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Marchlands Pocket Adventures Volume 0:
Marchlands Setting Primer
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FOREWORD
This document is intended to be used to help frame the ongoing
series of pocket adventures (1-2 relatively self-contained
sessions) set in the Marchlands. As that series develops, so too
will this guide, with additions and changes made as the lore and
story of the world develops. Many things are, for now, left
intentionally vague so accommodate for future divergence
between the original vision and the end products. Enjoy.
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INTRODUCTION
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Some might call the Marchlands a feral wilderness. Barbarian
territory, unexplored, untamed, uncivilized, and inhabited by
outlaws, exiles, and savages. Such people might be correct, in
some ways, but the vast Marchlands are far from empty or lacking
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in history or culture. The people of the Marchlands live in
roaming bands or pastoral clan communities, ranging from a few
dozen to a thousand or so in population, though rarely do they
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sustain anything larger. These communities are governed by
chiefs or councils of respected (or feared) members of the
community. Sometimes one clan will come to dominate others
and form an often short-lived kingdom, or several clans will
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Historically, the people that are now Marchlanders came from all
directions, settling in waves from the surrounding regions,
sometimes from far beyond what is now regarded as the known
world: refugees from the frigid wastes of the far north, exiles
from a once-young empire to the south, pioneers from the lands
beyond the eastern nomad ranges, and most recently those
fleeing the newfound tyranny in the west. Despite their varied
origins, however, the Marchlanders have come to have a distinct
and identifiable culture of their own, which serves as a unifying
force among the many communities. Where many Marchlander
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communities feud and ordinarily refuse to cooperate within this
culture, the Marchlanders tend to favor their own over outsiders,
and can typically set aside their grievances to address any such
threats or issues.
Marchlander society is divided by profession and class, though
such divisions are rarely treated as anything immutable.
Thralldom is practiced by some, whereupon person’s are
deprived of legal status and put to work against their will for the
good of the community, but such status is never hereditary
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among decent folk. Others, though, reject thralldom entirely and
judge other communities harshly based on how they treat their
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thralls. Lacking any sophisticated system of currency, wealth
generally is defined by the size of one’s herd of cattle, sheep, and
horses; farmers with substantial flocks are regarded as carls, those
with less as cottars, and those with the most as thanes- the closest
thing to nobility Marchlander communities have. Others, such as
craftsmen, have wealth in the goods they produce and trade to
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others for animals and other goods. Others still are employed by
communities full-time as warriors; while all are freedmen are
expected to participate in community defense as part of the Fyrd,
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such thane-warriors take on a special status and need not farm or
craft to generate their wealth or justify their place in the
community. A few are permitted to spend their days hunting and
scavenging from the unfarmed portions of a community’s
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MAJOR MARCHLANDS COMMUNITIES
The people of the Marchlands are bound by a common, if
mostly informal, system of law and social custom, but otherwise
lack any sort of overarching institution or governance. As such,
each tribe conducts its own affairs and is led by its own leaders
with their own, often quite different structure. From time to time
a federation will form or multiple tribes will join forces to combat
a common threat, but such alliances are often short-lived and
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rarely last more than a generation. While most folk in the
Marchlands like it this way, it makes fighting off persistent,
organized threats from the outside all the more difficult, and
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dealing with an emergency is often just as much a crisis of getting
the other tribes on board as it is actually dealing with the
problem. The formation of the Northern Kingdom, once a
mere collection of clan communities like the Marchlands, and the
longevity of the grouping of the Federated Tribe has led to some
evolution in the people’s thinking on this matter; change is
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coming, and while folk still need convincing to join together, they
are begrudgingly realizing that it may be necessary unless they are
to be consumed by a growing Empire or any of their other
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neighbors.
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The Lost Tribe
Tribes come and go through the ages, some merging with others,
some departing for a new homeland, and some scattered to the
winds for one reason or another. Still, such an occurrence is a
major event in the lives of those that remain in the region, often
changing the social and political landscape in serious ways. The
Lost Tribe is the most recent victim of the ages: they had only
settled the region in the last generation, and met with an
unfortunate fate whereupon its entire population, with a sole
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survivor, was struck first by a vile illness and those that failed to
succumb later carted off by ratfolk for some nefarious demise.
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Their former domain has sat empty since, and while neighboring
tribes venture in to hunt or forage no one has laid claim to it; the
land is rocky and far from ideal for either farming or grazing, the
surrounding spaces devoid of any special resources that would
make patrolling the space worthwhile, with, simply put, nothing
to make the extra expense and effort of settling the area a
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desirable notion so soon after the tribe met its end. Still, despite
nature retaking the main settlement and criminals, outcasts, and
monsters now calling the landscape home, there is little reason
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this territory could not be reclaimed.
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ascertained. There are few corners of the Marchlands left
unknown to the records of the Ancient Tribe, and through many
trials and tribulations they have endured. However, this long
history also tends to make its members resistant to change- why
do something different if the way of things has gotten them
through so much? This includes a staunch resistance to any
newfangled ideas of confederation or whatever mess the folks up
north have become involved in.
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Some mock this community as one of drunkards and layabouts.
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This is, of course naught but slander- while there is a fair amount
of drinking and laying about among many members of this
community, it is their business to do so, as there is nowhere in the
Marchlands able to produce wines, ales, meads, and stronger
spirits of the purity, quality, and taste as the Brewing Tribe. Mock
as their neighbors might, it is to this community’s palisades that
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their wagons up to when planning a king’s feast or magnificent
wedding. So renowned are this tribe’s brews that even some of
more refined taste in the Empire know of and seek out what few
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imports they can find. This skill has made the Brewing Tribe
friends of a great many folks, with few willing to go out of their
way to wrong them.
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one with which they must also constantly cope; it should come as
no surprise that where there are surplus cattle, there are thieves
and raiders. This has forced this community to take on a special
martial role, as well as to adapt to having to more aggressively
patrol and police their pastures. Even when they fail to protect
their herds, though, there are always more cattle forthcoming- for
whatever reason their herds seem especially fertile, ensuring a
steady stream of new and easily accessed wealth for the tribe by
way of supplying cattle to those in need.
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The Crusading Tribe
It is from experience that the great many peoples of the
Marchlands despise beings of chaos and corruption, but it is
from a place of valiant passion that the members of the
Crusading Tribe work seemingly tirelessly to root it out and cull
if from their homeland. Whenever rumors of some kind of
chaos reach the ears of this community’s leaders, it is with grim
promptness that they send envoys with axe and sword in hand to
help. The resolve of such warriors is also a boon to their fellows-
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“gifts” from those they help are a happy and steady source if
income for the community, and plenty necessary to keep their
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offerings to the gods robust and their blades sharp.
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tribe, with outsiders plenty willing to exploit such behaviors or
make special targets of such frilly folk in raids. Embattled as they
may be with such problems, this tribe carries on, persistent.
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by the Empire that they now make the downfall of that accursed
place the subject of their every celebration and prayer, and
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toward its people the majority of their aggression. Travelers are
always advised to steer clear, or be prepared to prove their origin
from elsewhere, lest they end up battered and stripped on the
road- if they are lucky.
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same folk will time and time again choose their crops to add to
the pot over the fields closer to home.
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like many keep cattle, and it is always from this tribe that the
finest warriors with they could obtain a prime mare as their steed.
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The proliferation of horse ownership among these folk is a
source of frustration for others in the Marchlands that challenge
them, as so other one community can bring quite so many
horsemen to bear when pressed.
avoid being detected within it. This lifestyle works well for this
tribe, as they have little that can be readily looted and less still that
can be reached without detection followed by a flurry of arrows.
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incursions by corruptive forces, war, or natural disaster, they are
at least marginally more sheltered from the ill effects than most.
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what is now its core territories. For generations they endured the
ravages of the nomads to the east, and some time ago were
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forced a final time to depart or face extinction. This persistent
generational trauma has created a forlorn but hardy people, ever
hopeful but equally suspicious of strangers. This has not
dampened their generosity, and their arrival to the region was met
with kindness by their neighbors. Times are still hard for this
tribe, and as the Marchlands grow ever nearer to irreversible
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change they have grown worried that another migration will be
necessary in their lifetimes. They have not given up on their new
home yet, however.
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The Northerner Tribe
Folk immediately descended from the clans that now make up
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Tribe has made themselves just that, with their folk largely
unwelcome around the hearths of others. This has made this
community a prime target for the foreign powers that be to find
ready allies in the region, with no loyalty to their regional kin or
and a strong desire for revenge against those that look upon them
with such disdain.
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militance and fervency of their fellow lizardfolk. To bring these
people to violence is to have forced the matter far beyond what
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one could expect to be tolerated. This has, over the years, led to
many taking advantage of them, their non-human nature making
them targets of ire among the less tolerant. Of course, few get
away with such transgressions for long- this community has its
ways of taking revenge without themselves lifting a spear. At the
same time, they are ardently loyal to those that show them
kindness.
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The Pottery Tribe
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There are craftsmen in the Marchlands, and then there are true
artisans. One can find more of such artisans among the so-called
pottery tribe than anywhere else, and not merely potters but all
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refuse to work with those who have wronged them, and will
ensure their goods are sold at a premium if slighted.
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the region. So far, no coalition against this tribe has materialized,
but nor has this tribe attempted to unduly influence or abuse its
neighbors with its newfound power. How long this will last is
anyone’s guess, but for now this community looms above the
rest, a filling dam that may burst at any time.
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this community, however, raiding is a way of life, and something
they have turned into a science. Though many accuse them of
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otherwise, they do not descend into banditry, following all the
rules as closely as anyone else. Still, nowhere in the region seems
safe from their envious eyes, and this tribe’s herds are made of us
long stolen livestock from all essentially every other pasture in
the region. This behavior does not behoove their neighbors to
look fondly upon such raiders, but their suits and fines are always
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paid and they are in all other respects fully upstanding as a
people.
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The Reforming Tribe
All tribes, from time to time, are forced to exile their members
for this or that offense, and all territories are plagued by
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The Trading Tribe
No other tribe maintains as many caravans traveling along as
many distant roads as the Trading Tribe, whose merchants supply
much of the foreign merchandise that makes its way into the
Marchlands, and who peddle much of the exported goods in
Imperial frontier towns or neglected wilderness settlements of
other neighboring nations. Where commerce is still a somewhat
chaotic and hard to predict art for most of the Marchlands, the
trading tribe have begun to understand it as a science, and this
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has left their coffers full with coin and bullion from near and far,
which keeps their larders full and territory well-defended.
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The Tyrant-Hating Tribe
Long beleaguered by the lineage of tyrants and uprisings to the
west, this tribe has a seething mistrust and hatred for the Tyrant
and those that serve him. Where few tribes ever attempt to exert
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influence far beyond the edges of the Marchlands proper, it has
become routine for members of this community to depart for
weeks on end to engage in a sort of guerilla war against the
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Tyrant. This has naturally caused that cruel despot to similarly
despise this tribe, with every intention of razing their territory to
ashes and subjecting its people to the worst tortures he can
conjure- eventually, of course, as for now he struggles to keep his
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down, and it is a well-known fact that this tribe keeps the most
comprehensive collection of historic, legal, and other writings in
all of the Marchlands. They are proud and protective of this
library, but plenty willing to share the wealth of knowledge it
contains- though typically at some price. In general, others
respect the task of maintaining such knowledge, with routine
donations to its contents and care from other communities, and
rapid vengeance on those that threaten it. This places the Writing
Tribe into a precarious situation politically, having to be careful
to retain some semblance of neutrality, except on matters of
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learning.
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human settlements. Many swear they will one day round up a
party to exterminate this band, but none have ever been serious
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or brave enough to actually endeavor to do so, and so the trolls
remain.
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come out from the undermountain.
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own leadership, all dominated by a local king of sorts and ever
infighting in the tunnels that connect all these dens. Still, there
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are a handful of such dens that come close to being civilized by
the Marchlander’s definition- and among such dens there is a
growing desire to bring their people in line with the surface
communities, and to cease the wretched scheming and service of
darker powers that plagues their kind.
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THE FOREIGN FACTIONS
CHAOS
It is simply the way of things, as it has been for as long as anyone
can remember or find record, that this or that chaos horde or
chaos champion emerges in the Marchlands every so often,
bringing a period of danger of misery before being pushed back
to the dark corners where they belong, or boring of their ravages
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and slinking off to a bleaker pasture. Today, Chaos once again
festers around the edges of the Marchlands, looking for a chance
to take hold and once again spread terror and corruption. Of
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course, in these changing times it is entirely possible that pushing
back against Chaos may not be so simple as in eras long passed.
THE EMPIRE
The cosmopolitan behemoth of a state ruled by an allegedly god-
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emperor. The Empire is undeniably the hegemon of the known
world, and few even among its citizenry could tell you the true
extent of its borders. Its inhabitants consider themselves quite
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civilized compared to most of its neighbors, and do not hesitate
to tell foreigners as much. If the Empire truly wanted, it could
conquer the Marchlands in half a year, but the region is fortunate
that a number of more pressing concerns and internal politics
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THE NOMADS
Nomad raids are simply the way of things, but of late there has
been quite the lull in such incursions. No one in the Marchlands
knows it, but an upstart chieftain supposedly ordained by the
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nomads’ gods has set to work bringing many of the nomad clans
under his personal rule. This is a protracted and bloody
prospect, but one which this Upstart appears equipped to
succeed in doing. Of course, once satisfied with unification of
the clans he will need a soft target for his new battered but
numerous subjects to loot to their desire to keep them loyal. The
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Marchlands are an ideal target, though conquest of the region is
far from his mind (okay, perhaps suzerainty if it can be managed;
the real prize will be sacking Imperial cities once his power is
more established.
THE TYRANT
The Western Tyrant has long despised the Marchlands for not
supporting his conquest of their cousin tribes in his present
domain several decades ago, and that hatred has only grown with
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every spear thrust at his half-hearted invasions since. His initial
conquest was not kind to his domain, leaving it impoverished and
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his armies occupied with maintaining internal order, but at long
last an opportunity has presented itself. What little resources he
can spare, the Tyrant aims toward the Marchlands, knowing that
his domain will not survive in the decades to come without more
territory.
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LAW
Law in the Marchlands is
rarely written, instead
based on ancient oral
rules simply understood
by members of
communities or based
on how similar issues
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were resolved long ago,
with dedicated
lawspeakers whose jobs
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are to articulate and
interpret the law, with
the final decision resting
in the hands of the chief,
council, or sometimes
community itself. While
individual communities
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can vary in their law, the
core principles among
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them remain the same.
When a wrong is
committed within a community, the wronged person seeks to
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money, for their wrongdoings.
Of course, while the rules may be well known, all things rely
greatly on precedence, and will be argued in the context in which
they occurred. Hals accidental maiming of a carl during a cattle
raid will be less offensive if that carl was obviously striking to kill.
Aeld’s destruction of a cottar’s property might mean far less if
that cottar can be shown to have wrongly taken something of
Aeld’s or slandered his household unduly. All things have
context, and all rules have exceptions, sometimes exceptions
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within exceptions- made all the more complex and malleable by
the few comprehensive written texts on the matter, instead
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relying on common knowledge and oral history.
The following is a heavily abridged example of generally shared
principles of law.
• If any one be summoned before the Council or Chief, and do
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not come they shall be fined one cow.
• But they who causes another to be summoned, and does not
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come themselves, shall, if a lawful impediment have not
delayed them, be fined 1 cow, to be paid to the person
summoned.
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• Anyone from one community who steals livestock from
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another community shall not be fined, so long as such theft is
otherwise lawful; a community shall have a duty to safeguard
the fields and livestock of its people, and make them whole
when unable.
• If anyone finds cattle, or a horse, or flocks of any kind in his
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crops, they shall not at all mutilate them.
• If they do this and confess it, they shall restore the worth of
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the animal in place of it, and shall themself keep the
mutilated one.
• But if they have not confessed it, and it have been proved on
them, they shall be fined, besides the value of the animal and
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the fines for delay, the same fine for as though they had stolen
the animal.
• If any freedperson steal, outside of the house, something
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worth less than a sheep, they shall be fined twice its value if
they can return it.
• If any freedperson steal, outside of the house, something
worth less than a sheep and they are unable to return it, they
shall be fined not less than two sheep, and up to tenfold its
value.
• If they steal, outside of the house, something worth a sheep
or more, they shall be fined twice its value, as well as the cost
of replacement, or if unable to replace the stolen thing, up to
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tenfold its value.
• If a freedperson break into a house and steal something, they
shall be fined tenfold its value.
• But if they have broken, or tampered with, the lock, and thus
have entered the house and stolen anything from it, they shall
be fined, besides the worth of the object and the fines for
delay, twenty times its value.
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• And if they have taken nothing, or have escaped by flight,
they shall, for the housebreaking alone, be fined for any
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damage caused while entering and not less than one sheep.
• If a thrall shall steal something and cause another to pay their
fine, the value of that fine shall be added to the debt that
caused their thralldom
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If one should abduct another, or lay hands on them
unlawfully, they shall be fined for the cost of harms and
delays caused, as well as ten sheep.
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• If anyone have assaulted and plundered a freedperson, and it
be proved on them, he shall be fined any costs and not less
than one cow.
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• If anyone shall have struck another so that they are injured or
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maimed, they shall be fined weregeld proportionate to the
injury or maining.
• But if anyone shall have struck first, or gave cause to another
to strike them, there shall be no fine.
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If any one have given herbs to another so that they die, they
shall be fined, above and on top of any other fines, 10 cows,
or else they shall surely be given over to fire.
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• If any person have bewitched another, or otherwise used
sorcery upon them, the person who is proved to have
committed it shall be fined not less than a cow, or shall be
given over to fire.
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• If anyone shall have slain a child before their 13th year, they
shall be fined 20 cows.
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• If any one shall have gone, where there is no way or path,
through another's harvest which has already become thick,
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they shall replace the lost crops threefold come harvest.
• If anyone have moved to a new community without
permission and without hearing at their former community,
and within 12 months no one have given them warning to
depart, they shall remain as secure as the other neighbors.
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• If any freedperson have made to another a promise to pay,
then they to whom the promise was made shall, within 40
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days or within such term as was agreed, go to the house of
that person with witnesses, or with appraisers. And if the
debtor be unwilling to make the promised payment, they shall
be fined one sheep above that which was promised.
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sisters shall inherit.
• The weregeld for a cottar shall be five cows.
• The weregeld for a carl shall be ten cows.
• The weregeld for a thane shall be twenty cows.
• There shall be no weregeld for outlaws or unfree persons.
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