1. Locations

Menglana (Norway)

Menglana once dominated western Ivinia, a land of warring kingdoms, icy fjords, and bold mariners. Despite its natural wealth and beauty, Menglana is a kingdom in decline. Internal strife between powerful greatclans, an impending succession crisis, and talk of imminent war with two rival kingdoms—Rogna to the west and Ibanvaal to the southeast—lead many to believe that this once-powerful kingdom’s days are numbered.

Although Menglana has the largest area of the Ivinian kingdoms, most of the territory it claims is thinly settled or uninhabited. The kingdom’s geography is dominated by fjords, mountains, and the sea. It is largely isolated from the rest of Ivae by the inhospitable Megeleburin Mountains [H5+] and the Kejelrian Mountains [I6+], natural barriers with few passes.

Rich lowlands form irregular fringes around the shores of deep fjords that penetrate far inland. Fully 70 percent of Menglanans live along these fjords, mostly the majestic Leimenfjord [G5+] and the Leim and Froya valleys at its head. The harsh upland regions have few inhabitants, mostly assorted hunters and trappers and wandering Yarili tribal groups.

Despite its natural wealth and beauty, Menglana is clearly a kingdom in decline. There are many factions at work that are destructive to the kingdom and the royal clan. The kingdom seems destined to diminish and may even come to an end if the wars with Ibanvaal (Sweden) and Rogna (Iceland) escalate.

Introduction from the Kingdom Module

Menglana is a large kingdom in northwestern Ivae, the largest island in the Ivinian archipelago. The kingdoms’s eastern border is with Ibanvaal and Eldeskaal. To the south lie Gelemaar and Gilbenmark, two realms of the Pendragondom of Seldenbaal. On the seas to the west lie the Holy Kingdom of Lokis and the Kingdom of Rogna.

Menglana’s geography is dominated by fjords, mountains, and the sea. It is largely isolated from the rest of Ivae by the inhospitable Megeleburin and Kejelrian mountain chains, natural barriers with few passes.

Good agricultural land in Menglana is at a premium. The exposed western coast has poor soil and few inhabitants. Rich lowlands form irregular fringes around the shores of deep fjords that penetrate far inland. Most Menglanans live within these fjords, fully 70 percent within the majestic Leimenfjord and the Leim and Froya valleys at its head.

The harsh upland regions have few inhabitants, mostly wandering Yarili tribal groups and assorted hunters and trappers. Some areas have fewer than one person for every 30 square miles; the arctic barrens have far fewer. The highlands are reputed to be home to yelgri, dragons, and all sorts of exotic beasts. Occasional expeditions to hunt such creatures for their rare hides are dangerous in the extreme.

Clans from Menglana have planted many colonies throughout western Lythia, including Hutheng, Rogna, and Orbaal. Most were the efforts of lesser clans seeking to escape the shadow of Menglana’s powerful Stahlers. Many of these colonies have become kingdoms in their own right, and although tribute is often claimed by the homeland it is rarely tendered. Only Hutheng, a large island in the Sea of Itikir to the northwest, is a loyal tributary today, and this may soon change.

Menglana has historically dominated western Ivinia but is now seen by many as in decline. The aging King Halrik III is considered weak an ineffective. The kingdom is afflicted by internal division, with factions working to undermine the royal clan and the kingdom itself. Menglana also faces substantial threats from Ibanvaal and Rogna. Many of its tributaries are wavering in their loyalty and the kingdom’s prospects look bleak.


Kings of Menglana

King
Clan
Years
Vulen I

344-369
Larleif

369-405
Vulen II

405-429
Nyerid

429-451
Lönn


451-498
Odislin

498-540
Halrik I

540-598
Ujan I

598-599
Ujan II

599-618
Halrik II
618-634
Jansen

634-688
Halrik III
688-present


Organization

Thranaals

Menglana is divided into 15 thranaals, each held by a greatclan. These domains are generally named after the clan, such as Stahlerlund and Storzarlund. Within each thranaal, law and government are administered by the greatclan’s valhakar supported by the clan elders of the thrangaad. Specific laws vary from thranaal to thranaal, although some laws, known as the King’s Law, are more or less common to all.

Greatclans

The majority of people in a thranaal are related, however distantly. For example around 80 percent of all individuals in Stimby are Ralds, but only 30 percent of Trond’s inhabitants are Tejaals since that clan only recently conquered the area. Most members of a greatclan are not closely related to the ruling family and thus have limited power. The remainder of the thranaal’s population will be from smaller freehold clans, with around 10–15 percent being thralls. The smaller clans have limited autonomy over their own affairs, subject to the payment of tribute to the greatclan.

Thrangaads

A thrangaad is a council of clan elders that discusses clan affairs and manages the clans jointly held funds. In Menglana, the membership of the thrangaad is generally restricted to men with three or more wives. This effectively eliminates most clansmen because they are unable to afford the bride-price for so many wives. Greatclan thrangaadsnormally have 12–18 members.

Valhakars

Thrangaads have the right to elect their clanhead. In theory, the most able candidate is chosen, although in practice a son of the late valhakar generally succeeds unless they are all unfit or unworthy. Vicious power struggles for the leadership between brothers are common, partly because they often have different mothers and are therefore only half-brothers, and partly because the Ivinian tradition of fitness to rule fosters survival of the fittest.

The valhakar is often referred to by the name of his clan, hence King Halrik could be referred to as “the Stahler.” The honorific “jarl” is used when referring to a valhakar or other influential or important clansman, although some greatclan valhakars believe it should be reserved for themselves. By tradition, a man does not call himself a jarl until acclaimed as such by his peers.

Vathran, Thran, and Clanhold

A clanhold is a settlement consisting of a number of longhouses and outbuildings where, typically, a single family lives. Thrans are larger settlements that may be home to a single clan or a mix of clans. A settlement generally needs to have eight longhouses to be considered a thran. Longhouses are traditionally arranged in a cross shape and surrounded by a circular palisade and ditch. The largest thrans, normally the center of trade and home of the thranaal’s ruling greatclan, are known as vathrans. Although some vathrans have stone fortifications, most have only a small fortified compound for the jarl, his family, and household huscarls.

Lesser Clans

Around a third of Menglana’s population belong to small clans. Those that hold one or more thrans are known as lesser greatclans, while those that have only a clanhold, or no lands at all, are simply called lesser clans. Despite their lower status, each lesser clan still has a thrangaad and valhakar and are proud of their family heritage and standing.

Law

Vendetta Law (Blodshämnd)

Menglana’s legal code is based on the ancient tradition of vendetta law that the Ivinians picked up from the Khuzdul. This type of rough justice is based on the concept of wergild (“man gold”), which is compensation for the death or injury of a clansman. The amount to be paid is negotiable and varies with the status of the victim and the degree of his injury. If the accused cannot pay, the entire family are liable unless they cast out the miscreant by declaring him outlaw.

The idea of wergild has been extended beyond death and injury and is used to determine the value of stolen property, the cost to replace a damaged item, and other offenses. Other than force, there is no sure method to ensure any agreement between clans of different thranaals is honored or even made. The system clearly favors those with the strength of arms to enforce the law and often results in blood feuds lasting generations.

Wyrdsmaan

9de78797-a691-41ae-b115-bd2016f1633c.webpThe valhakar of the holding greatclan is entirely responsible for the administration of justice within his thranaal, although most rely heavily on thengs and wyrdsmaan to ensure that justice is fair. Wyrdsmaan are appointed for life, but are subject to banishment for any breach of trust. They must intimately know the laws of the thranaal and take oath to bring to the attention of the valhakar (or those assembled at a theng) any crime they have seen or any “oath-sworn” crime reported to them. A crime is oath-sworn if a suitor has two or more witnesses. A witness may be someone who saw the actual crime or is simply vouching for the plaintiff’s character. Wyrdsmaan do not actually judge a case, although their advice often has considerable weight. They are also employed to witness important legal transactions, such as an exchange or sale of lands, declarations of inheritance or divorce, or other actions that might later be contested. The number of wyrdsmaan in any thranaal varies, a dozen being most common.


The Theng

All free clansmen in a thranaal may attend the theng, a justice-moot held by the valhakar. By tradition, they are held at least once a year, but larger settlements often have them monthly. Several thengs may be held at different thrans in the same thranaal. Thengs tend to be noisy affairs. Each man present has the right to address the assembly on any matter of concern, and each man may vote on issues and crimes brought before the gathering.

The Hirdmaand

9de78562-f438-41c8-baac-c2f117e478a5.webpMost disputes on matters related to trade and commerce are handled by the Hirdmaand, which is essentially the Menglanan equivalent of the Mangai. This loosely organized group of individuals and small clans wields subtle but enormous power, conferring local monopolies to its members on most profitable endeavors.

The Hirdmaand’s interests are not limited to legitimate commercial activity. Prostitution, gambling, abduction, extortion, protection rackets, smuggling, and wrecking are all undertaken. Meetings of the Hirdmaand are not secret but outsiders are not invited or welcome.

The group’s power is entirely based on its ability to “persuade” competitors to cease any conflicting activity. Brutal intimidation, destruction of assets, and even the disappearance of “persistent offenders” are common methods of enforcement. In effect, the Hirdmaand conducts its affairs much like the Lia-Kavair, which it has futilely sought to exterminate.

Once composed entirely of those loyal to Clan Stahler (Ståhler), the Hirdmaand has evolved into a more realistic body. Its leaders now see the instability of Stahler rule as a growing threat to their own welfare. They seldom work against the interests of the king, but no longer put the interests of Clan Stahler (Ståhler) first.

Outlawry

Being declared Outlaw, called Skógarmaðr / Skodarmadr, removes an individual from the protection of their clan. If they are found on clan lands, they may be assaulted or even killed with no penalty. In most Ivinian kingdoms, the condition is limited to the individual, but Menglanan legal tradition allows the decree to also apply to their direct descendants.

Military Resources

Menglana has three standard forms of warrior: huscarls, clansmen, and skirmishers.

Huscarls are the most experienced, heavily armoured, and wealthy fighters. A typical huscarl wears
mail armour, a helmet, and roundshield, and carries an axe or sword. Some are themselves clan valhakars and thrangaad members, but most are the personal guard of the greatclan valhakars. The largest force of huscarls in Menglana is King Halrik’s Vulengard; its eight companies is said to include 180 men in Pelyn, 160 in Vulenheim, and 120 in Hilm.

Clansmen make up the bulk of the army and are trained to fight in a shield wall. They are effectively
a militia comprised of all able-bodied men from the thranaal’s clans. These men are generally equipped with roundshield, spear, sidearm, and whatever armour they buy, take, or inherit.

The skirmishers are a mix of young, lightly armoured men armed with throwing spears or other missile weapons, along with experienced bowmen drawn from Menglana’s hunters.

Warships

Each greatclan valhakar maintains a number of warships. Although Menglana’s fleet has traditionally been a major factor in the kingdom’s defense, its numbers have been depleted by losses incurred conquering Orbaal and in the disaster off Cape Renda during the ill-fated raid on Thay in 707. Pirates from Rogna have further weakened Menglana’s maritime power by targeting the kingdom’s ships, particularly those of Clan Stahler and its close allies. No new dragonships, the largest and most prestigious type of warship, have been built for many years and the few surviving old ones lie rotting and unseaworthy. The once-large fleet now has only slightly more than 200 warships, and all are warboats or longships.

The Wapentake

A wapentake is a muster of the fighting men from a particular region. Unlike feudal kingdoms, Menglana and other Ivinian kingdoms have no concept of a clan owing military service to the overlord to whom they pay tribute. The valhakar of each Menglanan clan has his own military force and leads it in battle. The jarls expect to have a say in all major decisions and may overrule the king on matters of strategy and tactics.

An overlord may call a wapentake to assemble the forces from his lands for an expedition or to defend his territory, but clan valhakars have no fixed obligation to attend. Whether or not a valhakar does heed a call to arms is a complex issue. The decision is based on factors like honor, personal loyalty, family ties, opportunities to receive booty, the likely loss of life, and even fear of retribution from the overlord if they fail to support him.

Menglana has around 26,000 warriors in total, including 2,800 huscarls. Most greatclan valhakars can depend on the support of their dependent clans. Given the lack of trust and loyalty some greatclan jarls have for the king, however, Hlanakar can realistically expect only around 20 percent of this military might to answer his call. Some valhakars will refuse the summons outright, but most will ignore it or claim an inability to muster their forces in time. Clans Storzar and Daas would normally be among those refusing Halrik’s summons, but that would not be the case in the highly unlikely event that the king raised a wapentake to defend Storzarlund from an Ibanvaaler invasion.

MILITARY RESOURCES TABLE

Settlement
Huscarls
Clansmen
Skirmishers
Warboats
Longships
Altenhus
120
505
155
10
2
Amavik
60
525
95
4
1
Froyaheim
375
2,600
500
23
4