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You have been outlawed for a crime you did not commit. Clear your name or die trying.


(Summerfest '24 Storytelling Showdown Finalist)
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Introduction, Preamble, and Character Creation

I.F. Ister

Fortifying The Thread
Pronouns
He/They
To be outlawed in Norse society is a terrible, terrible thing. To the Norse, being a person means being subject to the Law—that all-encompassing set of rules and regulations that governs the lives of all beholden to it. If you are not subject to the Law, you are not a person. Anyone, king or thrall, may kill you and not only will they be right to do so, but they will also be celebrated!

Killing an outlaw is always a noble deed, for outlaws are beasts and monsters. They are men of the forest, animals in human skin—and you are one of them.

In Norse society, your social standing—your worth as a person—is the single most important aspect of one's being. Norsemen must constantly prove and reprove themselves as fit to receive and keep their status in society. One surefire way to improve one's standing is by the killing of outlaws—not to mention the wealth that often follows from bounties and the like.

The life of an outlaw is often short and always harsh. To live among the animals, to sleep beneath the trees, it does things to a man. It makes him mean and cruel and beastly.

But you are in luck, for you were outlawed for a crime you did not commit. If you can clear your name, your life will be yours once again.

A task far easier said than done.

0~0~0

I give my greetings to you all and bid you welcome to Outlaw (A Norse Xianxia). My name is I.F. Ister and I am the QM for this quest. You may know me from my other works in the same setting—NorseQuest and NorseQuest: Collective Edition. If you do, welcome back! If you don't, be welcomed regardless!

The first part of this quest is the initial outlawing of our protagonist, Barki Gunnvaldsson. The choices you make here will determine how poor the starting situation is in Part 2, where the setting opens up considerably and the rest of the mechanics are introduced.

With the preamble out of the way, shall we move on to character creation?

0~0~0

You are Barki Gunnvaldsson and you were born in Norway. Your parents, Gunnvald Strong and Elga Stasdottir, were good people and raised you well before unfortunately dying during Fairhair's rise. With your parents' death, you decided to move to Iceland.

When did you arrive in Iceland?
[ ] With the first settlers
The land is harsh and untamed and will be difficult to survive in, but you will face far fewer human adversaries.
[ ] In the second wave
The land is still rough and won't be easy to survive, but large swathes have been tamed. You will also face more regular human adversaries.
[ ] Alongside the latecomers
The hospitable land has nearly been completely settled and there are a large amount of people eager to improve their social standing by whatever means necessary.

Growing up in Norway, you found that you are talented in swordplay and bear the sword Sunning, a sword passed down your father's line for generations. Beyond the norm of Norse society, you find that you are also skilled in:
[ ] Write in two skills

Through your veins, just as it did for your father, runs blood of potent strength. You hold a bloodline deep within, granting you additional capabilities beyond the typical.

What is your bloodline?
[ ] Steady Grip
You may walk, crawl, run, or any other movement method on any surface as if it were solid ground, including up walls and sheer cliffs. This also gives you improved balance and a very strong resistance to being knocked down—though being grappled to the ground is still a concern. Things you touch are very difficult to remove from you unless you will it.

You may also suggest your own ideas for bloodlines. However, I will only accept them if they capture my imagination enough. Full disclosure, I am quite enamored with Steady Grip so I will likely go with that unless something you come up with manages to out-enamor it.

Please vote by plan. Please allow me to make a character sheet post and another post for something before you start posting.

I'm going to be a bit busy for some parts of today, so I may not be able to answer your questions as quickly as you may otherwise desire. You will have two days to make your vote, but this may change as the situation develops.
 
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Character Sheet
Barki Gunnvaldsson
Ordstirr Reserves: 7/7
Aspects:
Frami ( ) | Saemd ( ) | Virthing ( )

  • You are a minor landowner in the South Quarter of Iceland, and your godi is Sterki Godi. You are married to Bestla Red-cheeks, who you love dearly. You have a loyal dog named Keld, who accompanies you everywhere.
    You are 22-years-old.

    Current Bounty: 0oz Silver
    (Note: This bounty is not reliable, as it is only updated when Barki is made aware of changes)

    Status
    You are currently healthy
    You are currently rested
    You are currently well-fed
  • 0~0~0
    Notes
    0~0~0
    An Outlaw's Vengeance
    Somebody has it out for you in particular. Their name, motives, and reasoning behind it are all a mystery. What you do know is that they won't rest until they have something. As long as they live, you won't be able to ever get a good night's rest again.

    Clues
    -Sterki Godi was paid three pounds of gold to let this mockery of the law occur. Surely, he must know the name of the man who paid him.
    -Modolfr Jarnsson was the proxy the unknown party used in the case. He must know who is behind this!


    The Comb's Craftsman
    Someone must have made the comb that started this all, but who? Would they be able to help you in your quest?

    Clues
    -Modolfr Jarnsson produced a box full of very similar pieces, claiming that they were made by the same man. Would he know who made them?


    Coming Clean (Time Limited) (COMPLETE)
    One way or another, Bestla is going to learn of your outlawing. She's going to be very angry with you, but if you tell her of it yourself, perhaps she'll forgive you of it?

    Besides, you're going to need food, tools, and other useful supplies and Sunningskeld is a good source for them.
    ---
    Having survived an... interesting encounter with Harald Ice-walker, you arrived at Sunningskeld to find Bestla waiting for you. After soothing her anxious mind with food and cuddles, you bid farewell to your wife of three years and set out with a pack laden with supplies.
    0~0~0
    Relations
    0~0~0

    Bestla Red-cheeks - Your wife. A strong, beautiful woman who you somehow managed to win the love of, Bestla is your staunchest ally in this world.

    Keld - Your dog. An ever-loyal companion, Keld's gray fur, wet nose, and ferocious tail are always by your side.

    Sterki Godi - Your Godi. He helped you get your feet under you when you arrived in Iceland and you decided to support him as godi as thanks.

    Dumvald Strong-rider - Your good friend and neighbor. He has many horses and is said to be a beast in the saddle--both for good and ill.

    Harald Ice-walker - Regrettably, he, by virtue of being Bestla's half-brother, is your brother-in-law. He was against you marrying Bestla and has it out for you as a result.

    Styrkarr Glornirsson - One of Harald's friends and your former rival for Bestla's hand. He is skilled with the sword and once said that he would duel you over Bestla before backing down.

    Modolfr Jarnsson - An expert tanner who served as a proxy in your trial. You have a grudge to settle with him, one way or another.
  • You are skilled in:
    Swordplay
    Woodworking
    Cooking

    You are:
    Durable

    You have:
    Upgraded Healing Factor

    You have the Sure Grip Bloodline:
    You may walk, crawl, run, or any other movement method on any surface as if it were solid ground, including up walls and sheer cliffs. This also gives you improved balance and a very strong resistance to being knocked down—though being grappled to the ground is still a concern. Things you touch are very difficult to remove from you unless you will it.

    Trick Repertoire:
    -Echo Layer: A trick that allows one to make multiple strikes in a single blow. Skilled users are able to apply certain deviations to the echoes, such as speed or positioning.
    --False Tell: A descendant of the Echo Layer trick, this trick sends forth a false image of a blow before the actual swing.
    -Quick Shield: A trick that provides a shield with a burst of speed, allowing it to find the proper position with ease.
    -Hard Flicker: A trick devised by Barki, this trick sharply enhances the strength of his fingers.
    -Firm Brace: A defensive trick used to withstand massive damage. Has the drawback of rooting the user in place.
    -Recall: A simple trick that allows the user to call unfixed objects to their hand with a flick of the wrist.
    -Splinter Strike: Using his knowledge of woodworking, Barki devised this trick to sunder shields. As this trick is still in the early stages of development, Barki has yet to use it in battle.
  • You can wear something on your head, your face, your back, your body, your arms, and your legs. You have three weapon slots (one for each hand and one easily accessible.

    You may easily store up to five items on your person. This includes such things as pouches and bags, which can be used to stow smaller items as well as food without taking up a full item slot. Going over this limit makes everything more difficult as Barki finds his motions hindered by their presence.
    0~0~0
    Equipment
    0~0~0
    Sunning, Sword - A sword of fine make, Sunning has been in your family for generations. Its blade has an odd blue tinge that seems to wave in the light of the sun. Its edge has always stayed true and never has it needed sharpening.
    Work Knife - This work knife was given to you by your father when you turned four, you have carried it ever since. Though well-suited towards everyday tasks, felling a full-grown tree is a bridge too far.
    Shield - An above-average affair of birch planks, a woolen cover, and a rim of rawhide. It's served you well, though you fear it may not be enough for the coming troubles. Still, your skill in working the wood has seen the shield survive more than it has any right to given the materials of its make.
    Bow - A Yuletide gift from Dumvald, this bow is of fine make and threaded with spun horse hair. You reckon it's probably got about 400 or so shots left in it before it needs re-stringing.

    Woolen Cloak
    Red Woolen Overtunic, Braid Trim
    Undyed Linen Undertunic
    Green Trousers, Leather Belt, Pouches
    Undyed Linen Underpants
    Woolen Socks
    Leather Shoes
    0~0~0
    Items (Capacity: 5/5)
    0~0~0
    Ration Pouch (6/8 Rations)
    -Firestarter
    -3oz Silver
    -The Comb
    Quiver (24/24 Arrows | Arrowheads: 8 Sharp, 14 Blunt, 2 Broad)
    Carving Axe
    Whetstone

    0~0~0
    Olfossa + Saddlebags (Capacity: 6/6)
    0~0~0
    Tarp
    Bedroll
    Shield
    Rope
    Saddle + Saddle-blanket
    -Linen Undertunic
    -Linen Underpants
    -Woolen Cloak
    -Woolen Socks
    -Sewing Needle + String (1/3)
    -Grooming Kit (Comb, Nail file, Teeth-scrubber)
    -Bandages (2/3)
    -Medicinal Herbs (2/3)
    -Valuable Spices
    -Valuable Seasonings
    -
    -
    -
 
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Mundane Mechanics
This is an informational detailing the non-cultivation mechanics that you will interact with in this story. Cultivation mechanics are explored through the story.

Survival
Health
You do not have a health bar so much as the general state of your body determines what manner of health you are in. Though Norsemen are able to weather terrible injuries with little complaint, doing so takes its toll on one's health regardless. As long as your body is relatively intact, you will make a full recovery given enough food and rest. The more food and rest one has recently had, the more damage they can grit their teeth and bear.

Rest
Sleeping is a very important activity to do, for having ill-rest reduces the effectiveness of everything. Your skills degrade, your willpower flags, and your health begins to fail. Going without sleep for extended periods of time can even drive a man to madness. Having well-rested slumber is vitally important to being able to heal. Low levels of rest increase the time it takes to do anything.

Food
A Norseman eats two meals a day--dagverdr, the mid-morning meal, and nattverdr in the evening. One meal is all a Norseman needs to survive, but he will not be able to grow any stronger nor will he be able to heal. Thus, food is tracked in meals on your character sheet to allow you to ration it out as you see fit.


Time
Time is tracked in hours. Everything requires time to do, from travel, sleeping, crafting, hunting, and so on. In order to do things, you must dedicate time to it in your plan.

Training
During your travels, you are allowed to spend time training. You will not receive indications beyond descriptive for how said training is progressing, though I will keep track of hours spent in my notes. You may train most anything, as long as it would logically be allowed. You cannot, for example, train your height or weight, but you can train your swordplay or archery.
 
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NorseQuest General Metaphysics
NorseQuest General Metaphysics:

While this Quest will explain the needed metaphysics in detail over the course of time, for people who want a crash course based on previous works in the universe without having to actually go through those works in their entirety, here's a general summary, spoilered for those who want to learn stuff more organically. But here's the way the setting's supernatural stuff operates for the most part, at least for Norsemen. If this stuff sounds neat, maybe try reading the original NorseQuest, it's a lot of fun.

The Norse are all cultivators by at least some definitions, gaining power via Ordstirr, a measure of their glory and reputation. Universal powers that come with Ordstirr and experience include being physically and, to some degree, mentally superhuman. The three fundamental principles of their cultivation are "Power Demands Sacrifice", "All Men Die" and "Memory Is Forever".

Being physically superhuman, for the Norse, involves being inhumanly strong and fast and so on, but also notably includes them receiving physical damage and just keeping going...just about any adult Norseman can receive an apparently fatal wound and just walk it off and eventually heal with how many fatal wounds they can take varying from Norseman to Norseman. As they grow in power they also develop low-level shapeshifting abilities, allowing them to boost their senses, strength, speed, and so on even further...they can keep a few of these alterations active at any one time, and swap them out outside of combat (at very high levels, they can do these swaps in combat as well). Norsewomen are generally worse at this than Norsemen (seldom reaching the shapeshifting levels), but that's cultural rather than actually enforced by the cultivation system. These abilities all fall under Hamr, the Norse word for 'body'.

Being mentally superhuman notably does not include superhumanly smart. It's more a matter of superhuman sensory perception, willpower, and the speed at which they think. Still very useful of course. At higher levels, they gain the ability to alloy together multiple Kunna (see below), or other abilities, creating cool meldings of those things. At extremely high levels they also gain Rewrites, the ability to impose their will upon reality and very occasionally (a few times per season) temporarily just change a detail about how their magic or abilities work. Norsemen are normally worse at this than Norsewomen, but again that's just a cultural standard, not enforced by anything. These abilities all fall under Hugr, the Norse word for 'mind'.

All Norsemen also have a Fated Day, a day when they are doomed by fate to die. No injury, no matter how severe, that they receive before that day can really kill them in a metaphysical sense. Which means that, any time they die prior to that, a seeress can shove their soul back in their body if the body is even vaguely intact, and if the body is not intact, a shapecrafter can make a new one out of any piece of the body, even a lock of hair. Most Norse people thus keep a lock of hair somewhere hidden in their house just in case. There are some ways around this, such as 'soul killing' attacks (a bit of a misnomer, the soul eventually recovers, but not in time to get brought back like this), or formal duels that call upon the Gods (the Gods make sure the loser is not brought back). Of course, as an Outlaw, Barki is unlikely to receive any of this treatment...his bodily death may well be his last one, even if it is not yet his Fated Day.

In addition to just baseline superhuman abilities and not dying, the Norse have what they refer to as 'Tricks'. These would likely be called 'Techniques' in a more traditional xianxia, and can do most of the stuff you'd expect of that, allowing flashier superhuman feats like leaping attacks, deadly palm-strikes, and so on, but also social and mental feats or superhuman prowess at farming, all at the cost of Ordstirr when used. Many Tricks have very prosaic names and get reinvented enough by different people that these names are not standardized. Example names include things like Sowing Sense (a farming Trick) and Leaping Cleave (an attack Trick).
Ordstirr is, as mentioned above, how the Norse gain power. Specifically, their Ordstirr pool determines how long they can fight and how many abilities they can use in rapid succession. Relatedly, all Norse have three 'Aspects' which can be called upon to replenish their Ordstirr pool (1/3 of it for each). Generally, Ordstirr recovers more quickly than Aspects so you usually only use them once you're out, meaning that if you're talking about using your Aspects you're talking about tapping into the bottom half of your total power. Ordstirr and Aspects recover relatively quickly outside of battle (we're talking minutes to hours, not usually more).

Gaining Ordstirr is done by gaining fame and renown, by being seen as a laudable and honorable person (wealth counts for this, by the way). Contrariwise, one can gain Nid by being seen as dishonorable and unpleasant, such as due to being caught in a lie or breaking an oath. Gaining nid permanently strips some Ordstirr from the person in question, and can even kill you if you gain too much (and such a death is damaging to the soul). Stealing is also nid, as is attacking human enemies from surprise (you can sneak up on them, but need to make them aware of your presence before attacking...a warcry is fine, but not stabbing them before making them aware).

It is worth bearing in mind that not resorting to violence when insulted can lead to nid for the insulted person, so be very careful when insulting people, as their choices tend to be nid or stabbing you. The same is true of 'shaming blows' which include attacking people with your feet, a closed fist, or an improvised weapon, and some specific tactics like groin shots...using these kinds of attacks on other Norsemen inflicts nid and thus pisses them off (note that this does not include wrestling or even palm strikes...it isn't all unarmed attacks).
Muna are important memories that the Norse gain power from, think moments of enlightenment in a more traditional xianxia. They can be about anything, and can grant many abilities that are below this Quest's level of abstraction, or can grant access to Kunna (this is how Kunna are gained and does not need to be paid for separately), but can also grant discrete and unique magical powers or Twists.

Twists are 'twists in the narrative' either gained through Muna or from a Skald (who can give them out). They give benefits when playing into a specific narrative trope. There is a Twist for a man never being recognized if he's wearing a dress, for instance, or the Punching Up Twist, which grants bonuses when fighting opponents who are significantly superior. The most common Twist among experienced warriors is Puncture, which allows you to ignore 'perfect' defenses, those that are assured to always work. You become the narrative moment when such perfection fails. Puncture, and perfect defenses, are generally below this Quest's level of abstraction, so you don't need to pay for it, but it can be used in description.
Most Tricks of the Norse are wildly individualized, but a relative handful see very common usage either among everyone, or everyone who reaches a certain level of combat skill, they are as follows:

Hone: Creates an edge of Ordstirr over your weapon, improving its cutting ability. A trick basically all warriors are familiar with.
Reinforce: Reinforces and item with Ordstirr allowing for better defenses with a shield, weapon, or even clothing. Not super powerful, doesn't even fully negate home, also known by all warriors universally.
Recall: The ability to send out a string of Ordstirr and pull items toward you. There is a combat version called Quick Recall that does so instantly. Not necessarily universal among warriors, but common among the more intellectual Norse.
Sharpen: This lets you actually shave off the edge of your weapon with Ordstirr rendering it supernaturally sharp and deadly. Of course, you also just literally peeled off a piece of your weapon, so overuse is gonna destroy it. Known only among experienced warriors.
Fortify: A suped up version of Reinforce that also has the disadvantage of freezing whatever object you are using to defend in place, which can be awkward. It is notably more powerful than Reinforce, though. Again, known only among experienced warriors.

All of these tend to be below the Quest's level of abstraction, and most other Tricks are much more interesting, but these are what every Norseman probably at least knows the existence of.

Non-Universal Magics and Traits:

This is technically universal magic...or would be if everyone was literate and good at writing. The way it works is that you carve runes into something saying a phrase, and then when a liquid is poured into the runes (this is why they need to be carved into something) whatever effect they say happens, happens, with the effect being more powerful but shorter in duration the more valuable the liquid used (this destroys the liquid over time, paint is standard and least valuable, then animal blood, then human blood as humans are descended from the Gods). This can be used to conjure liquids, but not solids, and may have some limitations even on liquids. Other effects can include personal enhancements, mind control effects, and all sorts of other weirdness.

Exact wording is very important here. We know of at least one accidental love spell, which ended badly for everyone involved.
The Norse have a lot of stuff they can do with magical crafting, here's a quick summary:
Skill Alone: As part of being superhuman the Norse can make impossibly perfect items...these don't have special powers, but you don't need anything but skill to do it, either...you can just make super-good swords, plows, cloaks, etc.
Animal Parts: The Norse can gain some of the power of a magical creature by eating its heart, and use the other pieces of such creatures in crafting to grant appropriate abilities. Bone-ash from any creature may also similarly be added to smithing, granting abilities based on its thematic appropriateness.
Other Ingredients: Magical plants and such can also obviously be used to great effect similar to animal parts.
Stored Experiences: Individuals dedicated to their crafting may give up one of their senses or suffer the death of their Fylgja (see below) to gain the ability to infuse experiences into the items they craft, granting those items magical powers independent of runes or magical ingredients. This is also an important prerequisite for many more advanced seidr abilities (again, see below).
A Fylgja is a reflection of a Norseman's soul. It generally just serves them as intuition, but a Seeress can, with a ritual, externalize it, "unveiling" it and putting it in animal form. Once this is done, it may be either physical or spiritual at the owner's discretion (it needs to not be viewed to go into spirit mode, but can do things like duck behind a tree), and the Norseman may see through its eyes, making it useful for scouting when physical (when in spirit form, it is in the spirit world, and cannot scout physical things).

Additionally, when the spirit is unveiled its animal form is determined by the Norseman's personality and it grants a permanent bonus to the Norseman based on their impression of the creature it represents (ie: a Wolf grants bonus damage, a Raven grants prophetic visions, an owl grants greater facility with magic, a bear grants greater resilience, and so on). If you invest more into Fylgja beyond the basics, it evolves, becoming first a specialized creature of it's type (a War Hound rather than just a dog), then a supernatural creature (a phoenix would fit here, if a bit outside the Norse paradigm), then a specialized supernatural creature (a War Dragon or what have you). At each level it provides increasing bonuses to its bearer on top of the initial one and becomes more resilient and capable in a fight. All fylgjas also have some amount of extradimensional space, allowing them to carry and provide cool stuff to their better half.

Now, there's a downside to this, and a potentially really severe one. If your fylgja dies, you die. It is you, after all, an external manifestation of part of your soul. This death is not necessarily permanent, but it's harder to recover from than most...assuming it is not your Fated Day, your soul is trapped in Ginnungagap...that's what happens to all Norse souls when they die and it's not their Fated Day, but the Fylgja part of their soul normally puts them to sleep and keeps them from going insane...if your fylgja is dead, it can't do that, so you're just trapped in complete sensory deprivation until you are either resurrected or driven insane. Which brings us to the other problem, which is that a seeress bring back Norsemen's souls uses their Fylgja to do so...so with the Fylgja dead, that doesn't work. Instead, someone has to physically enter Ginnungagap and rescue you...luckily, a Seeress can call upon the family's fylgjukonna (a family guardian spirit) to do this, but that better happen quick or there's a problem.
Are exactly what they sound like. You have a magic bloodline with cool magical effects...many bloodlines enable specific Martial Styles (see below), but there aren't really any strong commonalities in what they do. It varies a lot.
Kunna are conceptual magics. Generally gained through specific pivotal life events, they provide conceptual power over a specific area like 'Fire' or 'Swords', and allow summoning up and manipulating the thing in question. Items created by this are not permanent, and last only until the Ordstirr composing them is withdrawn, but they can still do all sorts of impressive stuff.
Martial Styles are, well, what they sound like. Most are tied to something important like a geographical feature, bloodline, specific Kunna, and so on. Regardless, they're basically anime/xianxia martial arts, allowing all sorts of cool stuff within their thematic domain. A potent kind of Trick only available to Martial Styles are Finales, which tend to auto-win fights if they land, but cannot be used too early in a fight and cost an entire Aspect to use.

Of particular note is Glima, which is Norse wrestling, and a Martial Style most Norsemen possess at least the basics of. It can do some seriously impressive stuff in combination with Norse general physical prowess.
This is the magic of seeresses. It primarily involves dealing and bargaining with spirits, but that makes it very versatile magic indeed, capable of divination, blessings, curses, healing, warding, and a host of other things. It's not usually great for direct combat and applications of force, but it can do a lot of subtler things. Most women know a bit of seidr for household stuff, but not much of the theory of how it works or things that are generalizable. Seeresses are more inherently vulnerable to spiritual attacks and predators than other Norse people, though they have the magic to overcome that disadvantage.
Exactly what it sounds like. A shapecrafter can manipulate the physical forms of others (or themselves) granting permanent effects for as long as the body lasts (if they have to grow you a new one, the effects they put on your old one would not apply). They can also create horrible constructed monsters and similar things. Do not let a shapecrafter you are fighting touch you or you are deeply screwed. Notably, they do this by manipulating the natural shapeshifting abilities of the Norse, so it wouldn't necessarily work on non-Norsemen. As mentioned, they can grow whole new bodies for people and similar things.

The downside of being a shapecrafter, however, is madness. Exact forms vary but expect paranoia and mad scientist tendencies. They are not well.
Skalds have power over illusions, some interesting tricks blunting the weapons of others or making their clothing count as armor, and most importantly knowing things and enforcing narrative rules on the world (Norse cultivation does this already, but a powerful skald can weaponize it). They are trapped in only speaking in rhyme as they become more powerful. They can also create and provide Twists (mentioned above).
Berserks are made by a shapecrafter. They receive an inhuman ability to analyze their opponents in combat and act appropriately, making them very dangerous foes, as well as somewhat greater resilience. They can also take advantage of the Berserkergang Martial Style, which allows them to enter a truly mad state, where they are absurdly powerful but also unable to tell friend from foe, and fall unconscious after only a few minutes and are then bedridden for up to months.
Steel is magic in Norsequest. It is the essence of stasis and unchangingness, is effectively unbreakable, and a body killed by it cannot be brought back (you need a shapecrafter to make a new one). It is bad juju and hard to make. Steelfathers, some of the rulers of Norse society, take on some of its aspects, becoming effectively invulnerable in most ways. What would be called 'steel' in real life is instead called 'forged iron' and making it is a secret of the dwarves. 'Bog iron' is, well, iron and what most Norsemen generally use.
A secret trick that allows for drinking the blood of a more powerful creature and gaining permanent empowerment thereby. Barki probably doesn't know how to do this.
Like Ordstirr but much more hardcore, and much harder to get. Barki knows nothing of this, but it came up in the original NorseQuest so you may see it mentioned.
Other cultivation systems all work completely differently from this. The Christians of the Carolingian Empire are mostly not cultivators at all, and those that are, are powered by their faith rather than glory, live hundreds of years but cannot come back from the dead if killed, and are broken into multiple kinds of cultivators (Knight, Priests, and Nobles) with very different abilities. They just don't work the same at all. More details may be added if we run into other cultivation systems
 
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NQ: Outlaw (Shard)
NQ: Outlaw

Unfair must end unjust,
Unkind outlaw's mind now.

Banished Barki vanished,
Banned from his own farmland.

Step and stride to world wide,
Steady ready vengeance.

Here story he gory,
Hear how weal and woe now.

===

GL HF guys!

Un-fair must end un-just,
Un-kind out-law's mind now.

Ba-nished Bar-ki va-nished,
Banned from his own farm-land.

Step and stride to world wide,
Stea-dy rea-dy ven-geance. (Note: Doubles as a reference to Steady Grip)

Here sto-ry he go-ry,
Hear how weal and woe now.

....It gets easier.
 
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Act 1: The Outlawing 1
Sunningskeld, South Quarter, Iceland, Early Summer of 9007

It is said that Barki Gunnvaldsson, upon arriving in Iceland, declared that his sword, Sunning, would bring him to a fine land fit for farming. Wherever he went, he thrust his sword into the ground to test the soil. None met his standards, until one day he broke earth and fresh water sprang forth. There he made his home; and he named it 'Sunningskeld', or 'Sunning's Spring.'

Surrounding the squat hill upon which Sunningskeld sits is the forest of 'Groenstrtre', or 'Green-trees', named for the particularly verdant leaves that adorn the army-ranks of birches, rowans, and the occasional alder. Even in the winter, it is said that these trees retain their color and garments despite the bite of icy chill. A herd of reindeer—transported from the frostbitten cold of Northern Norway—had taken well to the abundant flora and flourished.

It is with one of those reindeer across his shoulders that Barki Gunnvaldsson enters this tale. Brushing the leaves from his clothes, the cheery bark of Keld at his side draws a smile to his lips. Taking a moment's knee, Barki runs fingers through gray fur as the fuzzy tents of Keld's ears receive close attention.

Keld's tongue lolls from his mouth, tail wagging harder than a young tree in a storm. A soft whine begs for Barki's hand to stay, but there is always work to be done on a farm. No matter how much Barki may want to pamper his dog for eternity, the summer melt would rot his house around him if he but gave it the chance.

With the warmth of the morning sun at his back, the thought of home drives Barki onward. A warm meal to soothe the pit in his gut, a friendly, rosy-cheeked face opening the door, and the press of his lover's lips—truly, can there be a better life than this?

The packed walls of his grass-topped home shine with the glow of early morning light. Trickle-trails of sun-dabbled smoke escape from the smoke holes dotting the rounded roof of his house. Carved above each of his home's four fireplaces, the smoke holes bear birch paneling that matches the peaked roofs of both the front and back doors. Carved elaborately with swirling lines and twisting knots, the front door opens to reveal a worried face soon replaced with warm smiles.

"Hello the house!" Barki calls as his spirits lift, the smile in the doorway renewing the spring in his step. "And hello my lovely," he says as he lays eyes on his wife.

"Hello the visitor!" Bestla gives warm greetings as her cheeks ignite in healthy glow. A single step is all it takes to close the distance and a single breath is all she needs to pull Barki into a tight embrace. "And hello my darling," she whispers just before their lips touch.

They stay like that for a long time, all responsibilities forgotten in the face of love. Neither hunger pangs nor anxious worry will trouble either as long as their lips stay locked and their grasp keeps tight.

Alas, nothing in life is forever—not even the Gods—and the sudden presence of a wet nose sees to that as Keld forces himself between the embracing pair. A jealous whine slips his lips as he begs attention from master and mistress alike, who give freely their pats and head scratches and belly rubs. A more spoiled dog there never was, and that is the truth before the Gods.

Their revelry now spoiled, there's little else to distract Barki and Bestla from the day's work. The door clinks against the doorstop as Barki follows Bestla inside, a certain lovely scent striking him upside the head. He pauses his activities, a grin painting his face as he draws in lungfuls of that wholesome honey air.

"You smell nice, wife." A playful swat is his reward as Bestla cocks a coy grin.

"And you smell of reindeer, husband," Bestla says as she motions towards the butcher's hooks dangling beside Barki's workbench—his woodworking tools still scattered across its work-scarred surface, "Butcher your smell-father while I draw water, for your hair requires my marital touch."

Light warmth heats Barki's cheeks as forefinger and thumb rub work-made greasy hair. Nodding thanks his wife's way, his palm finds reindeer fur as the power in his blood pulses and thrums. The connection between shoulder and beast breaks as his hand fills the gap. Taking his knife from where it lays stuck against his forearm—his bloodline making stowing things a simple matter—Barki hangs the reindeer from the ceiling as he starts his bloody work. All the while, the sound of running water fills his ears as the spring beneath his house fuels the bath being drawn.

To the Norse, personal hygiene and bodily care is an essential part of everyday life. Bathing is a common event in any Norse household, for one's appearance must be kept to as high a standard as he can afford—and sometimes well beyond. Purposefully dirtying another man is grounds to kill in retaliation.

So, there is no surprise to see soap and floral mixtures in Bestla's hands as she carries the essentials out to where the hot springs-turned-bath sits just to the right of Barki's house. With a stone-paved path making the route a simple matter and a fine view of the front yard's vista to look at, it should be no surprise to find Barki, Bestla, or both spending hours at a time soaking in the soothing waters of the bath.

Though the pelt isn't as fine as it could have been had Barki trapped it in winter, it will still fetch a high price once he's tanned it properly. Lathering the hide with the reindeer's own fat, Barki sets it to hang as a sharp chill runs fingers across his neck.

"Is that damn door still loose?" Barki turns a narrowing eye on the light beams pouring through the stubborn doorway gaps. The hinge-side of the doorframe keeps sagging inwards, meaning that the door won't close and the lock can't latch. "I thought I'd fixed that."

"I keep saying you should just replace the whole thing," Bestla says as she emerges from the central hearthroom—having stepped inside to check on the morning meal still in preparation.

Barki purses his lips, wiping his lard-laden hands on the towel his bloodline keeps stuck to his hip. Walking over to the door, he tilts his head to the side—a motion mirrored by Keld—as he examines with a woodworker's eye. After a moment's thought, a shake of the head heralds his words, "I reckon not just yet. As long as you're careful closing the door and don't let it bang, the frame"—to which he gives a firm shove, forcing it back into place—"won't slip, see?"

Bestla chews her bottom lip as she offers a slow nod, clearly not satisfied with Barki's solution, "I suppose I see your point. Still, the bath is ready and, by the looks of things," she eyes Barki's dirtied form with a lifting brow, "so are you."

Barki spreads his arms, a sly grin spreading on his face. Bestla's eyes narrow as a warning slips her lips, "Don't you da"—his bloodline's hold on the dirt releases, the flecks falling in a pile at his feet—"Barki!"

Forced outside by the furious Bestla, Barki shares a laugh with Keld as the pair make their way to the bath.

0~0~0

It is said that when Barki was first trying to woo Bestla, he tried approaching her with empty hands and a wide smile. Though the two had hit it off, she had refused to marry a man with such little to his name that he courts while lacking gifts. Terribly despondent and desperate for aid, Barki sought the advice of a wandering wiseman. The wiseman, who refused to give his name, gave Barki a comb of unequalled value and told Barki that if he gave Bestla the comb, Bestla would love him till the end of time.

It is that comb that now runs through Barki's fair hair as Bestla hums a song to soothe the spirits of the air, waters, and warmth. Made of a shell found only in the deepest corners of the ocean and with teeth carved of a mighty beast's ivory tusks, it is said that hair combed with it would forever be full and healthy.

"So, husband," Bestla pauses her humming as she hits a slight snag in Barki's hair, the tip of her tongue showing as she gently works her comb through the knot, "have you given attending the Thing anymore thought? It's ending today, you know."

Barki snorts as he sinks deeper into the warm waters, a few flower petals floating on by. "I have no reason to breathe the Thing's air, wife, for all I require in life is the woman now combing my hair."

"However true that may be, dear husband," the soft smile on Bestla's face undermines the stern, reproachful tone of her voice, "it reflects poorly on the both of us if you decline attendance at the Thing. And what if Sterki Godi required your aid? Surely you wouldn't refuse the call of the man who helped you on your feet when your uncle wouldn't?"

"If Sterki Godi needs my sword-arm," Barki says with a content sigh, "he will come in person to tell me just that. Besides," a flick of the fingers turns into a sweeping motion as Barki gestures to all his property, "do you see any horses, my dear wife? It is known that if a man would attend the Thing, he must ride there on the back of a horse."

The corner of Bestla's left eye twitches at the mention of the equine absence, but she remains undeterred, "But what of your good friend Dumvald Strong-rider? Surely he, a man who owns many horses, wouldn't refuse you should you make it known you desire to attend the Thing?"

"And I say again, Bestla-my-wife, my heart holds no desire to lay eyes on the Thing-mound." Barki holds Bestla's gaze for a long moment before, eventually, giving in. "But," he says as he presses a single soft kiss to Bestla's lips, her eyes fluttering in surprise at the sudden act, "if it will soothe your worries, I promise to attend the Thing when the next opportunity presents itself."

The thunder of approaching hooves punctuates Barki's words as Keld tenses, his fur standing on end as his lips peel back in a toothy growl.

Water splashes in all directions as Barki scrambles to his feet, nearly slipping on the slick bath-stones as he clambers from the bath. His clothes, piled neat and dry, darken with wet splotches as he rushes to dress himself—all the while the horse-drawn thunder draws ever-closer.

Bestla appears with Sunning and shield in hand while keeping her cloak draped across an arm. Passing the weapons Barki's way, the two turn their eyes to the tree line just as a pair of horse-topping figures ride into view.

Barki's lips thin as Bestla grabs hold of his arm, her bottom lip chaffing from the touch of her teeth.

The riders slow to a stop halfway up the hill as iron mail gleams in the light of the sun. The taller of the two, his hair white as snow, dismounts from his horse first and is soon followed by the shorter, darker-haired man. An axe as long as he is tall rests its head against the tall man's mail-clad shoulder, his icy eyes having no trouble finding Barki.

"Harald Ice-walker, and Styrkarr," Barki names the tall and short man respectively. "To what do I owe the pleasure of your visit?"

"Is he treating you as well as another could've, sister?" Harald Ice-walker calls to Bestla as Styrkarr puffs up his chest, his assumptions clear. "Have you enjoyed your time in poverty?"

"To you this may be poverty," Bestla scowls as she steps forward past Barki, "but to me it is bliss!"

"I will not repeat myself again," Barki says as his brows twist into a deep canyon, "what business have you come here on?"

"If this is bliss to you," Harald shakes his head in a token effort to hide his smile, "then you have my pity."

Bestla's scowl deepens as she takes another step forward, her hands twisting into tight fists as she shouts, "You will answer my husband when he speaks to you, half-brother mine!"

"Did you see that, Styrkarr? His woman speaks for him!" Harald chuckles, a motion quickly copied by Styrkarr, but a wave of the hand puts a stop to the laughter, "But fine, fine. I've spent enough time here anyways. Say, Barki," Harald turns his gaze on Barki fully, those two pools of ice just barely containing the ocean of raw power concealed just below the surface, "what was it you asked of me? I'm afraid I couldn't quite hear you from so far below."

Barki's grip tightens around Sunning's grip, the fires of his heart's rage stoked ever-hotter by the foul words Harald speaks. Had Harald been any other man, he would not be leaving on this day. But Harald is not any other man; he is Harald Ice-walker, and he is the man who walked to Iceland over a bridge of his own ice.

Bestla goes to take another step, but a clearing of Barki's throat stops her in her tracks. Though to compare his strength with Harald's is a fool's gambit, no man can rest when challenged like this, "Harald Ice-walker, speak your piece and leave."

Harald lifts his chin, eyes never leaving Barki's for a moment, "I've been sent by the Thing to notify you of a summons. You, Barki Gunnvaldsson, stand accused of stealing that which gave you her," he stabs a thick finger at Bestla, "the comb of shell and ivory."

"Th-that's madness!" Barki shouts, shock radiating through his body, "That comb was a gift!"

"A gift given to you by a man you cannot name," Harald tilts his head to the side as Styrkarr snickers.

"Who accuses me of this?" Barki grits his teeth, worry sparking in his heart. Though he knows there was no theft, the lack of a name could be quite damning in the eyes of the court. If his accuser is a man of ill-repute, that fact shouldn't matter much. But if his accuser is well-known...

"Does it matter?" Harald scoffs, unknowingly confirming the matter to Barki. Harald would be gloating up and down the hill if Barki's accuser was a beloved man of society, for the verdict would have already been decided, "Everyone knows that you could never have afforded such a prize as that comb."

Bestla can't hold her tongue any longer, "Barki is the nephew of Harthacnut, King of the Danes!"

"Only by marriage, Bestla, not by blood," Harald retorts with folded arms, "and even if that were the case, we are not in Denmark. We stand in Iceland!" He spreads his arms wide as he shouts to the wind, "And this Icelander has had enough of this stench!"

The cloak about his shoulders twirls as Harald mounts back upon his horse, Styrkarr hurrying to copy the motions. Leading the mounts about, Harald begins the day's journey back to the Thing—Barki's eyes lingering long after he disappears into the trees.

"Well," Barki finally manages to unclench his jaw, fury keeping his fists tight as his eyes stare straight ahead, "I guess that means I'm going to the Thing after all."

0~0~0

Breakfast passes in a blur as Barki, now with a stomach full of warm morning stew, kisses Bestla goodbye as he sets out with Keld at his side. Walking down the forest trail linking Sunningskeld to the rest of Iceland, Barki's ears grow sharper and sharper with each step he takes. The quickest route to Dumvald's farm passes through a crossroads, so soon Barki will know for sure if he has enemies ahead.

If a man is summoned to court and fails to show by Thing's end, he is deemed guilty no matter the evidence against him. Waiting till the last moment to deliver the message was a calculated move and, if Barki knows Harald at all—which he, unfortunately, does—then Harald will have placed men in ambush to waylay or even kill him. Though his death would likely be only a bodily one, it would make Barki failing to arrive at the Thing a certainty.

The most obvious point of ambush is the crossroads connecting Sunningskeld to Dumvaldsby and the rest of Iceland, which is where Barki travels now.

A dreng, the Norse ideal for what it means to be a man, does not fear death. He does not fear the spears of any number of foes, for he stands proud and strong, true to his word till the very end. To the Norse, ambushes are not to be avoided, but instead they are to be met with cold iron and hot blood.

However, a dreng is also wise. If a man should know a foe is beyond him, he should avoid battle until he finds an advantage to leverage. Thus, when Keld's fur stiffens and the wind carries whispers to his ears, Barki steps into the woods and silences his tread as best he can.

A frown sharpens his lips as Barki lays eyes on two men he knows all too well. There, at the crossroads, are the lumbering figures of Labbi and Mats Gusisson. Idiots both, the brothers had been unable to agree on which of them would marry Bestla—as if either of them had a chance—and so had approached her with the 'incredible offer' of marrying the both of them.

They had never forgiven Barki for 'stealing' Bestla from them, as can clearly be seen by the axe and shield in both their hands.

Crouching in the dense brush that chokes birch forest-floors, Barki considers the options available to him. With Sunning in hand, there's no way men of such little caliber could beat him in battle, but would fighting the Gusissons be worth the time and ordstirr spent doing such?

A questioning voice cuts through Barki's thoughts as a hood-and-cloaked figure trots down the shield-hand path—the one connecting Sunningskeld and Dumvaldsby to Iceland at large, "Good mornings to you, good men," the man pulls his hood back to reveal an elderly face and a long white beard. His liver-marked hands clutch at a walking stick as he smiles a crooked grin, both his eyes milk white with blindness, "I was wondering if one of you two fine fellows could point me in the direction of Sunningskeld? I have wisdom to share with its master, you see, yet I lack knowledge of the way forwards."

The Gusissons blink and look to each other. Labbi scratches at his balding head as Mats offers a question the old man's way, "You said you're going to Sunningskeld?"

"This is the case, yes," the old man bobs his head.

"And what's your name?"

The old man snorts, a wry grin on his face, "I don't think you'd know it if I told you."

Labbi and Mats share a grin as they heft their axes, "So, you're something of an ally of Barki's then, yeah?"

Not waiting for an answer, Labbi kicks the old man's cane away as he pushes him to the ground. Sunlight gleams off the axe as Labbi pulls his hand back, readying the old man's deathblow.

Time seems to freeze as Barki's breath catches in his throat. If Barki uses this opportunity as a distraction, he will surely be able reach Dumvaldsby with time left to spare.

And yet... Can Barki really call himself a dreng if he doesn't help a potential ally?

0~0~0

What do you do?

[ ] Save the Old Man

[ ] Use the Distraction

0~0~0

AN: And there we go, the story of Outlaw begins in truth.

No moratorium, I'll call the vote either tomorrow or the day after.
 
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Act 1: The Outlawing 2
Groenstrtre Crossroads, South Quarter, Iceland, Early Summer of 9007

The ultimate goal in the life of any Norseman is to acquire more of and maintain their ordstirr, by any means necessary. Ordstirr—'word-glory'—is all that remains after death, all that people will remember you by, so any challenge to your ordstirr must be met with cold iron and hot blood lest your memory be tarnished.

To gain ordstirr, one must first earn the respect and awe of others by doing glorious deeds that enhance and display one's honor and might. From doing these acts and gaining said glory, one draws ordstirr. Likewise, to suffer insult and disrespect without retort is to lessen one's renown and reputation, which robs a man of his ordstirr.

Each man's ordstirr is unique to him and it is said that a man's ordstirr reveals his character. Some have ordstirr of a wild dog, baying and ready to strike at a moment's notice. Others have the ordstirr of the noble bear, slow to rise yet fierce in battle. Yet others still have the ordstirr of the lowly serpent or the clever fox, sharp and swift and able to worm past all but the mightiest of shields.

Barki Gunnvaldsson's ordstirr is a calm, single-minded thing. Unlike so many other Norsemen, who seem almost over-eager to wield their ordstirr in anger and violence, Barki's ordstirr takes its time to rouse itself from its slumbering rest. But once it does rise, few can stand against the onslaught.

Passing Sunning to his shield-hand and scooping up a rock from the forest floor, Barki reaches deep inside to where his ordstirr resides. A lumbering mass of curled-up might, to draw it forth will require three familiar motions. A poke, a prod, and a final stoke serve to rouse his soul's slumbering strength as a seafoam green glow clings to the rock's surface.

"Keld," Keld's ears perk up at Barki's whisper-hissed words, "wait for my signal, then take the axe."

Keld nods, his lips peeling back in a silent growl as he turns silver eyes on Labbi Gusisson, who even now plays with his 'food'. An axe swing turns false as he draws it back at the last moment, a cruel grin on his face as he pulls his weapon back once more. A dreng is fair and honest in his dealings, both on and off the field of battle. If he should swing his weapon, it should be with full intention to end his foe then and there.

Rising to his full height and stepping from the brush, Barki's voice lifts to the air as he cocks his hand back, "Hey, patch-face! Is that your ma's slaedur you're wearing or are you just short?"

"Wha-" Mats twists about, rage showing on his admittedly somewhat patch-bearded face as he lifts his weapons. He doesn't get to finish his sentence, however, as an ordstirr-clad stone splits his chin in two as it lodges itself deep in his throat—not nearly enough to kill him, unfortunately, but it gets the ball rolling.

Labbi looks up as his brother stumbles back, his eyes darting on Barki as recognition flashes. Gray-tone ordstirr coats his axe as he brings it back for a swing, only for a bolt of pressurized water to tear through his wrist and send his axe—hand included—spiraling into the brush.

"Good dog!" Barki shouts as a hot-blooded grin threatens to spill across his face, Keld's proud bark the sweet song of victory as he chases after his master. Drawing Sunning and casting the sheath aside to spare himself its footwork-fouling presence, Barki advances like a bow-loosed arrow.

In the rush of battle, with adrenaline pounding in your ears, it can be a struggle to think let alone plan. Yet a dreng always acts with careful thought, never speaking unless sure of his words. With tremendous force of will and fiercely clenching teeth, Barki's feet slow their charge as he forces himself to come to a stop. Eyeing his foes over the rim of his shield, he takes careful study of how they move as they likewise study him.

The Gusissons both ply their trade as lumbermen, selling cords of firewood and lumber to those who have more important things to spend their time doing. It is a meager existence by any measure, but one that gives them ample opportunity to practice their downward strokes, as can clearly be seen by the bulk of their right shoulders. Shifting his shield to better catch overhead blows, Barki closes the gap as he readies his sword.

Mats makes the first move, pushing with the back foot and covering his advance with his shield. Large muscles tense in his arm as he pulls his axe back in a powerful overhead swing. The blow starts slow, but rapidly builds up speed as pale yellow ordstirr surges alongside a fierce battle cry.

Barki darts to the side at the last moment, his hair billowing from the blow-made wind as his bloodline keeps his feet from sliding on the melt-slick ground. The axe strikes the foot-packed floor, sending up a spray of dirt as Mats carves a fresh ditch deep in the earth's surface.

Barki's foot comes down on the axe-back, driving its face deeper as he pushes forward into a swing of his own. Sunning blurs as seafoam ordstirr falls from its blade, its motions leaving twin afterimages in its wake—the hallmark of the Echo Layer trick. But rather than following the original's motions exactly, this variation on the well-known Echo Layer fans the echo-motions out to strike at three places at once.

Mats lifts his shield in time to catch the blows heading for his head and waist in the familiar clatter of iron on wood, but no shield can cover the entire body at once. The second echo-motion slips under the wool-covered rim as it splits ankle and sock in a single strike.

Mats' teeth click near-hard enough to shatter as he stumbles back sans a foot and shoe, but loyal Labbi is ever-quick to take his brother's place. His lacking hand troubles him not as his shield-edge gains a gray tone glow.

Shield meets shield as Barki's thrown back—portions of the well-trod ground still sticking to the bottom of his shoes. Impacting against a tree trunk but managing to keep his wind, Barki just barely ducks Labbi's shield as it comes in for the follow-up.

The tree groans as its trunk splinters, the blow hard enough to snap it clean through the middle. It lurches to the side, crashing into a fall as instinct mixes with plan and Barki's hand snaps out to catch it. His bloodline makes the connection as his feet shift on the spot and the entire tree starts to swing.

Labbi's eyes snap wide as the tree whips his way. His shield starts to rise, his stump-hand pressing against it, only for a sudden, gray-furred missile to bare its fangs. Keld's teeth sink deep into Labbi's shield-arm as Keld wrenches his head to the side, taking the Gusisson's arm off at the elbow—and the shield with it.

It is said that a man caught without his shield will soon be among the dead.

A scream splits the air as the tree takes Labbi by the waist and bats him against a second leaf-topped soldier. The impact cracks the bark, but Labbi's suffering is far from over. Barki lets loose a wordless battle cry as he brings his own tree to slam against Labbi's—the snapping squelch and spread of red telling tales of Labbi's flattened fate.

"N-no!" Mats' horrified cry thunders along the crossroads, but his brother's death won't stop him from wrenching his axe from the dirt and gnashing his teeth in anger. His stump-foot slowing him down, he can't quite close the distance in a single bound. His shield falls to the wayside as both hands grip the axe. Lifting it high overhead, he aims to make up the difference by cleaving Barki head-to-toe.

Barki twists on the spot, the tree shifting to follow, and catches the yellow-clad axe on the trunk. The entire tree explodes into a shower of splinters as Barki quickly slings his shield in hand while darting forward with Sunning held high.

Sunning is a sword of magnificent make. Though the name and bearing of those who forged it are long lost to history, the pride of their work lives on in the shimmering, blue-tinted surface of the blade's cutting edge. Never has it failed Barki and never has its edge needed sharpening, for it always strikes true.

Had Mats been any other person, perhaps Barki would have spared him this fate. But this Mats is the same Mats that had sent Barki a shipment of knot-filled planks when he had specifically requested no knots! Blinded by the splinter shower, Mats can't see the sword coming up between his legs until it's far too late. His eyes widen—first in shock, then in agony—as Sunning's edge greets a certain sword.

Mats' body falls to the ground. Even in death, his hands still twitch towards his pants-seat.

Wiping his sword clean on an unbloodied spot on Mats' shirt, Barki goes to sheath Sunning only to pause as a warm flush rises on his cheeks. In all the chaos of the fighting, he'd forgotten that he'd tossed it aside! Feeling rather foolish, Barki goes to retrieve it only for a soft bark and a wagging tail to draw the eye.

There, at his side, is Keld with Sunning's sheath held gently between his teeth. A laugh slips free as Barki kneels before Keld, giving him many ear rubs and plentiful praise before sheathing Sunning and fastening it to his belt.

Clapping fills the air as the old man sits cross-legged in the middle of the road, his walking stick laid neatly across his knees, "Masterfully done, young man. You're quite talented with that blade of yours, eh?"

"Thank you, elder," Barki nods his head because he totally didn't forget about the old man's presence or anything as foolish as that, not at all! "Are you injured?"

The old man waves Barki off, a broad smile on his white-browed face, "Oh, don't you worry about me. I've been through worse scrapes than this." Rising to his wobbling knees, the old man groans as he presses a hand to the small of his back, "Damn these old bones of mine," he mutters as he sighs, shaking his head of his thoughts. Turning his milk-white eyes on Barki, a spark of curiosity strikes behind them, "Still, I believe I would like to know the name of the one who saved me—and also if you could direct me to Barki Gunnvaldsson, that would be much appreciated."

"If it is Barki Gunnvaldsson you seek," Barki pulls himself up to his full height, the wind blowing through his hair in the same manner as it does for Keld at his side, "then you need not look any further than the man before you, for I am Barki Gunnvaldsson."

The old man nods, a smile lacking many teeth spreading across his face, "Praise be the Gods for guiding this weary wanderer to his sought doorstep," he taps his cane against the ground three times before drawing himself up to his full height—which, now that Barki looks closely, is a full head-and-shoulders taller than him. "To you, Barki Gunnvaldsson, I bear this wisdom; take the horse that rides rough."

Barki blinks after a few moments of extended silence, "Is... Is that all?"

The old man shrugs as he returns to his deep slouch, "It is what it is."

A few more moments of silence pass.

"In that case, I thank you for your words of wisdom and wish you fair travels to your next destination," Barki says as he casts a glance to the sky, noting with a slight tinge of worry that the sun is a fair bit farther along than last he checked.

"The same to you, young man," the old man nods his thanks as he pitter-patters about on the spot. Now facing back the way he came; he begins the stick-tapping journey to the west.

Barki goes to wave his farewell, only to wince and quickly look away. Turning to go down the path to Dumvald's farm, he starts to admonish himself only to pause as realization strikes like lightning. Brows furrowing, Barki starts to turn around, "Hey, you're not really blind, are you?"

...And there's nothing. The old man is gone.

Barki sighs, "I really hate it when they do that."

Keld whines his agreement.

(-1 Ordstirr Reserve, The Gusissons + Allies are now your enemy)
0~0~0

Dumvaldsby doesn't have anything near as interesting a story behind its name as Sunningskeld does—merely being 'Dumvald's Farm'—but it more than makes up for it by being situated at the truly beautiful boundary between forest and hillside. Birch trees curl inwards as a large, sprawling farm comes into view. Golden grass tickles ankles as they climb the rolling hills upon which Dumvaldsby sits. A small stream trickles down towards the distant coast, passing through the forest in the process.

Without a doubt, Dumvaldsby is a fine place indeed. Unfortunately, as Barki is quick to discover, Dumvaldsby is currently lacking its Dumvald.

"I dunno what to tell you," Domnall Dumvaldsson—the younger of Dumvald's two sons—shrugs as he leans on a rake, a large floppy hat shading his eyes from the sun's bite, "but Dad and Domarr left for the Thing a week ago, wanted to sell some of the horses," he adds as he takes a bite of some manner of oat-bar. "Nobody ever tells me anything, though, so I dunno when they'll be back."

"Are there any horses left?" Barki asks, anxiety rising as the sun climbs ever-closer to noon. "That are fit for riding," Barki quickly adds, knowing full well that no foal could support his weight.

"Two," Domnall says after a moment spent scratching at his cheek—his beard only just starting to come in, "want me to grab one for you?"

"Please," Barki is quick to answer, only for Domnall to stand there and purse his lips, "Well? What's the matter?"

"Well, which do you want? There's one that rides like a dream, the other..." Domnall shrugs a frown, "Well, I'll just say that he's in-training and leave it at that."

"Why is this even a quest-" Barki stops, the words of the old man filtering through his mind. Barki is far from a strong rider—one had tried to kick him as a child and the experience had put him off recreational riding for good—but only a fool disregards words of wisdom. Gritting his teeth, Barki knows what he must do, "Give me the one in-training."

"You sure? I me-" Domnall stops flat, something in Barki's eyes drawing a pair of raised brows, "Right, right. I'll get you the rough horse."

As Domnall parts to go fetch the horse, he leaves Barki with plenty of time to consider how, exactly, he's going to get to the Thing on time. The Thing-mound of the South Quarter is located about a third-of-a-day's ride to the south-west and Barki knows three routes to get there.

The first option is a path following a stream, which will take an uncertain amount of time as the ground is poor for traveling because mud and mush can often cling to its banks this time of year.

The second option is the road through the woods, which will take the shortest amount of time but is often-travelled—which means that Barki will certainly face enemies along that route.

The third option is to take the untamed hills, which means that Barki will certainly arrive at the Thing late in the day. However, this ground will be the best for fighting in and he'll see any foes coming from a distance—though the same is true for them and he.

Which route does Barki pick?
[ ] The River Route
[ ] The Forest Route
[ ] The Hill Route

0~0~0

AN: In future fights, you will have the option to plan. This fight was so that you could get a picture of what battle is like in this setting.

In short, all Norse are cultivators.

No moratorium. I have to go to a funeral today and tomorrow, so I'll call the vote when I get back.

I saw that the vote was unanimous, so I went ahead and wrote up the update while at work.
 
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Act 1: The Outlawing 3
Unnamed Stream, Groenstrtre, South Quarter, Iceland, Early Summer of 9007

Keld barks with joy, his tongue flapping in the wind, as Olfossa carries him and his master ever-faster as they follow the course of the stream. Barki grits his teeth as he stays leaning forward, reins clutched between his fingers as his legs press tight to Olfossa's sides. The horse bobs his head and Barki quickly dry swallows, his fingers twisting tighter to suppress the shudder and shake.

Horses... A shiver crawls up Barki's spine as That Horse resurfaces in his memories once again. A beast of silver fur with a mane as red as liquid blood. Its hooves wet with fresh wolf-blood and fanged teeth stripping meat from the wolf-corpse as Barki met its gaze. A push on his shoulder sends him stepping near; the presence of his father urging him closer, forcing an introduction between boy and boy-eater.

The sudden intrusion of a wet tongue sliding against beard and cheek yanks Barki from the dark past. Barki turns a smile to his fair companion as Keld sits in his lap, his doggy eyes turned worriedly to his master. The worry fades as familiar fingers comb through gray head-fur, content excitement soon replacing the fear.

Like feet tip-toeing down a set of stairs, the sound of the stream comes trickling through the trees. Olfossa—his shaggy, shedding, semi-summer coat a black void while mane and tail are stark white splashes of color—slows to a trot as eye eyes the way forward. Finding it disagreeable, he moseys on over to the stream bank and dips his head. Long, deep draughts sees flowing water vanish as he drinks it down.

Barki blinks and gives the reins a tug. No response. Olfossa keeps his head down and the water keeps disappearing down his throat. Another tug sees the same result, great.

Looking to the right, Barki eyes where the stream feeds into the river, the splash of water-meeting-water turning the banks into a long stretch of muddy mire—unpleasant for any to cross.

A frown crosses Barki's face as he considers the horse drinking water and the path ahead. While he could hop down and lead the horse across himself, that would horribly slow his speed. Unacceptable, not to mention the horrible impression he'll have on the judges if he shows up covered in mud. Likewise, forcing the horse to cross is likely to result in Barki being mud-soaked after being thrown clear off the saddle.

Left with only one option, Barki carefully picks Keld up and deposits him gently on the ground before doing the same for himself. Walking around to Olfossa's front, he greets the colt's stony gaze with a cautious smile.

"Alright, horse, can you please take me across the mud?" Olfossa rolls his eyes and shuffles to the side to resume his drinking. Barki frowns and works his jaw, a sharp snort escapes as he claps his palms together, "Well, I tried asking nicely."

Olfossa's eyes snap wide as a whinny of shock escapes his throat. Hooves flail as Barki lays palm on his flank and easily hefts him into the air. Spinning the horse around, Barki deposits him on his rump as a pointing finger hovers between his eyes.

"Olfossa," the air chills as the single word leaves Barki's lips, a shudder passing through the named one's flank. The river-wake freezes as every blade of grass quails; all attention turns to the speaker as the wind halts its playful passage through the trees, "I need to go to the Thing. You understand this, correct?"

A passing fish throws up its breakfast as Olfossa manages a nod, his heartbeat thundering beyond the bounds of his body.

"Good," the corners of Barki's lips twist up in what some may call a smile, "I need to go to the Thing, which is across this mud. If you take me and Keld—" who is definitely not sitting smugly at his master's side while this is all happening "—there, then I will give you as much," the hovering finger disappears—hand and all—into Olfossa's saddlebags and emerges with, "salted herring as you want."

"Do we have a deal?"

Olfossa's eyes zero in on the fish held before his face, his tongue running rings along his lips. A quick, sharp nod sees the false-smile turn real as Barki offers the fish in truth and Olfossa happily gobbles it down.

Returning to Olfossa's back, Barki helps Keld up before giving the reins a sharp snap. The trio sets off, Olfossa's hooves deftly traversing the rough mud with skill and grace. It is far from an easy ride, but an easy ride would've never managed this mire in time to reach the Thing.

Halfway across the sludge-like muck, a patch of mud bubbles as it stirs to life. A maw snaps wide as a dozen deep-set eyes open like the waves of the ocean. Like thunder, a grumble escapes the cavernous maw as the mud-beast's eyes turn on easy prey.

It springs into action, mouth bearing down on Olfossa—who whinnies with fear and starts to back-peddle—only for the intrusion of a rawhide-bound shield to stop the beast in its tracks.

Mud splashes against the shield as Barki scowls and Keld bares his teeth. Water streams from Keld's teeth and collects on his cupped tongue as it swirls into an ever-denser ball of highly pressurized water. Like a bow-loosed arrow, the water leaps from Keld's mouth and crosses the distance between beast and best-friend in a blink of an eye.

The mud-beast staggers as the bolt impacts. Its eyes blink in shock as they turn down to see the gaping hole in its chest. One step, two steps, then the beast collapses, melting into a slurry of mud and death. A final scream leaves its throat before turning still.

"Good boy," Keld pants happily as Barki runs fingers through his fur, a job well-done receiving its deserved praise.

Olfossa stares at the melting body, a bead of sweat dripping down his brow.

0~0~0

The Thing of the South Quarter is a bustling place full of activity as Barki arrives well into the afternoon. Men haggle for business deals while the nine Godi of the South Quarter sort out the internal disputes in their godord—the office of a Godi. Booths filled with men at relax and at business crowd around the central mound as some bathe in the banks of the nearby river.

As Barki slows to a trotting halt and takes it all in, however, he's struck with a strange sense of foreboding. Wherever he looks, eyes quickly turn away and conversations fall silent until he looks away once more. Something is wrong, deeply so.

Hopping off Olfossa's back and putting him to bait—a method of binding the legs to make sure the horse can still graze while restricting ability to run off—Barki pauses as a voice cuts through the clamor.

"Who is that I spy riding in on the back of my horse?" The large, familiar form of Dumvald appears as he pushes through the crowd. Eyes once narrowed in suspicion soon widen with pleased recognition as they fall upon Barki's face. "Barki Gunnvaldsson, my dear friend!"

Drawing in close, Dumvald claps Barki on the shoulder as he leans in and lowers his voice, "Where've you been?! The other judges have grown very irate with your continued absence!"

Barki eyes him with a tilting head and narrowing gaze, "Dumvald, I only learned of the summons early this morning."

Dumvald sucks down a sharp hiss as his teeth grind tight. After thinking a moment, he takes Barki by the upper arm and says, "We need to speak in private, for I fear there is much information you lack."

Barki nods and Dumvald leads him through the crowds, pushing a path for both men as they eventually reach the booth of Dumvald. As they reach the stone-floored and cloth-walled structure, the face of Domarr Dumvaldsson—eldest son of the Strong-rider—pokes through the entry-flap's folds. Upon seeing Barki and his father, Domarr is quick to vacate the booth and promises to keep watch for anyone approaching.

The inside of Dumvald's booth is a fine affair, as is fitting for a man of his status. Strong wood supports soft cushions as a cheery hearth burns bright and warm in the center of the room. A chest of good iron bindings sits off to the side as furs rests upon the sleeping benches.

Taking a seat, Dumvald gestures for Barki to do likewise as he starts to speak, his voice a deep baritone, "You said that you only received the court summons this morning?"

"I did," Barki confirms as his fingers play through Keld's fur, the dog himself laying across his master's feet and warming himself by the fire, "Harald Ice-walker delivered the message personally, if I could call that 'delivering'."

Dumvald winces and hangs his head, a heavy sigh escaping his lips, "I would like to give you my deepest apologies, for I was unable to convince the other judges to send a different rider. They believed that having a kinsman deliver the summons would cool any tempers and overruled me when I disagreed."

"You're one of the judges on my case?" Barki says with lifting brows as he puts two and two together. Usually, the Godi attempts to find the most impartial people to fill the ranks of the judges, so the idea of Dumvald being one of his judges had never occurred to Barki.

"I am indeed," Dumvald's lips thin as he speaks, "and I promise to do my best to convince the other judges of your obvious innocence, but I must confess that I fear some of them may have been bought off by your law-foe, for their pockets bulge with silver and they boast of good fortunes on the morrow."

"And what of my law-foe? Who is the man who dares accuse me of such vile lies?" Barki's hand twists into a tight fist, anger sending waves of shivering twitches across his body.

"Unhappily I admit that I know not," Dumvald says as his fingers drum against his knees, a sudden plume of smoke rising from the hearth-pit, "for a proxy is in use and Modolfr Jarnsson is his name."

Barki's eyes narrow at the name, his memories drawing what little knowledge he has on it. From what he recalls, Modolfr Jarnsson is a relatively new arrival to Iceland and, in return for aid in helping him find a place of residence, joined Sterki Godi's godord. It is said that Modolfr is privy to the secrets of hidework, for he is able to tan fine furs even in the height of summer.

However, a proxy? Such has never before been done in Iceland!

"That doesn't make any sense!" Barki near shouts as his brows furrow and Keld's ears perk up. "How can such a thing as using a proxy be legal? Surely you're mistaken."

Dumvald sighs, fingers pausing their drumming to weave together, "I know you pay little attention to the dealings of the Logretta, the law council of the Althing, but just last summer they decided it legal to wield a proxy as long as one's name goes unattached, to prevent the earning of ordstirr, and they pay a hefty fine of three pounds of gold to the relevant Godi." Licking his lips, he leans in closer as his voice drops an octave, "I have my suspicions that our mystery foe had a hand in that dealing."

"Our?"

Dumvald laughs as he leans back in his chair, "You saved the lives of both my sons, Barki. To let such injustice as this go unpunished would be to spit on both their lives and your heroism." With a wave of the hand, he pulls the topic back on-course, "Regardless, this does narrow down the suspect pool quite considerably, for few men could afford to bribe the Logretta and hope to still pursue a case in such a manner. Even I, one of the ten richest men in the South Quarter, lack the necessary funds for such a feat."

Barki rubs at his beard, his fair hair soft against his fingers—the product of sweet Bestla's endless efforts, "Let's visit that topic later, when I've won the case and free to seek vengeance. For now, what manner of evidence does this Modolfr have against me? Surely the word of a new arrival is worth less than the word of a man who has been here for three winters!"

"I fear I must answer inconclusively once more, Barki," Dumvald sighs and smoothes out his already flat hair as it sits dark against his pale skin, "All Modolfr has said is that the box he carries contains the evidence as given to him by his benefactor. He also says that he will only open the box come your arrival, to prevent any more so-called 'thefts' from occurring."

"So his argument relies on the box's contents, does it?" A certain plan starts coalescing in Barki's mind's eye. But first, what stakes does he face? "What might happen should I be found guilty? Would I pay a fine or...?"

One common punishment in the case of theft is for the thief to be given to the victim as a thrall—a fate worse than death for many Norsemen.

"On my honor, I swear that you will not face thralldom," Dumvald is quick to announce as he hops to his feet, storm clouds brewing in his gaze. "I have made it clear to Sterki Godi that he will have me as an enemy should he so much as think of that as a punishment!"

"I would have thought nothing less from you, my friend," Barki says as Dumvald returns to his seat, still somewhat worked up over the idea, "but I still thank you for your efforts."

"No friend of mine will be made a thrall!" Dumvald grumbles as he glowers at the hearth's embers. Taking a moment to compose himself, he then goes to speak only for a young voice to cut through his forming words.

"Father, Barki," the cloth walls of the booth have a sort of muffling effect on Domarr's voice, but his words are clear regardless, "Sterki Godi is coming, and he's pissed."

Not three seconds later, the entry-flap flings to the side as Sterki Fire-eye, Godi in South Quarter, fills the entire opening with his frame. Tongues of flame leak from the corners of his eyes—his pupils lost in the blazing sea—as he casts his gaze across the room. Landing on Barki, he turns to Dumvald and speaks, "Dumvald Strong-rider, why have you taken Barki Gunnvaldsson aside in secret?"

Dumvald rises from his seat and offers a bow to his Godi, "Sterki Godi, I was merely informing Barki of the extent of his case, for he only learned of his summoning this morning and was ill-aware."

Sterki Godi's brows lift as he turns to Barki, "You only learned of the case today? And you made it to the Thing so fast?" A low whistle leaves his lips as he nods his praise, "A feat without a doubt, Barki, find pride in this accomplishment."

Unseen ordstirr settles on Barki's shoulders as his soul accepts it within, strengthening and bolstering his reserves and taking them to new heights. "Thank you, Godi."

Sterki smiles, clapping Barki on the shoulder, "I owe you my apologies, Barki, for I had thought your absence a refusal to obey the law. I see now that I was wrong and I give you my apologies."

"Apologies accepted, Sterki Godi," Barki says as Sterki nods, the flames in his gaze shrinking to a simple puddle rather than the ocean they had once been.

A beat passes before Sterki turns to address both Barki and Dumvald at once, "Friends, I'm sorry to hasten you both to court, but I'm afraid it must be done lest Barki lose all time to make his case."

Barki frowns but accepts the words for the truth they contain. All that's left now is to decide how he wants to handle his side of the case.

[ ] Aggressive
Attack the character of his opposition and attempt to somehow deal with the box before it can open.
[ ] Defensive
Counter his opposition's arguments as they arise and sow confusion amongst the judges.

(+1 Maximum Ordstirr Reserves for managing to arrive at the case with plenty of time to spare, allowing you to gather information and smooth over Sterki Godi's ire)
0~0~0

AN: Not much to say here other than that there is no moratorium and that voting will be called sometime tomorrow or the day after.
 
Act 1: The Outlawing Final
Historical Disclaimer: The legal proceedings as portrayed are not entirely accurate to the period.
0~0~0
Thing-Mound, South Quarter, Iceland, Early Summer of 9007

Nine chairs sit in a semi-circle surrounding a central point while crowds of onlookers gather beyond them. In the center, equidistant from each chair, is a severed stump of an ash tree positioned so that the light may fall on it from any angle. Inset vertically into the polished, smooth-top surface of the stump is a ring of shining gold.

Nine judges occupy each of the nine chairs, as chosen by Sterki Godi in accordance with the law. None of the men share blood relation with either prosecutor or the defendant, for such a thing would be to break the law. Each of the judges have blooded themselves on the oath-ring and sworn to uphold the law in their time as judge.

Sterki Godi stands in the center of the semi-circle, just behind the oath-ring. Just as the sun reaches its zenith and the gleam of gold turns blinding, he spreads his arms and begins to orate, "Judges, we are gathered here today to hear the lawsuit of Barki Gunnvaldsson as prepared by Modolfr Jarnsson, who serves as proxy for an unnamed party. The reason for the lawsuit is an accusation of theft against Barki. Prosecution," Sterki gestures to where Modolfr stands on the right of the semi-circle, "you have the floor."

Sterki Godi steps back beyond the semi-circle as Modolfr steps forward. Drawing his work-knife—the only sharp implement allowed on the hallowed grounds of the Thing-mound—he opens his thumb to the bone and presses the bleeding wound to the oath-ring, "On my honor, I, Modolfr Jarnsson, swear to uphold the law in my time as lawyer." Withdrawing his hand, he turns to address the judges as he lifts his voice, "Judges, Barki has stolen a comb of great value from my client."

Dumvald leans in, eyes glinting with anger as his fingers fold beneath his chin, "What proof have you of this claim?"

"Contained within this box," Modolfr says as he swiftly retrieves the box from where he left it just beyond the semi-circle, "entrusted to me by my client, is the set of grooming tools to which the comb belongs." Opening the box and passing the contents to the judges, four items reveal themselves to the light of the court. All made of deep-sea shell and carved from a mighty beast's ivory, the judges handle an earwax scraper, a toothpick, a pair of tweezers, and a nail clipper as they examine each closely. "As you can see," Modolfr continues as the judges observe, "the materials are identical and all bear the same work-patterns, meaning that the same craftsman made them all."

Helgi Thorfastisson—one of the men who followed Sterki Godi to Iceland—leans forward with a question of his own, "You are saying that the comb of Bestla Red-cheeks was made as a part of this set?"

"I am, yes," Modolfr confirms as Helgi nods.

"In that case," Helgi turns now to Barki, "Barki, would you present the comb for examination?"

Barki now steps forward, work-knife in hand, as he carves open his thumb and bloods the reddened oath-ring while swearing the oath of law. Wetting his lips, he retrieves the comb from its silk-wrappings on his belt and presents it to the judges, "Judges, this is the comb of Bestla Red-cheeks, my wife."

Barki's jaw clenches as a low murmur rises from the judges. The materials, the make, the comb is identical to the rest of the supposed set. Barki takes a moment to steady himself as the judges turn their attention to him. He's only going to get one shot at finding the flaws in Modolfr's words, so he has to make it count.

But... But where is the flaw? There has to be one, his instincts scream it so, but where? It's a damning piece of evidence without a doubt. To have the rest of a set would certainly win Modolfr the case, but...

Barki's eyes snap wide as realization strikes. That's it, the set!

"Judges," Barki quickly turns to the judges, cutting Modolfr off just as he begins to speak, "while the comb was clearly made by the same craftsman from the same materials, who is to say that they belong to the same set? What evidence is there that this is the case?"

The judges nod at that, Dumvald sporting a broad smile as Sterki Godi speaks, "This is a good point. Modolfr, do you have evidence that the comb was made as part of the same set?"

Barki smiles as Modolfr frowns, lips pressing tight in silence. There are only two ways Modolfr could prove such a thing, and neither are an option. One, he could call the craftsman himself to the stand as a witness. If he had the craftsman as a witness, then he would have already called him up. Two, the owner could come forward and claim the comb as part of his set, but, as Modolfr is acting as proxy, that isn't an option for him either.

Murmurs rise as Modolfr's silence finally breaks, "I do not, no."

Sterki Godi nods and turns to the gathered court, "In that case, I declare that this lawsuit is invali-"

"Wait!" Modolfr cries as he finds his footing, a finger pointing at Barki as his eyes flash with heat, "While Barki may not have stolen the comb from this set, that doesn't mean he didn't steal it all! How is it that he came into possession of the comb?"

Thraki Horn-setter—another of the judges on the case, one known for how skilled he is with working horn—leans forward with brows furrowing and lips pursing, "That story is a well-known one in this land. Barki was given the comb to give to Bestla Red-cheeks, but I do not see how that relates to this case at all."

Modolfr shakes his head and plants his hands on the oath-stump, a fervor entering his voice as he near-shouts, "It is relevant because nobody knows who gave Barki the comb, not even Barki himself!"

Thraki's brows lift as he turns to Barki, "Is this true, Barki? Can you not name the man who gave you the comb?"

Barki thins his lips, eyes narrowing into a tight squint as he forces words through clenching jaw, "I... I cannot, no. The man who gave it to me did not reveal his name, refusing each time I asked it of him."

"Is there anyone here who saw this old man give Barki the comb?" Modolfr turns to the audience as he waits for an answer that never arrives. Lifting his hands to the sky, he carries on with a feral grin, "In that case, what proof is there that this supposed comb-giver ever existed?"

"And what proof is there that your unnamed client exists?" Barki counters as he plants his hands on his hips, his shadow falling over the shorter Modolfr who offers a severe frown as murmurs rise once more.

"Hm, that is a good point," Sterki Godi strokes his beard as he thinks over the issue. Eventually coming to a conclusion, he turns to Bark and says, "I was paid three pounds of gold, as is the requirement under the law, for an unnamed party to be involved in this case. Barki, I extend to you the opportunity to do likewise, for that seems fair to me."

Barki opens his mouth to protest the ridiculous price—how could he hope to afford three pounds of gold?—only to pause as realization strikes. Disparate parts click into place as Barki's mouth snaps shut with a sharp click!

Three pounds of gold is a high price to pay for any matter and, as Barki assumed, was put in place to prevent an abuse of the ridiculous law allowing unknown parties to use proxies. But it was never to prevent use of that law, was it?

No, it was put in place to keep Barki from leveling the playing field.

"Sterki Godi, I must decline this opportunity," the bite in Barki's voice is gone as his shoulders fall and his posture weakens, the vim and vigor replaced with the foul taste of defeat, "for I do not have the funds to do such a thing."

The only men here who might are Sterki Godi and Dumvald Strong-rider—both barred from doing so by their positions in the court.

Sterki Godi nods, lips thin, and turns to address the court, "Unless there are any arguments left to be made," he waits a beat for a response that never comes, "then I shall convene with the judges to determine guilt and punishment."

Dumvald, Helgi, Thraki, and all the other judges rise from their seats as they follow Sterki to a secluded spot on the Thing-mound. The sun travels a hand's length across the sky by the time Sterki returns to the court.

Sterki's face grim, his fingers twist together as he addresses the court and all those in attendance, "The lawsuit of Modolfr Jarnsson against Barki Gunnvaldsson has ended. Barki was found guilty of the theft of the comb and is sentenced with lesser outlawry. For a period of three years, Barki shall be banished from Iceland. He is allowed three places of immunity where he cannot be killed, which includes the roads to and from those places. Barki shall keep this immunity as long as Barki asks three ships for passage from Iceland each summer. He is stripped of his lands and property, which will be held by his wife, Bestla Red-cheeks, until such time as his outlawing is lifted or news of his death is delivered."

Even as Sterki's words meet his ears, Barki can't focus on anything but the thought ringing around his head. Over and over again it echoes, filling his mind with nothing but a burning desire for vengeance.

This? This was personal. All this legal chicanery? It was targeted at him and him alone. It was devised, planned, and executed all for the express purpose of fucking him over. And the worst part? The part that really makes Barki's blood boil?

The bastard didn't even have the balls to show his face.

End of Act 1
(Character Sheet Updated)
0~0~0
First things first;
[ ] Write-in three places of immunity

Second things second; what is Barki's next step?
[ ] Write-in Barki's first step in his new life as an Outlaw

Current Status
You are currently uninjured, pray that it stays this way.
You are currently well-fed, praise be the Gods!
-You have 2 Days of Rations Remaining
The time is early evening.

0~0~0

AN: And there we go, Act 1 is over! Tomorrow, we shall embark on Act 2: The Pursuit.

No moratorium, I'll call the vote tomorrow.

How has Outlaw been so far? What was your favorite moment from Act 1?
 
Outlawry and You: An Informational PSA
So, you've been outlawed. Things are about to get very difficult for you; but, if you're a lesser outlaw, things aren't quite so bad. If you are a full outlaw, then I'm sorry but this will not help you.

Immunity
What is immunity when it comes to being an outlaw? Immunity means that, should you be killed while under immunity, your kin can demand weregild for your death. This weregild is usually much greater than normal, as not only are you killing a man, you are also breaking his immunity to do so.

Legal Status
In order to enter any sort of deal with another person, you must have some level of legal status in society. An outlaw does not have any level of legal status, because they are outside the law.

In practice, this means that you cannot engage in business such as trade or other exchanges of money, not legally anyhow.

Note: For a lesser outlaw, this legal status ban does not apply when arranging passage away from Iceland. A full outlaw will likely need to make an arrangement through a proxy.

Interpersonal Interactions
Interacting with other people has become significantly harder. A man can face a lesser outlawing for giving food, shelter, or other aid to an outlaw. Women are not able to be outlawed, making them a sort of gray area for interaction. Her husband, father, or other kin may be outlawed in her place, however, or some fine may be levied upon her for the breaking of the law.
 
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