounty: 17 Wealth
Authun is a very skilled diplomat and capable of great feats of skullduggery. Deceptively adept at escaping bondage though no great fighter on his own. Is responsible for sowing the seeds of several minor rebellions.
--x--
Annalise Born-Berserk
Bounty: 20 Wealth
A Norsewoman born with an innate level of Frenzy. Extremely dangerous and quick to violence, Annalise should not be approached unless prepared for battle. Often seen in the company of Kai Karesson and Egon Shade-Shroud.
--x--
Asta Brightlight
Bounty: 7 Wealth
As impulsive as she is beautiful, Asta is a Norsewoman graced with a talent for all things light-related. She is known to have been involved in numerous blood-feuds as a result of her impulsive nature.
--x--
Bard Blackstar
Bounty: 8 Wealth
Where most of his kinsmen find themselves watching over a farm at some point in their life, Bard is a man who could never imagine himself in such a position. Blessed with natural battle cunning and a ruthless streak, Bard often prefers fighting his foes face-to-face—where he can shove the eponymous 'black star' through said face.
--x--
Bosvir Wurm-Eater
Bounty: 26 Wealth
Bosvir is a highly skilled spy capable of extreme stealth and trained in advanced information gathering techniques. He has a vast array of tools at his disposal and is also skilled in unarmed combat. Commonly uses the alias of 'Big' when engaging in infiltration.
--x--
The Bjorn
Bounty: FOS
A Norseman who one day shapeshifted into a bear and never went back. He possesses immense strength and durability, easily outclassing many Knights. Do not be deceived by his large and lumbering form, for he once fought and killed two Knights at the same time, and has killed over a dozen Knights in total. It is said that he had a suit of bear-armor crafted from the sets of Knightly Armor he has looted.
--x--
Casper Ghastly
Bounty: 13 Wealth
A notably ugly man with the bloodline-granted ability to become incorporeal. Is quite skilled in subterfuge and sabotage, but has flexible loyalties.
--x--
Cenfrith "Iscariot" Cater
Bounty: 30 Wealth
A traitorous Thane who murdered his kin and delivered to the Danes a fortress he was meant to protect.
--x--
Egon Shade-Shroud
Bounty: 10 Wealth
A duelist by nature, Egon never goes long without getting into a fight. Having killed a Squire through use of an inky black fog, Egon is considered to be quite dangerous. Often seen in the company of Kai Karesson and Annalise Born-Berserk
--x--
Erling the Axe
Bounty: FOS
Erling the Axe is a Danish mercenary commander. A Sea-King, Erling commands a fleet of twenty longships and has several hundred warriors under his banner. Erling is known for the Rune-Carved Steel Axe from which he takes his name. The axe, in addition to the properties of Steel, is known to be extremely loyal to Erling and returns to his hand at will.[/B][/B]
Fastúlfr Wolfchild
Bounty: 12 Wealth
Fastulfr, a Grade 2 Berserk, is a grappling specialist with an uncanny ability to alter his body to extreme degrees. Able to conjure spectral wolves, limitations unknown.
--x--
Fredrick Squirrel
Bounty: 8 Wealth
Fredrick Squirrel has the ability to speak with squirrels. He is talented with most weapons and possesses the ability to transfer his talent to his squirrels. Often accompanied by Lawrik of the Longshot.
--x--
Galinn Stark
Bounty: FOS
A Steelfather, need any further details be mentioned? Regardless, Galinn is mad. Not in the way common amongst the elders of his kind, no, for Galinn was mad long before ascending to Steelfather. He now roams the lands of Britannia, rambling to himself about this goal or that objective. As long as you stay out of his way, he rarely attacks.
--x--
Galti the Glutton
Bounty: 19 Wealth
A Norseman often confused with a draug, Galti is as hard to kill and as ferocious as his namesake. A fierce hunger drives him on, which he satiates with the fat of the farms he raids.
--x--
Geira Iceterror
Bounty: 12 Wealth
A Norsewoman with a talent for ice magics. She is arrogant and most ambitious, having carved out a place for herself in the ranks of the Five Boroughs. She is known to manipulate the emotions of her foes. Whether this is magic-derived or a simple talent is unknown.
--x--
Grun Gravehand
Bounty: 20 Wealth
A stoic Norseman, Grun is immensely dangerous. Wielder of Dead Sword Bloodhound, Grun also possesses a natural talent for bone manipulation on a mass scale. Bloodhound can track the source of any blood it tastes, making it very difficult to escape Grun's pursuit.
--x--
Gustav Peeler
Bounty: 8 Wealth
A highwayman with a cruel streak. He has a sick fascination with human skin and so makes sure to flay his victims of their flesh. Appears as an old man to lure victims to their demise.
--x--
Hadrik Hellcatch
Bounty: 18 Wealth
A Jarl, Hadrik has the peculiar ability to grab anything and everything from flight. A highly skilled melee warrior, Hadrik uses his ability to force fights on his terms.
--x--
Hadrik Stormrider
Bounty: 21 Wealth
A rare mounted Norseman, Hadrik fights from horseback with a lightning kunna and an atgeir as his weapons. A clever warrior, Hadrik often lures his opponents into prepared ground before striking.
--x--
Hans the Simple
Bounty: 1 Wealth
A Norseman who is said to have little interest in bowing to social norms. He has a rather odd way of interpreting what he's told, which resulted in him burning down a church while waiting for a wedding to arrive. Also blaspheming.
--x--
Harald Scarback
Bounty: 2 Wealth
A truly large Norsemen that doesn't fit the regular conception of their kind. Harald Scarback is a man who is not afraid to let a fight lie or turn his back on a potential foe, the scars on his back are the marks of anyone who was foolish enough to take his willingness to walk away as weakness. Harald, even for a Norseman, is known to have impressive levels of durability.
--x--
Heima Smiles
Bounty: FOS
Little is known of this Norseman save his advanced age and his lethality. It is said that he is always smiling as he slaughters his way through armies. A killer of Knights, he is one to watch out for.
--x--
Helga Wyrmscale
Bounty: 14 Wealth
A Norsewoman who seeks perfection of the flesh through wicked blasphemy and heresy most foul. She works to become one with the power of the noble dragon through devilish sacraments and pagan magics, wielding bone, blood, and meat as if it were swords.
--x--
Herbjorn the Cleaver
Bounty: 16 Wealth
Herbjorn is a large man who wields a large cleaver in battle. He is known to have some manner of 'spirit bear armor', which grants him immense strength and enough durability to equal some Knights.
Kai Kareson
Bounty: 5 Wealth
A skilled archer capable of a sort of 'falling flight'. Kai is often seen in the company of Egon Shade-Shroud and Annalise Born-Berserk.
--x--
Lawrie of the Loch
Bounty: FOS
Once a man of the cloth who even ascended to the office of Bishop, Lawrie turned down a dark path upon discovering secrets not meant for the mind of man. Though Carolingian in cultivation, he seems to have some manner of natural talent for the blasphemous pagan technique known as 'Shapecrafting'. He fled into the Danelaw, where it is assumed he still practices his cursed 'craft.'
--x--
Lawrik of the Longshot
Bounty: 15 Wealth
Lawrik is a skilled marksman capable of hitting targets from behind the horizon. He has a large number of magic arrows with different effects, his source is unknown. Often accompanied by Fredrick Squirrel.
--x--
Marvin Magmahand
Bounty: 30 Wealth
Marvin, a Grade 3 Berserk, has the ability to turn his body into magma. He has control over glass and lava. He is highly skilled in wrestling and fights with a sax. He possesses supernatural strength.
--x--
Mong mac Horsepuncher
Bounty: 1 Wealth
A Pict of extraordinary strength, Mong is known for regularly punching horses and other livestock to death and beyond. Considered to be more a nuisance than anything, especially since he seems content to wander the Danelaw. We, the court of Wessex, wish him well in those lands.
--x--
Morma the Witch
Bounty: 1 Wealth
Morma is said to have cursed a village headsman with impotency and to have caused a pregnant woman to miscarry. Went into hiding, abilities and limitations unknown.
--x--
Ole Oft-Outlawed
Bounty: 7 Wealth
A thick-skinned and strong-bodied Norseman, Ole has immense strength that he struggles to control, which gets him into severe trouble. Travels from place to place and in service of whoever will have him at the time.
--x--
Orm Snake-Eater
Bounty: 3 Wealth
A devourer of snakes, this Norseman is known to have a variety of poisons at his disposal. Largely reviled by his more civilized, as far as that goes for Norsemen, kin, Orm is an outlaw several times over.
Rat's Head
Bounty: 17 Wealth
Rat's Head is the identifier given to a Viking with the head of a rat. He leads a small band of raiders that often cross the border and waylay caravans. He is known to be skilled with the spear and to have some manner of 'bone manipulation ability'. It is suspected that he is a Berserk.
--x--
Red-Lilly
Bounty: 13 Wealth
A red-headed Shieldmaiden with a blood kunna. She is a master of finger-casting, allowing her to utilize both hands for her weapons. She fights with a sword in one hand and a spear in the other.
--x--
Sigurd Snake-in-the-Mouth
Bounty: 6 Wealth
Sigurd Snake-in-the-Mouth has, as the name implies, a snake in his mouth. This snake is known to produce eitr, a sort of supernaturally venomous yeast. There is no known cure for eitr-poisoning.
--x--
Snorri the Slumberer
Bounty: FOS
Snorri, son of Snorri, is able to put people into a supernaturally deep sleep. The limitations of this ability are unknown. The extent of this ability is unknown.
--x--
Tariq ibn Yazid
Bounty: 30 Wealth.
A pirate from Andalusia, Tariq has been involved in numerous of the most disastrous raids in Britannic history. It is said that he was at Lindisfarne, which should be more than enough reason to eradicate this swine.
--x--
Thousand-Ears Arne
Bounty: 21 Wealth
A feral Berserk who rips away the ears of his victims. A coward through and through, he runs rather than fights a fair and equal opponent. No Norseman of decent character would allow this beast to dwell on their lands, meaning he is ever itinerant.
--x--
Tidborinn Bandavindandi
Bounty: 8 Wealth
A Norseman, at least going by his name, though considered an outlaw even in their lands. A scoundrel, a sorcerer, a liar, a fraudster, and a murderer. Seems to hold no ties with any larger organizations, wandering and causing chaos where he goes. He's described as being swarthy and black-haired, but is evidently proficient in disguises, possibly with the help of one or more eclectic magics he's stolen. Known more for the bandalore he plays with habitually, and the sound it emits as it winds and unwinds, than for any singular physical attribute or accomplishment.
Ubbi Boiler
Bounty: 2 Wealth
A Norseman skilled in the use of a boil kunna. He is fond of insectile sea-creatures, particularly their taste when boiled.
--x--
Ulfarr Unbound
Bounty: 23 Wealth
A man once bound head-to-toe in chains, he now wields the marks of his captivity as weapons in battle. He has sworn vengeance on the House of Wessex, which he believes is responsible for his imprisonment.
--x--
Uxi the Plow
Bounty: 6 Wealth
A relatively gentle Norseman, Uxi is notable for the bovine horns sprouting from his brow. When his ire is roused, however, Uxi is more than capable of acts of extreme landscape alterations such that it resembles the aftermath of some giant's wicked plow.
--x--
Valpjofr the Colorful
Bounty: 3 Wealth
Valpjofr, a Skald, is a master of illusions, utilizing a patchwork cloak as the conduit for his magics. Skilled with the axe and in wrestling, often travels alone. Is usually a relatively peaceful man.
--x--
Vekell Coldbath
Bounty: 12 Wealth
A Norseman with a peculiar penchant for taking ice-cold baths, Vekell is obsessed with finding ever-colder places to submerge himself in. Suitably in possession of an ice kunna, Vekell is well on his way to earning himself a 'hand' kenning.
--x--
Ylfingr Brazenbust
Bounty: 11 Wealth
A notably brave—or foolish—man, Ylfingr has a sort of headpiece made of bronze that covers his head and shoulders. He possesses a bronze kunna and fights with a two-handed axe.
0~0~0

This is not a comprehensive list of bounty entries nor is it complete. You are free to keep submitting entries for as long as this quest runs for. Entries already submitted that are not currently in the book may be entered into the bounty book at any point in time. The absence of a submission is not an indicator of quality, just that we either feel it does not fit or have not looked at it properly yet.
 
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Gunnar Hamundarson vs Farbjorn Farbjornsson, as witnessed by Illustrious Scribe I. F. Ister New
Gunnar Hamundarson, the best there ever was, and Farbjorn Farbjornsson, the iron-clad wonder, now stand at the peak of the tournament bracket. Each the veteran of a half-dozen duels before this one, each knows the other's capabilities to the extreme—and neither find the other lacking.

When two men of equal standing find themselves meeting on a road, it is customary to engage in wrestling to discover he who will move and he who will not. Make no mistake, o' lookers-on, for this is a road only one man can travel, a road with space for naught but one man to walk.

Thus do these two warriors step forward, wordlessly walking as weaponless as the day of their births. Neither said a word of this to the other, yet both stride as if rehearsed a dozen times over.

Gunnar and Farbjorn move as if engulfed by the sea, their motions slow and certain as hands clasp and strong fingers intertwine.

Teeth grind, muscles bulge, and knuckles clench white as neither men dare to give ground. Farbjorn stands tall, his iron-skin gleaming in the light of the midday sun as his breath stays locked in his chest. Gunnar stands silent, his eyes softly shut and his breathing as even as the sea at calm.

Farbjorn releases his breath, Gunnar's eyes snap open, and three things happen in rapid succession. Air escapes Farbjorn's lips at such speed that sound itself cracks, Gunnar sharply bends to the side and the bullet of breath bites naught but hair, and Gunnar-

Farbjorn's arm snaps back, his bicep muscles bulging around the crater in his limb.

Hm, that's not quite the right order of events.

Ah, forgive this humble scribe, for it seems that Gunnar moved faster than the words on this page could capture.

Regardless, through the magic of the written word, it is possible to look back in time to see exactly what occurred.

A ghostly arm rises up from that of Gunnar's flesh and blood. Free of the warrior's lock, it lunges forward and impacts against the iron-skin flesh of Farbjorn's arm. A second limb rises the very moment the first sprung into action, lending further strength to the strike and demanding Farbjorn release his hold on Gunnar's arm lest his limb be ripped asunder by the impacting force. Thus does Gunnar's arm, now freed, repeat the motion for a third and final time, leaving a crater in skin of iron.

The unaware observer would be forgiven for confusing what Gunnar did with the technique known as 'folding', wherein after-images are weaponized to attack faster than humanly possible. In fact, it would not be inaccurate to call this technique a variation on folding, however there is one key difference.

These are not after-images.

These are before-images.

How could such a thing be possible? Simple, really, for when one is swift enough to strike thrice at the same time, it is only a little more difficult to land a blow before it was even swung. Thus does Gunnar Hamundarson lay the foundations of the future martial style known as 'Many-Headed Beast.'

Rather than react in shock and awe as a lesser man might, Farbjorn twists with the force of the blow as a long, blunt instrument riddled with iron bumps appears in his hand. His arm continues the motion unhindered by the presence of back or shoulder, wrapping around both to strike at the back of Gunnar.

Gunnar stumbles forward, the back-crossing blow catching him off-guard, only for his hands to spring forth. Planting himself firmly on the ground, his legs swing up and over his body as they lash out with tremendous force, catching Farbjorn across the face and sending him stumbling as well.

Except it does not, for the space between foot and face suddenly became that of the earth and sky, if only for a short while. Here we see Farbjorn's talent for spatial manipulation in action, a talent inherited from his mother, Mary of the Many-Mirrors.

Farbjorn ducks forward, mace in motion, as he aims to crack Gunnar's chin in two, only for a ghostly version of the aimed-for chin to rise to meet the blow, stopping it cold in its tracks as the real head comes rising after with mouth spread wide. Jaws clamp shut around iron-clad wood, chomping through both as easily as if it were dust.

The bitten-off chunk soon emerges, propelled by the force of Gunnar's maw on a path to intersect with Farbjorn's own, only for space to once more stretch and for Gunnar to suddenly be in the path of both spit-laden iron and a fresh blow of the mace.

Gunnar's head snaps to the side as the metal chunk strikes him on the brow, only for the mace to then come up behind and force the back of Gunnar's skull through his front teeth.

However, even with the advantage won by force of will and strength of wit raising his spirits, Farbjorn can't help but frown—with good reason, too.

In the time it took for Farbjorn's mace to impact the back of Gunnar's head, Gunnar had already struck Farbjorn chest a total of twenty-six times. On their own, these blows were so fast and so quick that the world itself could not calculate what force such blows should be given, and so no damage was dealt.

However, damage was never their intent.

Upon Farbjorn's chest stands runes carved in iron-skin, a substance firm enough to hold the power of runes in their entirety, rather than the weakness of flesh.

Evaporate

Thus does Gunnar Hamundarson claim victory on this day.

All of this happened in the space between two individual seconds, as witnessed by the Scribe's Eye of I, I. F. Ister.
 
Norsemen Power Levels, a Primer by Illustrious Scribe I. F. Ister New
As most people, in their lives, will encounter a Norseman of some manner or variety, it is imperative that the common man understand the differing strengths that arise between the levels of power within Norse society. This way, he can understand how much of a chance he may or may not have in battle.

In a raid group of 100 Norsemen, a number picked for its convenience to the author, 25 of those Norsemen will be on their first raid, 35 will be on their second raid, 45 will be on their third raid or beyond and, thus, qualify for the Norse status of 'Stoneson', with the final 5 being of the lofty rank of 'Ironbrother'.

Norsemen raid groups are tightly-knit brotherhoods and only recruit new members when old ones die or retire. Thus, they are largely experienced fighters who know how their fellows will act in any given situation. Furthermore, from second raid and up, they are often adorned in quality arms and armor depending on the wealth gained during their first raid. All Stoneson-tier Norsemen will have mail, for three successful raids will certainly produce more than enough wealth to purchase such armor several times over.

Regardless, power levels.

Before a Norseman may embark on a raid, he must first prove himself in a series of contests of sorts. He must be capable of leaping higher than a ship's mast, of moving faster than a spear in flight, and of lifting a boulder his equal in size. If he is not capable of these three feats, he is not welcomed into the felag, a partnership.

By the time a Norseman returns from his first raid, assuming it is successful, he will likely have more than doubled in strength over its course. His blows are like battering rams and his might is monumental, easily capable of hefting a boulder his size with a single arm, though carrying it for long may still well be beyond him. Over the course of his journey, he will have likely reached an epiphany over some kind of concept and now wields it as if it were a sword.

The growth a Norseman experiences over his second raid, while less explosive, are no less meaningful. The first raid can be considered a firming of fundamentals, where the Norseman refines his basic techniques and physical strength to a high degree. The second raid is a time of expansion, where a Norseman begins to broaden their arsenal and incorporate whatever techniques he can find. This is also where he makes use of the lessons learned in the first raid, where he creates tricks and defenses to get around techniques he encountered in the past.

The third raid a Norsemen goes on will see him refine his techniques even further while continuing to broaden his horizons. He will be familiar with all manner of things and will have some way of countering or defending against each and every one. He will also have grown deft in identifying when to use those techniques and when to not. It is at this point that a Norseman may call himself a Stoneson, should he be accepted into a Warband's ranks. He will have spent a year of his life at raid and his strength reflects that fact.

For a Stoneson to become an Ironbrother, however, he must go on a further six more successful raids for a total of nine. That is three whole years spent at sea, aboard a ship, and on raid. An Ironbrother is capable of meeting Knights on the field of battle as equals, and a raid group of one-hundred men will have five of these warriors in its ranks.
 
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