Each of the petty kingdoms and clans of the North follow their own schedule for these meetings, but generally, an althing is held at least once a year. It calls for an assembly of chieftains and leaders representing each of the territories in a given realm, who speak on behalf of their people. In larger kingdoms, there may be a system of regional things that deal with more local matters, and appoint delegates to represent a given locality at the national althing. At these events, a class of lawspeakers - those wise men tasked with memorizing and reciting the legal code, given that literacy is rare in the North - read the law aloud, and are called upon to inform judgments. Althings are public affairs; any free person is welcome to attend, and is entitled to speak as much as they please at a designated site. Through this, cases and grievances are brought up before the chieftains and lawspeakers by the people so that they can pass their judgment on them, and so that they can understand what matters concern the common folk.
Typically, what happens is that a citizen brings up a dispute, the lawspeakers advise the chieftains, and the chieftains (or the king, if there is one; in these societies, a monarch typically acts under the counsel of their vassal chieftains) pronounce a final verdict. In most corners of the North, the chieftains have no power to enforce a law; that is left up to the people themselves, usually the family of the aggrieved. For instance, if one is deemed to owe another party a fine, then the chieftains can confirm this is the case, but it is the party that is owed who must see to it that the money is collected, by whatever means are necessary.
The Northmen typically settle disputes through the paying of weregild - that is, each person is deemed to have a specific monetary value, and if they are killed or harmed, that value must be made up, either through monetary payments or through killing another of that value. This, predictably, has led to many bloody feuds and kin-strifes which threatened in some cases to upend society. To prevent such a thing from happening, the Northmen began to observe the althing so that disputes could be settled without bloodshed running out of control. Often, an althing will see people brought together from multiple villages, clans, or tribes - because of this, they are always held on what is deemed neutral ground, always a space designated for the occasion and usually at a spot easily accessible from all corners of the realm. It is rare that these spaces are designed for permanent habitation, and most attendees stay in tents and temporary dwellings.
Nevertheless, with so many people coming from so long a distance to meet at the althing, the occasion has grown into something akin to a local festival. It is an opportunity for merchants and craftsmen to showcase their work to new clients, for would-be sellswords to find patrons, and for markets to be held. Althings can last for days at a time - that of Jerrborg, for instance, lasts for two weeks in the spring - and there are plenty of diversions to keep one occupied. Skalds sing, games like bowling, axe-throwing, and tafl (a board game similar to chess) are held, and so are contests of strength, like stone-tossing and wrestling between both men and horses (usually against an opponent of the same species, but not always). For many, the althing is a social event; for some that is more important than its political functions.
It must be noted that the althing is a system intended to keep the peace in a tumultuous land - and thus, neutrality is very important. No one is allowed to bear weapons at an althing, or to shed blood. There may be more than just social ostracism at stake - it is common for arcane rituals and sacrifices to be made at these events to consecrate them to the gods, and many sites are marked by enchanted runestones. Those who defy the rules of the althing may well bring a powerful curse down upon them.
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