Bryttan

Structure

The Broadshore
Stýrbygging Bryttana
Hæðstjórnar — The High Leadership
Heaðrífa — High Reeve
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The High Reeve is the main coordinating figure of Bryttan, they are chosen during the High-Thing (Hæðþing), when united direction is needed the High Reeve is appointed. Candidates for High Reeve must have prestige, the confidence of the clans, and able to safe guard Bryttan. He guides decisions during crises, matters which affect multiple clans, ensures that the resources are not misused and will guide Bryttan through war. He also acts as a judge when the Things are unable to judge disputes themselves, the word of the High Reeve outweighs the Things when this happens, and clans who threaten his judgement face harsher punishments, he is the final voice of Law and Honour. In rare times, he may consult the seers but all High Reeves know any act of sorcery comes at a cost, blood, the life of their child and the likes.
Rífhringr — Reeve-Circle
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The Reeve-Circle is a council made up of seasoned clan-thanes who support the High Reeve, they offer him counsel and oversight of the whole of Bryttan. They also ensure that no clan oversteps its autherity and interclan agreements are fair and upheld. They ensure that Bryttan does not fall into feuding clans when it comes to their agreements and rights. They also review severe accusations which include oath-breaking, suspect of sorcery (generally sorcery that is considered forbidden) and will guide the High Reeve in issuing judgement upon the accused. They act as more of a stabiliser than a commanding force, they look to make sure their lands so not spiral into chaotic violence for resources and land between each clan. Unlike the High Reeve who may rarely seek a seer, the Reeve-Circle do not tolerate magical interference in governance as they believe it can cause the corruption of leaders and law, they will never consult seers nor anything magical in nature, they rely on laws, oaths and the collective to work out matters.

Þingstafnar — The Thing-Assemblies
Feldþing — The Field-Thing
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The Field-Thing is the main place of local justice, gathering of freemen to settle disputes, to clarity rights, they would also issue Wergild to avoid blood feuds and enact seasonal decisions. The Field-Thing is for a cluster of clans, they are the everyday Thing for matters. They prevent minor feuds from spiralling out of control into clan warfare in their local area. Here, boat levies and local defense duties are assigned according to need and fairness among the local clans. In Bryttan there is many clans, so the Field-thing is highly important, they often hold the Field-Ting on neutral ground where the local clans can meet, they will host food, drink and storytelling during them. They also deal with matters in strange events or minor sorcery disturbances yet they will determine whether matters must be carried to a greater authority if they are unable to deal with it locally.
Hæðþing — The High-Thing
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The High-Thing is the greatest of the assemblies in Bryttan, this is only convened for matters which affect their people as a whole. They elect and can remove the High Reeve, they are the adjudicators of major crimes, can approve large scale decisions such as defensive measures, changes in the law, migrations and the decision to go to war. They bind oaths among the clans and raise new runestones to show these oaths in the Field of Oaths, this reminds the clans they are bound to those oaths and if broken then the runestone is also broken to shame the oathbreakers. Due to the fact they affect all of Bryttan, the clans send their strongest voices to the High-Thing. Dangerous magical cases often reach the Hæðþing when their consequences threaten more than one community.
Eiðþing — The Oath-Thing
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The Oath-Thing is scared, feared and infrequent assembly. They are called when grievous breaches of honour demand a collective reckoning or when sorcery is deemed too dangerous in their land. The Oath-Thing is more than clan-thanes but also Lárhord who carry the lore of Bryttan and are the keepers of knowledge across every clan. The Oath-Thing always convenes at ancestral sites such as the Field of Oaths which carry a greater weight than most places due to the countless runestones, standing and broken, a reminder that Oaths are sacred and binding. During the Eiðþing, feuds may be ended through ritual combat, or a settlement blessed by the Oath-Thing, they also deal with individuals found guilty of magical transgression and issue out the punishment of exile or death, the names of these people are recorded in a cave considered to be tainted by sorcery. The assembly also establishes emergency protocols for crises that ordinary law cannot address.

Klanstafn — Clan Order

Klanar — The Clans
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The Clans are the backbone of Bryttan society, each of the clans have their own hall, ships, and ancestral rights. The Clans govern their own internal matters such as inheritance, labour duties, minor justice and the distribution of resources, they also maintain dyke-works, fishing grounds, and the shipyards which are essential to their survival. The Clans are also responsible for raising warriors and providing ships for larger mobilisation when it is required. Though they are fiercely independent, the clans adhere to shared law to prevent rivalries from destroying the unity needed to survive in the ever changing landscape especially with their border with the savage Picts. Sorcery is met with suspicion however the clans do have a seer but in general those who use sorcery are watched to ensure they remain within their bounds and do not cause disaster.
Klanríkr — Clan-Thane)
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The Clan-Thanes serve as the leader, judges and war-captain of their clan, they have to balance their authority with obligations to kin and tradition. The Clan-Thane resolves internal disputes, oversees feasts and rites and directs the clan's contributions to larger assemblies, he also negotiates with neighbouring clans to main peace over boundary lines and resources. In times of war, he commands his clan's warriors during conflicts and organises defences. Though he may seek counsel from seers, he does so reluctantly, aware that magic’s cost may fall on his people rather than himself.

Hærthgardar — The Hearth-Wardens
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The Hearth-Wardens form the trusted household of the Clan-Thanes. They are chosen from proven warriors who have shown great loyalty, stradiness and discipline rather than those who are close to the Clan-Thane. They are elite warriors who surround the Thane's Hall and person. They swore oaths that they shall give their lives for their Thane, in battle, they form a tight formation around their Thane. They train less than the Skjoldband but train regularly and hold themselves to a high standard to be worthy of the Thane's personal guard. In their respected clans, their duties can also include guarding prisoners, maintaining weapons and armour, overseeing the mustering of the War-Folk when danger rises. Promotion within the Hærthgardar is based on reliability and service rather than battlefield glory. Older members can retire with benefits such as a larger home, more animals and the likes.

Hallfólk — The Hallfolk
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The Hallfolk of a Clan of Bryttan is made up of the freemen who work to sustain the daily life of the clans folk, they are the farmers, fishers, craftworkers, shipwrights, hunters, and the likes. They maintain the the infrastructure of the marshlands, tending nets, forges, fields, and gathering places of the Clan. During Field-Things, the Hallfolk have a place to voice their opinions, ideas and to agree or disagree with decisions made. The Hallfolk are the backbone of the Bryttan military, they form the War-Folk bands.
Undirfólk — The Underfolk
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The Underfolk are not freemen, they live in service to the clan, bound by law to labour on the lands and support the halls. Their tasks include tending herds, maintaining marsh-roads, gathering reeds, and aiding household operations, they will also work as butchers and aid craftworkers in their work. They have fewer rights than the Hallfolk and rely on clan protection and subjected to the laws of the clan. They are more likely to spend more time in the marsh, fens and such so notice strange disturbances or signs of ill fortune moreso than the Hallfolk. They are more superstitious than the Hallfolk and tend to carry charms and protection amulets.

Herðingr — Military Order

Herðfólk — The War-Folk
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The War-Folk are the backbone of the Bryttan military, they are raised from the Hallfolk of each clan. They answer the calls to war when danger stirs, many hunters, fishers, boatmen, craftsmen and farmers take up the spear, axe or bow when they are called to war. Each Throng carry their clan's banner into war to show who they are, making it easier for the greater army to see who is who. These Throngs fight in a looser formation and rely on familiarity with their home terrain. They stand in shield-walls when they are ordered but are also equally adept at skirmishes. Their loyalty lies with their clan and Thane. Walk-folk are not professional soldiers however some of them have been selected to join elite groups like the Shield-Brothers in the past. The War-Folk can swell into great numbers before the eyes of an enemy.

Skjoldhirð — The Shield-Hird
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The Shield-Hird are an elite fighting force of Bryttan, they are composed of oath-sworn warriors, either recruited from War-Folk who show great discipline and skill or those who are wealthy pay to send their sons to them, turning them into elite fighting warriors. They are skilled with the weapr and shield but also the bow. Each Shield-Hird has their own Skjoldstadrar which are ring-forts, along with Vaktkringr which are the Watch-Rings, they are a neutral group who serve no clan thus they live within their own ring-forts. When Thing-gatherings happen, they are often called upon to protect them, clans know that they are dangerous if trouble starts so the Shield-Hirds preserve order at the Thing-gatherings. They are often called for rapid deployment against raids, feuds and supernatural disturbances with the Halgvord.

Skjoldkapten — The Shield-Captain
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Behind every Shield-Hird is the Shield-Captain, they earn their authority through scars and victories over birth. He does not sit behind a desk but he drills his warriors until they move as one, lead raids, and relies on trusted scouts to guide his maneuvers across the treacherous Bryttanlands. In battle he fights at the front with, holding the shield-wall together, in council he speaks blunty to the Clan-Thanes and always gives them counsel where best to place his warriors to strike the hardest or hold out the longest. The Shield-Captain punishes betryals, maintains strict discpline within a band. Above all, the Skjoldkapten often works with the Halgvord when it comes to the unnatural or sorcery.

Bátheer — The Boat-Host
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The Boat-Host represents the seafaring and riverine strength of the Bryttan, composed of shallow-draft vessels that navigate both coast and marsh. The members of the Boat-Host often live in the coastal settlements or long the rivers, estuaries, inlets and the likes. They often monitor the rides, shifting sandbars and keep watch for storms. They transport warriors, messangers, resources and people across the water routes and are essential to the Bryttan way of life. The Boat-Host have many stories of sea, marsh, river and other spirits related to the waters but many say it is to scare children into been good while on the ships and boats.

Fennvakt — The Fen-Guard
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The Fen-Guard are the scouts and pathfinders of the Bryttanlands, they patrol the marshes, bogs and reed-choked waterways where few dare tread. They are silent in their movement, skilled at tracking, they are the creatrs of safe passages and warn settlements of dangers that lurk. Skilled in stealth, archery and survivial skills, the Fen-Guard are well respected. They often live in stilt-houses outside of settlements. Their vigilance keeps travel safe, raids swift, and the Bryttanlands aware of threats that would otherwise rise unseen from the fens.

Halgstjórn — The Sacred Leadership

Lárhord — The Lorekeepers
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The Lorekeepers are the spiritual memory and religious authority of Bryttan, preserving the rites of Balthegn, the Hearth-Father, whose flame once shaped the first halls and bound the clans. They teach the proper ways to honour Sæmodr, the Tidemother, whose shifting moods decide whether voyages live or die, and they recite the ancient prayers meant to keep her storms appeased. They preserve the warnings and seasonal chants of Hrædfaðr, the Reed-Father, reminding the Bryttan that the marsh gives life only to those who respect its hidden dangers. They also guide the ancestral rites to Haugkuna, the Barrow-Wife, ensuring the dead are honoured proper so the spirits do not wander the lands. They do not use sorcery and know the terrible cost it can bring. They believe Haugkuna rejected those tainted by sorcery, she rejected the Fen-Seers due to their dealing in sorcery and Lorekeepers do not give them proper rites due to this. They speak the old truths, drawing boundaries between worship and sorcery, for in Bryttan lands even the gods demand caution.

Fennsŷer — The Fen-Seers
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The Fen-Seers walk a perilous path, bartering with marsh-winds, drowned whispers, and the half-seen spirits that drift between this world and whatever lies beneath it. Their visions never come without a price, memories thinning like morning fog, blood seeping from the eyes, or some small shred of the self left buried in the tidal fens, some have even asked for the blood of a Clan-Thane's child or more. Because they are denied the peace of Haugkuna, Fen-Seers perform their own hidden rites, seeking to guide their spirits where the barrows cannot, Fen-Seers believe there is a pact. Whether it is true remains uncertain. he marshlands are treacherous, shifting bogs, drowned barrows, fog-thick nights where men vanish without a sound and ordinary senses fail in such places. Only the Fennsŷer can read the subtle signs of rising mire-fever, foretell when the mists will swallow an entire village, or sense when something old stirs beneath the fen-water. Their grim insight keeps settlements alive, warns Thanes of dangers unseen, and holds the marsh’s hungers at bay.

Halgvord — The Doom-Wardens
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The Doom-Wardens watch over the Bryttan's sacred sites such as stone circles, the ancestral barrows, grove-altars, the Field of Oaths and many other places where old powers lie close to the world. They task is to stay vigil over these sites, they know which runes must be traced, which fires must be lit, and which songs must never be sung out of season. A disturbed barrow, a toppled ward-stone, or a cairn cracked from within is enough for people to send for the Doom-Wardens. They will gather at disturbed places and restore them however if the taint of sorcery appears then the greater cost is paid. They burn tainted bodies, drive out spirits with iron and fire, smash bone-runes, and carve sigils into flesh when there is no other choice. If a corpse stirs, they hack it apart; if a barrow whispers, they collapse it with sledges and rock. Sometimes they bind a spirit into a stone urn, sink a cursed relic into a bog wrapped in rawhide, or nail shut a grave so the dead cannot rise. Every act costs something, and the Halgvord pay in blood, exhaustion, nightmares, fever, and marks that never heal, scars that whisper of the price of standing between their people and the ruin that magic brings.

Virkstafn — The Craft & Trade Order

Bátsmiðhringr — The Boatwright Circles
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The Boatwrights are skilled in the art of building boat and ship alike. They also repair vessels for the settlements across Bryttan, they can sometimes be found repairing foreign ships if paid heavily. They have indepth knowledge on wood types, iron, and the best ways to keep ships sturdy and able to manoeuvre with ease. The vessels they build are suited for the waters of Bryttan, they also take on apprentices to carry on their knowledge and to ensure the quality of their craft survives and prospers greatly.

 
Fennkōmr —The Fen-Traders
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The Fen-Traders navigate complex waterways to exchange goods between clans however some of them do venture to other lands to bring their goods to them and to bring back foreign goods. They are a wealthy class of people due to their merchant ways, they also bring news across Bryttan, from other regions or from other nations. The Fen-Traders often avoid going off the known waterways and roads as stories spread of bandits, unnatural creatures in the deeper regions of the marshes and fens. The Clan-Thanes give Fen-Trades the rights to pay for shipbuilding which is their own personal vessel.

Hallstíora —The Hall-Steward
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The Hall-Steward manage the logistical needs of the Clan this includes food stores, livestock, trade inventory, feast preparation, daily operations and the likes. They make sure clan halls are presentable when toehr Clan-Thanes visit. They have a duty to know the farming cycles, storage methods, trade routes and deal with the wider community such as bakers, brewers, weavers, herdsmen, farmers, smiths and the likes. they sit alongside merchants, craftsmen, and provisioners as one of the vital pillars of practical life. Their refusal to accept tainted goods marks them as guardians of the hall’s material purity, but their authority remains firmly rooted in the world of trade, stores, and fair dealing.

Demography and Population

The Folk-Count of Bryttan
Total Population: ~650,000
Hallfolk: ~320,000
Underfolk: ~260,000
Warriors (all orders): ~45,000
Sacred & Lore Orders: ~15,000
Where the Bryttlendar Make Their Lives
36 Hallsteads
420 villages and hamlets
120 vord-outposts
Numerous fen-islands, stead-clusters, and upland farmholds
The Fourfold Lands of Bryttan
Kjarnlönd — “Heart-Lands (Core Country): ~320,000
Styrmstrond — “Storm-Coast” (Eastern & Northern Coasts): ~165,000
Mýrbrekka — “Marsh-Slopes” (Fenlands & Reed-Seas): ~105,000
Haughbrún — “Mound-Brow” (Uplands & Barrow-Ridges): ~60,000
Those Who Answer the War-Summons
Fieldable Host in War: ~18,000–25,000 realistically
(Maximum muster ~40,000–50,000)
New Voices at the Hearth
Birth Rate: ~35–40 per 1,000 annually
(≈ 22,000–26,000 births/year)
The Tally of Ash and Tide
Death Rate: ~28–32 per 1,000 annually
(≈ 18,000–21,000 deaths/year)

Territories

Ómannslendr - Land of No-Men
“Mark well the name Ómannslendr, the Empty Land, the Land of No-Men. Stand on its edge and feel your blood stiffen— for the soil remembers what living tongues forget.”   “There was a time when the Picts called it holy. Groves stood there, older than any clan-song of ours, and stones carved with their jagged runes watched the ridges. But then the Eridanusians came, marching under banners black as drowned skies.”   “The Picts fought with fury; the Eridanusians fought with sorcery. The ground shook beneath their wrath. They woke things that should have slept.”   “No Bryttlendar lived here then—we had not yet crossed the marshes.” “But when our foremothers came, they found only ruins, whitened bones, and a silence thick enough to choke a hearth-fire.”   “We do not know what broke the land. Blood? Sorcery? The sky tearing itself open in rage? The Picts will not say. The Eridanusians left no truth behind.”   “Look into Ómannslendr from a safe ridge, child of the Hall. You will see the shapes moving in the fog. And you will understand why no clan claims it.”
— Lár-Smiðr Harethorn, Lorekeeper of Fennstadr

  Ómannslendr lies between Bryttan and Pictland, a corrupted region fringed by Bryttan vord-outposts and distant Pictish stone-wards, yet neither side dares enter. No cattle graze there. No clan raises a hall. No tribe marks its borders. Only the bravest or foolish have entered this land. Lár-Smiðr Harethorn is known for venturing into Ómannslendr and gathered many pieces which are fragmented memories of the past and a mad Pictish Hermit living among a ruined grove dedicated to their beastly God of Animals.
Origins Before Bryttan
Long before the Bryttlendar arrived, long before the clans had even formed, to the Picts Ómannslendr was a sacred land for their deity, the scared hunting grounds filled with sacred groves used in primal vision-quests, hunting grounds dedicated to Gorach-Druan, the Many-Hides, ritual paths where Pictish hunters sought communion with the wild. Gorach-Druan never manifested into the physical world, he would appear as animals who seemed ordinary and test hunters and would sometimes guide the lost. But his true form, the mythic, many-animal god, walks only in the Pictish spirit-realm. When the land fell, it was not Gorach-Druan who died but the place where his presence once touched the mortal world.
The Eridanusian Campaigns (pre-722 BA-1)
The tragedies of Ómannslendr occurred long before Bryttan’s founding. In those times the Eridanusian Empire stood as a dark sorcerous Empire who began driving North towards the Pictlands. Not since the Sahullan Age were there great armies like the Eridanusian Empire. Three great battles were fought here and the Picts stood alone, while the Baltians were still migrating to the South of Hyperborea.
The Three Battles and the Breaking
Lár-Smiðr Harethorn's lore fragments mention three battles but only in bits, so the whole picture is hard to make out but the pieces which survived paint a grim image. Lár-Smiðr Harethorn studied these for many days, the three battles which brought ruin were; The Blood-Stag Fen was the first of the three battles in which the Eridanusians pushed deep into the groves, and the Picts ambushed them in the rising waters, yet neither side manage to gain the upper hand.
The Burning of the Hollow Trees was the second when armies collided the Eridanusian sorcerers ignited sacred groves while Pictish Shamans worked to invoked Gorach-Druan but were overwhelmed.
And the third, The Last Stand of the Black Standard, the most brutal of them all. The brutality shown that day, awoke something beneath the earth, ancient, forgotten. What caused the ruin of the Eridanusian army was the nameless Outer Patron from Ages past which was reawakened from the bloodshed that day.
What Walks There Now?
All things in Ómannslendr trace back to the Red Hollow of the First Pact, under Ómannslendr is a Sahullan Age cavern-temple buried deep beneath the region. During the final battle between the Picts and the Eridanusian legions, so much blood soaked into the ground at once that the Hollow stirred for the first time since the Sahullan Age. The ritual the Eridanusians tried to perform was answered by by their sorcery but also the nameless Outer Thing deep below the ground. The ground heaved and liquefied, formations sank, trenches folded inwards, men crushed towards so tightly no one could swing their weapons. After the battle the field laid still for days, nothing moved nor did anything walk upon it, those who did long after the battle, vanished and never returned but soon enough when the soil was loosened by a storm, the revenants begin to emerge. The Hollow prevents complete release, the Picts and Eridanusians became place bound remnants.
The Halgvord have named the Undead of Ómannslendr based on how they act.
They are:
Mýrr-Klamr (Mud-Clutchers)
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Soldiers who drowned or suffocated when trenches collapsed. They drag themselves along the ground, unable to use their legs, or hide in pooled water. They will drag victims down and drown them, however they will die as is the natural order, the same applies for all deaths here by the Undead of Ómannslendr.

Skjǫld-Þröngir (Shield-Pressers)
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They are men crushed together when formations collapsed into sinking earth. They are two or three men who have been fused together by the pressure and rust over the countless years. They are slow but if they manage to get close to someone, they will try to crush them.

Kalla-Brotar (Field-Callers)
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Carried ritually marked banners and planted at key points in the battlefield, the banner is the true anchor point and the corpse is only the bearer. Due to the banner been the anchor point, it calls to the undead around it to follow as if they were reenacting marching into battle. The Kalla-Brotar rarely kills, it is those who follow which are the real danger.

Reika-Skard (Wandering Unfinished)
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The Reika-Skard are the Wandering Unfinished, men who died alone on the fringes of the great slaughter and were taken slowly by the field’s lingering corruption. They strike suddenly and close, as if their nails were of iron and drag the dying into the bramble while those who survive an encounter fall sick within days and soon perish themselves, the sickness is not natural, it is a corruption.

State of Occupation
Though this area of land is unoccupied by Picts or Bryttlendar, both consider it part of their territory but neither will ever fight upon the cursed land as it would only feed the corruption that is already there. From time to time the Halgvord venture in, by law they are the only ones allowed there but m any madmen, Fen-Seers, criminals flee there and even some Lorekeepers go there to seek answers but they risk so much for so few answers. They know the land will never be cleansed, all they can do is ensure Bryttan is safe, the deeper they go, the more dangerous the Undead become. Reika-Skard are easy for them to deal with but Kalla-Brotar and others cause problems for them. The Halgvord have built many outposts on its borders, but they know the undead do not venture into Bryttan, they know something stops them, what binds them keeps them where they are found. What they do fear is the giant demonic bats that are unbound and are real threats to the people, no one knows where they came from but they are often seen alone or in twos however far darker things live there.

Military

Herðingr — The Host of War

Skjoldhirð
The Shield-Hird are an elite fighting force of Bryttan, the are a neutral force who are tied to no clan.
Ranks:
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Shield-Captain — Skjoldkapten (commander of the Shield-Hird)
Shield-Warden — Skjoldvordr (senior veteran, second-in-command)
Shield-Man — Skjoldmaðr (full warrior of the Hird)
Young-Spear — Ungspjör (probationary trainee)
Sub-Groups:
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Byrn-Wearers — Byrnvarr
Veterans with heavier mail or reinforced leather; hold the shieldwall center.
Swift-Fighters — Skautohr
Light, mobile fighters skilled at flanking, javelins, and marsh skirmishing.

Herðfólk
The freeman levy: farmers, fishers, and craftworkers who answer the call to war.
Ranks:
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War-Leader — Herðstjóri (levy commander chosen by the clan)
War-Speaker — Herðsagni (battle herald; carries orders)
Warrior — Herðmaðr (standard freeman-fighter)
Spear-Hand — Spjörhond (young or less experienced fighter)
Sub-Groups:
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Hall-Warriors — Hallherðar
Local clan warbands defending halls and villages.
Bow-Folk — Bogrimr
Marsh bowmen with short self-bows suited for reeds and close terrain.
Marsh-Stalkers — Vargmenn
Skilled hunters and ambushers who know hidden bog paths.
Fire-Bearers — Brandhird
Torch and signal carriers used for night raids, smoke tactics, and battlefield communication.


Bátheer
Mariners, boat-crews, and coastal fighters who control the waterways and tidal flats. They brave the waters to ensure the safety of sea-farers.
Ranks:
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Boat-Master — Bátsmiðr (captain of a vessel)
Steer-Warden — Stýrvordr (navigator and second-in-command)
Oar-Hand — Árhond (trained sailor and fighter)
Deck-Spear — Þilspjör( (junior crewman)
Sub-Groups:
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River-Bearers — Árbærar
Oarsmen skilled at navigating narrow channels and reed tunnels.
Sea-Raiders — Sjóhird
Warriors trained in coastal strikes, boarding actions, and rapid landings.
Tide-Watchers — Straumvordr
Tactical specialists who track tide-cycles, storm fronts, and shifting channels.
Marsh-Ferrymen — Mýrbátar
Small-boat handlers who ferry goods and fighters across dangerous fen waters.

Fennvakt
Marsh scouts, trackers, and wardens who protect the reedlands, bog-roads, and natural borders.
Ranks:
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Fen-Captain — Fennstjóri (commander of the Fen-Guard)
Reed-Warden — Hrædvordr (senior tracker, second-in-command)
Fen-Runner — Fennmaðr (regular scout or guardian)
Reed-Step — Hrædspor (new scout, messenger-level)
Sub-Groups:
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Reed-Runners — Fennskaugar
Fast-moving scouts who travel hidden reed paths.
Bog-Trackers — Mýrsporar
Experts who detect intruders, wild beasts, or signs of sorcery in the marsh.
Water-Spears — Vatnspjarr
Light fighters specializing in ambushes from water channels.
Flood-Wardens — Flóðvordr
Guards who monitor storms, water-rise, and marsh collapses that threaten settlements.

Religion

Religion
Bryttlendar spiritual life is shaped by ancient customs, ancestral memory, and the ever-present weight of the land. Religion here is not a system of rigid dogma, but a woven fabric of oral law, clan rites, and sacred places such as barrows, hearts, storm-cliffs, and fen-paths where the veil between worlds thins. Near all Bryttlendar folk honour the Four Old Powers who are:

  • Balthegn, the Hearth-Father and oath-witness
  • Haugkuna, the Barrow-Mother and caretaker of the dead
  • Sæmodr, the Sea-Mother, unpredictable and tide-bound
  • Hrædfaðr, the Quick-Father of wind, daring, and sudden fate

The Lárhord (Lorekeepers) maintain what passes for “scripture” in Bryttan, these are carved tablets, rune slabs, and the songs woven from memory that have been passed down. Their writings do not serve as theological mandate but serve as their cultural memory, recorded rites, taboos, histories, and prohibitions against sorcery.
Accepted Faiths
Nearly all Bryttlendar follow clan-aligned sects to the Four Old Powers who are woven into daily life, these sects are:

  • Baltræfnar uphold hearth-fire rites, oaths, and domestic harmony.
  • Haugkvordar tend the barrows and ensure the dead rest undisturbed.
  • Sæfylgjur oversee sea-offerings, tide rituals, and storm-watch rites.
  • Hrædsóknar honour wind-signs, hunt-omens, and trials of speed and daring.

A thane who ignores their warnings may be seen as reckless, but the sects do not rule rather they advise the Clan-Thanes on social matters within the Hallsteads.
Fringe Traditions
Certain groups walk a thin line between mysticism and taboo but remain tolerated due to necessity, antiquity, or cultural role. Such groups include:
  • Fennsŷer, the Fen-Seers, who guide the drowned dead and interpret marsh-omens.
  • Drífsteinsmenn, the Drift-Stone Keepers who read storm-signs in river-worn stones.
  • Haugfarar, the Barrow-Walkers who seek ancestral whispers through dream-journeys.

These traditions hold limited authority and neither fully trusted nor openly condemned.
Outlawed or Heretical Sects
Some beliefs are forbidden by the Halgvord (Doom-Wardens) and proscribed by the Hæðþing for crossing into seið, blood-rites, or social destruction, these vile groups are:
  • Beinmuldrar, Bone-Whisperers who claim bones speak last truths.
  • Hreggbundnir, Storm-Taken who court madness on storm-cliffs.
  • Dýprkallr, Deep-Callers who whisper to the abyss beneath Sæmodr’s realm.
  • Fennskrengd, Fen-Twisted poison-dreamers who bargain with mire spirits.
  • Kaldhollr, the Cold-Hearths who extinguish hearth-fires and reject all clan oaths.

These groups face exile or death, depending on the depth of their offences. To the Bryttlendar, sorcery is a rot that corrupts the land, the mind and the Hallsteads. The Holgvord hunt these groups down especially the Dýprkallr with a violent hatred.
Presence of Solinar
The Wandering Light has made his presence known in Bryttan, though the Bryttlendar hold tightly onto the Old Four Powers, Solinar has taken root in Bryttan however it is faint. His worship arrived with migrants, merchants and early Baltian migration clans so long ago. To the Bryttlendar, Solinar is no kin to Balthegn, Haugkuna, Sæmodr, or Hrædfaðr. He is a wayfaring spirit, a light that is borne by those who travel than a power who is tied to the land around them. He is never invoked in the hearth-fire nor the rites of the barrows. The Lárhord tolerate Solinar's presence in Bryttan, however they are cautious of his worship, they have even allowed for small shrines to be set up along the places where trade with foreigners is largely found however they ensure these shrines do not overstep their boundaries and into everyday Bryttlendar life. They insist that Solinar's fire is a barrowed fire from Balthegn's hearth. To them, he is an outer guest, a wandering light best suited for those who cross borders.
Solinor is honoured chiefly by:
  • long-distance traders
  • far-roaming hunters
  • messengers of the Herðleiðr
  • sailors who travel beyond Bryttan’s waters
  • clans with strong ties to other Baltian realms

But he remains secondary, a god of the road rather than a god of the home. The Lorekeepers warn that while Solinor brings guidance, he carries no duty to Bryttan’s soil. They see him as a passing tourch in the dark, they do not forbid his worship nor is it embraced.

Laws

The Oath-Bound Ways of the Bryttlendar
Bryttanian Lagr (Law) is a living framework of oaths, customs, judgements and sacred obligations that is binding from clan to clan. Law is not just written word, it is expectation to be followed. The Law is seen as a shared burden that is carried by all throughout the Hallsteads and other settlements. The Lagr deals with matters of blood and property, inheritance and feud, work and obligation, trade and craft, crime and punishment. Its roots lie in clan tradition, but its voice is found in the assemblies. It is meant to be lived and not merely spoken, those who ignore the law weaken the honour of the clan, stir feuds and bring risk of trouble coming to their kin. Justice is stern and direct, it is expected that everyone is held accountable for their actions before the clan and the Thing.
Who Creates the Law?
The Hæðþing is the greatest of the assemblies of Bryttan as it concerns the every Bryttlendar and due to this the clans send their strongest voices to the High-Thing. and the only body in the land who can create or change the Hæðlagr (High-Law). The Hæðþing do not often meet however when it is called, the matters must affect all clans such as in:
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war against external foes
great migrations
binding oaths between clans
cross-clan disputes
sorcery cases of wide danger (If it is too dangerous the Eiðþing is called)
changes to inherited custom
Its rulings are preserved through
Rúnstéinar — Rune-Stones
Carved with the exact wording of new High-Law and raised in the Eiðvangr (Field of Oaths), oaths are also displayed here. If an oath is broken or a law overturned, its stone is shattered there.

 
Lárhord — Lorekeepers
The Lorekeepers are the oldest keepers of Lagr, ancestral customs, clan rites, sacred prohibitions, and ancient precedents. They also record down every Lagr and Oath in their books to preserve the history of Bryttan.

 
Where are Laws preserved?
The Lagr is preserved through three different ways and they are the Rúnstéinar, Lárhord and Hólblædr.
The Rúnstéinar
are generally raised in the Field of Oaths however some are within the Hallsteads of each clan, they are used for High-Law, oath-bonds, landmark rulings and the likes. If Oaths are broken the stone will be destroyed and left as a harsh reminder.
The Lárhord
keep extensive libraries of Bryttlendar lagr, ancestral customs, clan rites, sacred prohibitions, clan histories, and ancient precedents. A member of the Lárhord will always be at a Hæðþing or a Feldþing to record it, while at a Eiðþing, it is a collective of them.
Hólblædr
is smaller records made by Hall-stewards, this usually is local to the Hallsteads and cover things such as land and property claims, inheritance rulings, fines and blood-payments, marriage agreements and service obligations of undirfolk.
Who Interprets the Law?
The Dómsþing is Bryttan’s highest judicial authority. It forms when the Hæðþing appoints a circle of impartial chieftains, Lorekeepers, and respected hall-elders to interpret law and judge cases too severe or complex for the Feldþing (Field-Thing) to resolve.
The Dómsþing handles:
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blood-feuds between clans
contested land-rights across boundaries
accusations of sorcery
failures of oath-bonds
disputes too dangerous or influential for local judgment
Its rulings cannot be overturned except by the Hæðþing itself.
Local Judgment: Feldþing — The Field-Thing
Most disputes, property disagreements, theft, small feuds, labour or boundary issues are settled at the Feldþing. Only matters beyond its scope travel upward to the Dómsþing.
Who Enforces the Law?
The Framstjórnar ensures that the Lagr is carried out across Bryttan. The Heaðrífa (High Reeve) and the Rífhringr (Reeve-Circle) direct these forces.
Enforcement Groups
The Local Enforcement
The Local Enforcement is made up of the Hærthgardar, though they are the Clan-Thane's personal guards, they also deal with local lagr within the clan's territory. They only answer to their Clan-Thane. They cannot enforce law in other clan territories and if doing so may cause a feud or demand for compensation in which then a Feldþing will be called.
Neutral & Regional Enforcement
This group of enforcement is made up of two groups the Lagrløpr (Law-runners) and the Fennvakt (Fen-Guard), they are neutral groups who are not tied down to any clan, the Lagrløpr enforce Dómsþing decisions, serve summons, witness oaths, deliver rulings, and mediate disputes to prevent feuds. The Fennvakt however pursue fugitives, patrol borders, help enforce rulings in remote places, they often will assit other enforcement groups if needed as they are the specialists in the terrain of Bryttan. These are the most common for enforcement cross Bryttan.
Exceptional Enforcement
These are only ever called upon if the above groups are unable to deal with law matters on their own. The Halgvord handle sorcery, corruption, and taboo breaches. They are the guardians of sacred sites, and perform rites which cost them dearly such costs can be Every act costs something, and the Halgvord pay in blood, exhaustion, nightmares, fever, and marks that never heal. They will sometimes call the Skjoldhirð to fight off any wights, demons and the likes as they perform their duties. The Skjoldhirð are the elite warriors of Bryttan, the national elite force. They are sent when clans defy the Lagr, when feuds grow out of control and to aid in matters of sorcery when needed. They act as the as the High-Thing’s hammer.
Lagr ok Bœtr — Law and Punishments
Laws in Bryttan (the Lagr) govern crime, property, labour, oaths, commerce, and violence. Justice is shaped through the Thing-Assemblies, enforced by the Hærthgardar, Lagrløpr, Fennvakt, Halgvord, and in extreme cases the Skjoldhirð. The system relies on restitution, public accountability, and clan honour, with harsh penalties for repeated offences or threats to the realm. Below is a selection of the most common and important laws of Bryttan.
Oath-Law — Eiðlagr
Law:
Any oath sworn before witnesses at the hearth, before a clan-thane, or upon a Rúnstéinn, these stones are sacred for the Bryttlendar.
Punishments:
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Eiðbót — compensation for the broken oath
Stéinnbrot — shattering of the oath-stone in the Eiðvangr
Þríþing-Fylgja — naming the oath-breaker at three consecutive Feldþings
Útlagr — outlawry for grave betrayal

Marklagr — Boundary-Law
Law:
Clan borders marked by stones, fen-posts, ridgelines, or waterways may not be altered or obscured without mutual agreement.
Punishments:
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Markbót — restitution for boundary offence
Markskömm — public naming as a boundary-breaker
Hljóðforföll — loss of the right to speak in border disputes for one year
Klanbót — clan-level restitution if the offender is sheltered
Dómsbrandr — a Dómsþing writ marking the clan as oath-negligent

Holllagr — Hearth-Law
Law:
Guests granted fire-right or food-right are under the household’s protection; violence against them within the hall is forbidden.
Punishments:
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Hollbót — hearth-compensation in goods or service
Hollskömm — public shaming before the Feldþing
Blóðbót — blood-compensation for injury or death
Útsetning — exile from hall and clan-lands in severe cases

Smiðlagr — Trade & Craft-Law
Law:
All goods must be honestly made, weighed, and sold. False measures or adulterated wares are forbidden.
Punishments:
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Smiðbót — craft-restitution (tools, stock, ore)
Vélskömm — naming as a false-trader in the market
Markbann — banned from market trade for one season
Hondmærki — branded palm marking a deceiver

Þræflagr — Labour & Service-Law
Law:
Underfolk must complete agreed labour; clan-thanes must provide fair protection. Abuse or neglect from either side is punishable.
Punishments:
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For fleeing service:
Þræfbót — compensation in labour or goods
Skýrlot — seasonal hard service
For thane abuse of Underfolk:
Verndbót — restitution for neglect or harm
Hallskömm — public reprimand in the Hallstead
Dómskall — Dómsþing summons for grievous injury

Vápnlagr — Weapon-Law
Law:
No weapon may be drawn in anger within a hall, market, or Thing-field unless in acknowledged self-defence.
Punishments:
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Vápnbót — weapon or livestock surrendered
Vápnlausn — temporary disarmament
Útsetning — exile for repeated aggression

Stjórlagr — Theft-Law
Law:
Theft of property, livestock, tools, harvest-goods, or ship-stores is forbidden. Punishments:
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Stjórbót — restitution in double value
Verklot — labour-service to the wronged
Hondklýfr — finger-cleaving for chronic thieves

Seiðlagr — Sorcery-Law
Law:
No one may attempt hidden workings, disturb sacred barrows, or perform unbound rites.
Punishments (Halgvord jurisdiction):
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Seiðbót — forfeiture of tools and charms
Járnbind — iron-binding to break the corruption
Hreinslot — cleansing rites under pain
Fennsetning — exile into the outer fens
Banvordr — execution if mortal harm was wrought

Vatnlagr — Water & Fen-Law
Law:
Shared waterways, ferry-paths, and fen-bridges must remain open. Blocking, trapping, or sabotaging marsh routes is forbidden.
Punishments:
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Árbót — restitution to those hindered
Fennbót — compensation for disruption of fennstígr routes
Stígrskömm — public naming as a path-breaker
Fennverklot — seasonal labour repairing bridges and stígar
Útfennsetning — exile into the outer marshes for endangering travellers

Fólklagr — Feud-Law
Law:
Feuds must be declared with witnesses; mediation must be attempted before bloodshed. This is bound by ancient law.
Punishments:
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Fólkbœtr — fines to both offending sides
Málstjórn — enforced mediation by Lagrløpr
Herðkall — Skjoldhirð intervention for ongoing violence
Upphlaup — exile for instigators refusing peace

Trade & Transport

Bryttan trade flows through a network shaped not by roads or paved highways, but by waterways, marsh-channels, and tide paths. The land of Bryttan is too sodden, shifting, and treacherous for great roads and the costs would cause too many problems to maintain them. Instead the people of Bryttan have mastered a system of boat routes, reedway trails, and raised causeways that form the arteries of their internal and external commerce. Trade between clans relies heavily on the Boat-Host and the fen-ferrymen, who know the safe channels that link marsh settlements to the next.
 
Internal Transport
Most goods within Bryttan travel by flat-bottomed boats, marsh skiffs, raised plankways, seasonal sandbars, and fen causeways.
These routes shift with storms and flooding, so clan-run Tide-Watchers (Straumvordar) and Flood-Wardens (Flodvordr) mark which paths are safe each season. Land caravans are rare, slow, and risky, used only for livestock and goods unsuited to boat transport.
Trade Within Bryttan
Goods commonly moved between clans include, bog-iron tools and weapon-heads, reedwork and fiber goods, smoked fish, eel, and preserved marsh foods, wool and cloth from coastal flocks, leather and hide products, boat components and timber, resin, marsh herbs, and healing mosses. Each clan maintains a Hall Market overseen by the Hall-Steward (Hallstíora), these are normally located in near the middle of each clan settlement, some are larger than others based on the clan's wealth due to trade, where travelling fen-traders (Fennkomr) exchange goods under Thing-approved fair practices.
External Trade & Routes
In order to connect to the foreign markers, Bryttan primarily is connected by coastal trade points to allow for deeper-hulled foreign vessels to anchor. The hubs for important exports and imports sit on the tide edges where the sea and marsh meet, Clan-Thanes who rule these hubs have a larger settlement and move people than those inland due to the trade routes of the sea. They are also expect to provide more during a unified calling of defence of their homeland. The Hall Markets are booming with foreign goods in these hubs, and their mead halls are packed with Bryttlendar and foreigner alike. Foreign merchants seldom venture deep into Bryttan, instead the clans operate outposts that meet them at safe harbours and negotiate trade under the watch of the Shield-Hird and Fen-Guard.
Transport Infrastructure
While Bryttan lacks stone roads, they possess fen channels dredged and maintained by clans, guide-ring posts carved with runes marking safe water routes, boat-bridges connecting reed islands, Oath-bound ferry points, where ferrymen are sworn to neutrality, seasonal tide-maps kept by the Lorekeepers. These allow for trade to go easier between the clans but also with foreigners, seldom are stone roads. These collectively form the Herðleiðr (War & Trade Ways), the closest Bryttan equivalent to a highway system.
Trade Agreements & Customs
Trade is regulated by the Field-Thing (Feldþing) and overseen by the Oath-Thing (Eiðþing) to prevent disputes and cheating. The High-Thing may declare certain routes or harbours neutral ground during crises. Clans often seal trade agreements by exchanging Ringmark (trade-rings) or raising a small rune-stone to formalise the pact.

Infrastructure

Infrastructure of Bryttan
Bryttan’s physical infrastructure is defined by durability, function, and clan identity. Rather than sprawling cities, Bryttan maintains fortified clan settlements, stone ringforts, coastal harbours, engineered road networks, and stable water systems. Every structure exists to support the welfare, security, and continuity of the Bryttan people.
Skjoldbyrg— Stone Ringforts of the Skjoldhirð
The stone ringforts of the Skjoldhirð are the greatest defensive structures in Bryttan. Their ringforts are often found strategic high grounds or coastal cliffs, the land around these forts are considered neutral ground as they are not tied to one clan but serve Bryttan as a whole. Their walls are built with thick stone walls, elevated wood walkways, and defensible gates, each fort generally has 4 gates for rabid deployment. The members of a Skjoldhirð live, train and prepare for war in them and are supported by their own armouries, granaries, and cisterns. Every fort has watchtowers which offer a panoramic view of the land around them, their forts can also be used to old emergency Things given it is neutral ground.
Within a Stone Ringfort:
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Thick stone ramparts & gatehouses
Barracks and sleeping quarters
Armoury and weapon vaults
Drill courtyard
High watchtower(s)
Food stores, cellars, granaries
Cistern or deep well
Smithy and repair workshop
Reeve’s administrative chamber
Messenger post & beacon brazier

Hallsteads — Clan Settlements & Civic Centers
The Hallsteads form the core of Bryttlendar society, functioning as fortified villages where clan governance, daily life, and tradition converge. In the centre stands the Great Hall with other structures built around it, the Hallstead is a community composed of longhouses, family cottages, workshops, barns, gardens, temples and communal heart spaces. Strong timber and stone ensure durability against storms and threats from raiders, foreign armies, to some extent and the likes. Every Hallstead has a modest defensive wall with towers. Here, the clans hold judgment, host visitors, store goods, and shelter their people in times of crisis.
Within a Hallstead:
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The Great Hall (council, feasts, judgments)
Longhouses for extended families
Cottages for craftsmen and retainers
Communal hearth-square
Workshops (smithy, woodshop, leatherworks, weaving house)
Storehouses and grain barns
Livestock pens and stables
Family gardens and herb plots
Shrine-house to clan deities
Training yard for War-Folk
Stone well or cistern
Timber or stone perimeter wall
Watchtower connected to beacon routes
Underfolk Quarter where the Undirfólk live

The Herðleiðr (Roads, Bridges & Trade Routes)
The Herðleiðr form Bryttan’s essential travel arteries, it is the closest equivalent to a highway system. These roads are carefully maintained, with gravel packing and drainage channels to keep them passable through harsh seasons. Stone bridges carry the main roads over rivers, while lighter timber bridges serve lesser crossings. Patrol shelters and waystones mark safe travel, guiding both civilians and Fen-Guard scouts. Through the Herðleiðr, goods, messages, and warriors move swiftly between clans, ensuring unity, readiness, and coherent response in times of need.
Components of the Herðleiðr:
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Gravel-packed main roads
Drained and reinforced shoulders
Stone and timber bridges
Marked fords and shallow crossings
Coastal trails connecting harbors
Ridge tracks linking ringforts
Waystones indicating distances and borders
Patrol shelters for Fen-Guard
Locks or water-gates in controlled river areas

Harbors, Docks & Coastal Engineering
Bryttan's coastal infrastructure allows them to have a strong maritime capability. Stone docks and piercs allow for the anchor of vessels securely, with slipways and drydocks to allow ship repairs and the overall readiness of the Bátheer. Towers and beacons are built to keep watch for raiding ships or to signal the movement of allied ships but more importantly to warn them of dangerous conditions such as undersea rocks and guide them to safety. The Bryttan breakwaters are not as advance as Potaissan ones however they help keep the storm surges at bay. The Habours and coastal infrastructure are vital for the survivial and connection to the distant markets of the western coastline.
Harbor Infrastructure Includes:
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Stone quays & timber piers
Slipways and drydocks
Tide-watch towers
Beacon platforms
Cargo warehouses
Breakwaters & sea walls
Boatwright halls & repair sheds
Customs courts for trade disputes

Watchtowers, Border Posts & Beacon Lines
Bryttan has a strong network of watchtowers and beacons that span across their borders and coasts. The borders of Bryttan also have Fen-Guard posts, often hidden from eyes not use to the nature of Bryttan. Each post and watchtower keeps three messenger birds on hand in case the beacons fail to light. These structures are essential for maintaining security and coordinating defence.
Border Infrastructure Includes:
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Stone-based watchtowers
Stone beacon towers. usually with a bonfire large enough on top
Border posts with guard huts
Small garrison shelters for patrols
Signal braziers and horn racks
Supply caches for emergencies
Marker stones defining clan territory

Water Systems, Sanitation & Public Health
The water systems of Bryttan are designed for practicality, reliability and ease of maintenance. Commonly found in Hallsteads and forts are stone wells and rain-capture cisterns to provide clean water to the people, while the drainage system is made up of ditches and culverts to prevent seasonal flooding around settlements. Waste is managed through rotating latrine pits, charcoal treatment, and designated waste grounds kept clear of water sources. Communal wash-huts offer heated stone basins for hygiene, especially in winter. Though simple, these systems preserve health and stability for every clan.
Health & Water Infrastructure:
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Stone-lined wells
Rain-catch cisterns
Drainage channels around settlements
Clay-lined culverts
Rotating latrine pits
Wash-huts / bath-houses
Charcoal for waste treatment
Tidal mills or water mills

Industrial Yards, Craft Centers & Production Sites
In many of the Hallsteads and around is Bryttan's industry, essential for the production of tools, weaponry, clothing and its maritime power. Many of the smithies forge with bog-iron however those at coastal Hallsteads and some border ones have smiths skilled enough to use higher quality iron and are able to make steel from imported metals and the likes. Boatwright circles maintain hulls, keels, and sailing gear. The tanneries, often found outside Hallstead walls process hides for armour and trade while weavers produce wool products including sailcloth. Stone quarries supply fortifications and hall foundations. These sites combine artisan skill with clan cooperation.
Typical Production Facilities:
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Smithies (ironworking, toolmaking)
Boatwright yards (keel pits, resin vats)
Leatherworks & tanneries
Weaving and wool workshops
Timber yards & sawpits
Stone quarries
Grain mills (water or tide driven)
Smokehouses for fish & meat

Sacred Sites, Oath-Circles & Ritual Grounds
The sacred architecture in Bryttan reinforces its religious and legal systems. The Oath-circles or other ancestrial sites such as the Field of Oaths that are found in different parts of Bryttan host many of the Things. Shrines to Balthegn, Haugkuna, Sæmodr, and Hrædfaðr occupy prominent locations, maintained by Lorekeepers, every settlement in Bryttan also maintains a place of worship for their deities. The Barrows preserve the ancestors and are the domain of Haugkuna. Ritual courts near Hallsteads host seasonal rites, funerals, reconciliations and the settling of matters regarding sacred law.
Sacred Architecture Includes:
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Stone oath-circles
Hill or coastal shrines
Barrow-fields with stone cairns
Ritual courts for ceremonies
Runestone pillars & historical stelae
Shrine-houses for everyday offerings
Boundary stones defining sacred ground

Domestic Districts & Everyday Housing (Bryttlendar Homes)
Domestic infrastructure forms the backbone of clan life, housing the vast majority of Bryttan’s people across two social layers: the Hallfolk (freemen) and the Undirfólk (unfree laborers bound to the clan). The Longhouses are built with timber frames and sometimes with extensions on them to host extended Hallfolk families, forming the stable core of the settlement. Less wealthy Hallfolk have smaller freeman cottages size and are often in clusters around the Hallstead, especially near work lanes or the craft workshops. The Undirfólk reside in the Undirgarðr, a dedicated quarter of modest cottages arranged around shared work yards and cookhouses. The Hearth Squares provide a communal place for the settlement throughout the Hallstead, it is a gathering place for storytelling, eating together and shared labour but also the place for rest. Family gardens help supplement the diets and the medicinal stores.
For the Hallfolk (Freemen):
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Longhouses for large, extended families
Single-family cottages for craftsmen and smaller households
Communal hearth squares for gathering, cooking, and storytelling
Shared bakehouses / ovens used during feasts or winter months
Family gardens and herb plots for food and medicine
Tool sheds & wood stores attached to households
Small wells or water troughs for daily use
Lane layouts shaped to terrain and defence

For the Undirfólk (Underfolk):
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Undirgarðr — a dedicated Underfolk quarter within or just outside the Hallstead walls
Modest cottages built of timber on simple stone footings
Communal cookhouses for households without private hearths
Shared work yards for processing meat, hides, reeds, or haulage tasks
Drying racks and storage sheds for craft assistance and material preparation
Secondary well access or troughs used primarily by the Underfolk
Sheltered sleeping hall for unmarried workers or seasonal labor demands
Direct proximity to workshops for quick access to labour needs

Agricultural & Pastoral Infrastructure
Bryttan agriculture relies on hardy crops, careful land management, and coordinated use of upland territory. Fields bordered by low stone walls grow barley, oats, onions, and other resilient staples. Pastures support sheep, goats, and sturdy cattle, while fish weirs and nets provide steady protein. Cold-cellars, grain barns, and smokehouses preserve food for winter. Tide-driven or water-driven mills grind grain, supporting every clan’s needs.
Bryttlendar agriculture relies on hardy crops, careful land management, and coordinated use of upland territory. Their fields are bordered by law stone walls or wattle fences in which barley, oats flax, root crops, and other crops fitting for their land grow. Pastures support sheep, goats and sturdy battle while their fish weirs and nets provide a steady supply of fish for them. Orchards can be found too for fruits like apples, Perry pears, rowan berries and the likes. Cold cellars, grain barns and smokehouses preserve the food of Bryttan throughout the year. They also have tide driven or water driven mills to grind grains for bread and other foodstuff.
Agricultural infestructure:
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Crop fields & stone field walls
Pastureland & livestock shelters
Fisheries & net sheds
Water/tide mills
Granaries & storehouses
Cold-cellars & root vaults
Orchards & berry-crofts
Haylofts & winter feed barns

Sects

Sects of the Bryttlendar Faith
Orthodox & Accepted Sects
Baltræfnar - Balthegn’s Hearth-Kin
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The Kin of the Hearth-Father are one of the most orthodox sects in Bryttanmárk, they are highly respected throughout the land and can sometimes be found trying to mediate domestic issues.
Focus: Hearth-rites, family oaths, clan unity, prosperity.
Doctrine:
Balthegn’s flame binds families and clans together. They emphasise honest labour, hearth-purification, and the sanctity of oaths spoken by firelight. A hall without fire is a hall without honour. Oaths taken before flame bind not just clans but the land itself, and breaking them invites ruin.

Haugkvordar - Haugkuna’s Wardens
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Wardens of the Barrow-Mother are those who perform burial rites, they are a very strict sect of the Bryttlendar faith due to the fact of the belief that the dead must rest undisturbed, though their wsternness they are honoured.
Focus: Burial rites, tending barrows, ancestral appeasement.
Doctrine:
The dead must rest undisturbed. All mounds must be maintained; bones must never be moved save by sacred right. Desecration is a grave crime, for unrest spreads like disease. The living honour the dead so the dead do not trouble the living.

Sæfylgjur - Sæmodr’s Tide-Fellows
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Followers of the Sea-Mother provide the blessings of the Sea-Mother on those who cross the sea or any body of water, they ask for chants, salt and shells as offering for the Sea-Mother, while those among the coast are use to this, inland Bryttlendar often see things as excessive yet inland Bryttlendar do not understand the sea’s terror.
Focus: Sea-blessings, tidal rites, storm-safe travel.
Doctrine:
Offerings must be cast into the surf before any crossing. Sæmodr’s moods must be soothed with chant, shell, and salt. Storms are her warnings; calm tides are her blessing. Those who neglect her quickly learn why coastal folk fear the deep.

Hrædsóknar - Hrædfaðr’s Fleet-Hunters
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Hunters of the Quick-Father devote themselves to speed, wind-omens and daring feats. They believe that boldness is the only shield against fate and are considered reckless by many. It is said many of the scouts, runners and others of Bryttan society who fall into those sort of groupings are from this sect or have a connection to them.
Focus:Trials of speed, hunts, wind-omens.
Doctrine:
Hrædfaðr favours the bold. They run storm-trails, perform spear-races, and watch for wind-signs before hunts. Strength comes through daring the wild, not avoiding it. To follow Hrædfaðr is to live on the edge of risk.

Fringe and Tolerated Sects
Fennsŷer - Fen-Seers
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The Seers of the Marsh Paths are part of the Halgstjórn, they are feared by the people, deeply distrusted yet their visions are needed by Clan-Thanes and others who are willing to pay the price. They are said to guide the drowned spirits but not to Haugkuna's Mounds but to the Marsh itself. They are rejected by Haugkuna in death for they are tainted.
Focus:
Spirits of the drowned, lost dead, fen-omens.
Doctrine:
Those who perish in fens or rivers walk unseen paths unless guided. Their rites involve silent walks and whispered offerings. Their gifts skirt the edge of forbidden seið, so their rites must remain hidden.

Drífsteinsmenn - Drift-Stone Keepers
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Men of the Drift-Stones are considered hermits who are often found in the caves along the shore in the cliff sides, or hidden places along the fens and marshes. They whisper to stones and believe they speak back to them and offer them knowledge and the memories of the storm and drowned. They are seen as odd and eccentrics but harmless.
Focus: Tide-stones, shipwreck omens, coastal mysteries.
Doctrine:
Stones polished by river and sea hold memory of storms and the drowned; reading them predicts danger. By studying grooves, grains, and water-lines, future danger can be foreseen. They reject sorcery, claiming their craft is the discipline of watchers, not conjurers.

Haugfarar - Barrow-Walkers
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The Walkers Among Mounds are Night-wanderers walking the mound-lines, dreaming among the dead. They sleep atop earth barrows to seek visions, believing the ancestors offer wisdom through moonlit dreams and fleeting whispers. Some emerge with truths; others wake trembling and unable to speak of what they saw. Their rites are tolerated but regarded with caution.
Focus:
Dream-quests, night-vigils, ancestral whisperings in mound-lands.
Doctrine:
Dreams flow strongest where the dead lie close. Walking the barrow-paths under moonlight allows glimpses of ancestral guidance. Night-slumber atop mounds brings visions that may warn or instruct. Yet the Haugfarar insist that knowledge worth having is never gentle.

Heretical and Outlawed Sects
Beinmuldrar - Bone-Whisperers
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The Murmurers of Bone are a heretic group, through scraping, tapping, or grinding brittle remains, they “listen” for guidance. Their rites are grim, sleepless affairs conducted in hidden hollows or abandoned barrow-paths. Halgvord hunt them relentlessly, for bone-whispering skirts the very edge of necromantic seið. Some of their group have driven themselves to madness.
Focus:
Death-memory, bone-oracles, forbidden knowledge from the dead.
Doctrine:
Bones hold echoes of final moments. To learn from bone is to walk a razor’s edge between memory and madness. The dead’s secrets were not meant for mortal ears, and the price is always high.

Hreggbundnir - Storm-Taken
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Those Bound to Storm subject themselves to lightning, gale, and cold rains in an effort to commune with Hrædfaðr beyond mortal senses. Most Bryttlendar see them as madmen who subject themselves to naught but pain and do not honour Hrædfaðr nor commune with him. Many bear scars, burns, or frost-marks, declaring these signs of divine touch. Some emerge from their rites with uncanny foresight or battle-fury; others perish or lose their wits entirely.
Focus:
Storm-trance, lightning-fury, wind-madness, prophetic frenzy.
Doctrine:
To be struck by storm is to be touched by Hrædfaðr. Pain, cold, and thunder bare the truth hidden from ordinary minds. Their way is the most dangerous path to “truth,” and few walk it twice.

Dýprkallr - Deep-Callers
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Callers of the Deep believe Sæmodr is not the true deity of the depths, he is false. They believe deep in the abyss is an ancient, shadowed presence sleeps in the underwaves. Their rites take place in sea-caves, storm tunnels, or at midnight along tidal pools, chanting to attract the “listening dark." The Halgvord treat the Dýprkallr as one of the greatest threats to Bryttan, purging them without hesitation when found.
Focus:
Abyssal chants, drowned mysteries, communion with the underwaves.
Doctrine:
Beneath Sæmodr’s realm lies an older, darker presence that stirs in the deep. The deep answers only in whispers of madness, and those who listen seldom return sane. Drowned corpses with unknown markings are often blamed on their rites.

Fennskrengd - Fen-Twisted
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Those Twisted by Fen inhale fen gases and take in grounded down plants, smear themselves in rotting mire, and carve strange symbols into their own flesh. Villages plagued by disappearances or strange animal behaviour often discover Fennskrengd markings nearby. They are outlawed and to be killed on sight. Even the Fen-Seers refuse to speak their names, fearing the same madness may find them.
Focus:
Fen toxins, blood-glyphs, swamp visions, self-mutilating rites.
Doctrine:
Mire-vapours open the mind to unseen things; pain sharpens the sight beyond mortal limits. The marsh is alive with spirits and hungers, and through blood-marks they bargain with it. What they learn drives them deeper into madness and isolation. They are openly outlawed as practitioners of ruinous seið.

Kaldhollr - Cold-Hearths
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Those of the Cold Hearth rejected Bryttlendar ideas and society. They rejected Balthegn, they believe they are free of all the restrictions placed upon them. They snuff out fires, abandon their clans, and preach a cold creed of solitude and freedom from obligation. The Lorekeepers consider them a philosophical corruption rather than a magical one.
Focus:
Rejection of hearth-flame, oath-breaking, clan-abandonment.
Doctrine:
True freedom comes from extinguishing the hearth and casting aside all oaths. A man owes nothing to clan, kin, or land; he should walk alone in the cold. They are considered traitors to clan-life and chased from all Hallsteads.

Type
Geopolitical, Kingdom
Capital
Alternative Names
Bryttanmárk / The Broadshore
Demonym
Sing. & Plural: Bryttlendar / Adj.: Bryttlandic
Government System
Tribalism
Power Structure
Confederation
Economic System
Traditional
Gazetteer
Kjarnlönd — Heart-Lands
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Skjoldgarðr Shield-City (Neutral)
Field of Oaths High-Thing Plain
Hæfnvik Harbour-Bay (Hallstead)
Waithgarðr Wave-Yard (Hallstead)
Guldvik Golden-Bay (Hallstead)
Vornstead River-Hall (Hallstead)
Eldrun Hall-Plain (Hallstead)
Brækhaug Oath-Mound (Hallstead)
Kaldforð Stone-Ford (Hallstead)
Hirsmær Grain-Fields (Hallstead)
Aldrunholt Oldwood-Hall (Hallstead)
Sæthgarð River-Enclosure (Hallstead) Midlær Hall-Ford (Hallstead)
Stenmark Boundary-Hall (Hallstead)
Thingmere Law-Pool
Vordcross King’s Road Watch
Styrmstrond — Storm-Coast
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Stormhœfn Storm-Harbour (Hallstead)
Sundhœfn Sound-Harbour (Hallstead)
Hrafnvik Raven-Bay (Hallstead)
Skerhaug Skerry-Mound (Hallstead)
Vordklint Watch-Cliffs (Hallstead)
Saltmær Sea-Inlet (Hallstead)
Wyrmstrond Serpent-Coast (Hallstead)
Skalmstrond Edge-Coast
Riftstrond Riven-Coast
Draefnskarn Breaker-Skerry
Brimstræd Surf-Strand
Wavefyr Beacon-Head
Keelmark Wreck-Shore
Mýrbrekka — Marsh-Slopes
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Mærvik Sea-Bay (Hallstead)
Skeldmær Sheltered-Sea (Hallstead)
Marrvik Mere-Bay (Hallstead)
Fenhold Reed-Steads (Hallstead)
Raskøy Fen-Isle (Hallstead)
Saltfen Evaporation-Flats (Hallstead)
Hweomvik Calm-Bay
Slithgarð Causeway-Gate
Brakkmarsh Net-Grounds
Reedmere Crossing
Vordmyr Marsh-Outpost
Blackwater Sink
Haughbrún — Mound-Brow
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Haughbrún Barrow-Ridge (Hallstead)
Karnhaug Stone-Mound (Hallstead)
Rynfell Ridge-Fort (Hallstead)
Gravholt Ancestor-Hill (Hallstead)
Oldbrún Oath-Barrow (Hallstead)
Highskar Wind-Ridge (Hallstead)
Ulfskard Wolf-Pass
Skeldtor Watch-Tower
Frosthagi Upper-Grazing
Crowbarrow Twin-Mounds
Vordhaug Barrow-Outpost
Stonewake Cairn-Line
Currency
Ríngmark
Eiðr̥ingr — Oathring
Ríng — Ring
Slipt — Split
Conversion System
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1 Oathring = 20 Rings
1 Ring = 4 Splits
1 Split = small common purchase

Designs
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Oathring: A large ceremonial ring of silver or gilded bronze, usually engraved with interlocking knotwork representing oaths, ancestry, and honor.
Ring:A thick metal ring, stamped with a clan-sign or trade-mark.
Split: A half-ring or quarter-ring, literally clipped from a full Ríng.
Major Exports
Primary Exports
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Bog-Iron Ingots & Marsh-Steel Tools
Bryttan bog-iron is plentiful and worked into durable tools, axeheads, boat-rivets, and spearpoints. Though not as prized as foreign steel, it is reliable and widely traded.
Salted Fish & Smoked Eel
The Bryttan produce excellent preserved fish and eel, a vital trade staple. Their smoke-curing methods are distinct and travel well over long distances.
Reedwork Goods
Including baskets, mats, fish traps, rope, sail-thread, and marsh-fiber bindings. Light, useful, and easily traded in bulk.
Hardy Wool & Marsh-Wool Cloth
Their coarse coastal sheep produce a durable wool ideal for cloaks, sailcloth, and cold-weather garments.
Leather Goods
Boots, belts, satchels, and light armor from sheep, goat, and marsh-boar hides. Practical and highly valued by traders and frontier folk.
Specialty & Prestige Exports
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Amber-Tinged Fen Resin
Used for waterproofing, incense, sealing boats, and certain rituals. Dark, smoky, and unique to the Bryttan fens.
Carved Bone & Antler
Bryttan craftsmen carve runic handles, decorative toggles, combs, and ritual tokens traded as far as inland kingdoms.
Oathworthy Rings (Ríngmark)
Rarely exported, but sometimes given as diplomatic gifts—engraved bronze or iron rings with clan-marks, valued for both metal and meaning.
Skjoldhirð Craftsmanship
High-quality spear shafts, shield bosses, and leather-reinforced shield faces, prized for their endurance in wet climates.
Occasional or Rare Exports
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Medicinal Marsh-Plants
Certain reeds, mosses, and fen-herbs have healing or antiseptic qualities valued by healers in drier lands.
Dune-Sand Glass Beads
Produced by a handful of coastal artisans, used mainly for trade and ritual ornamentation.
Selk-Oil
Rendered from coastal seals; used in lamps, waterproofing, and as a trade commodity during lean winters.
Major Imports
Essential Imports
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High-quality Iron & Steel
Bryttan bog-iron is workable but limited. Imported steel is needed for elite weapons, durable tools, and the armour of the Skjoldhirð.
Timber Suitable for Ship-Keels
Local marsh woods are plentiful but too soft or crooked for long-keel vessels. They import straight pine and oak for mast-poles, ribs, and larger hulls.
Salt & Preserving Agents:
Sea-salt production is limited by weather and tide cycles. Imported salt assures winter food storage and provisioning of the Boat-Host.
Stone & Masonry Blocks: Bryttan land yields little solid stone. They import blocks for fortifications, hearth-halls, sacred monuments, and the runestones raised by decree of the High-Thing.

Trade Staples & Practical Imports
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Grain:
While fish and marsh-plants are abundant, hard grain is scarce. Bryttan trades for barley, rye, and wheat from inland cultures.
Livestock Breeds:
Hardy coastal sheep thrive locally, but better cattle and draft-animals must be brought in from drier lands.
Leather & Heavy Hides:
Imported leather is used for armour, boat-seals, tents, and war-gear.
Pitch & Resin:
Essential for waterproofing boats and homes; native sources exist, but trade brings higher quality.
Luxuries & Prestige Goods
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Fine Cloth & Dyes:
Especially deep blues, reds, and saffron yellows valued by chieftains and wealthy clans.
Polished Stones:
Not native; prized for jewelry, oath-gifts, and religious offerings.
Exotic Mead, Spices, and Distillations:
Used in feasts, rite-offerings, and guest-hospitality.
Silver & Decorative Metals:
Needed for Oathrings, clan-treasures, and high-status jewellery.
Rare Books, Old Tomes & Ink:
Sought by Lorekeepers for preserving history and ritual law.
Legislative Body
Hæðþing — The High-Thing
Legislative authority:
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It creates new laws.
It changes existing laws.
It binds oaths and codifies them as legal obligations.
It ratifies national decisions (war, migration, defence)
It adjudicates major crimes that reshape legal precedent.
Judicial Body
Dómsþing — Judgment-Thing
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The Dómsþing serves as the Bryttan’s highest judicial authority, formed when the High-Thing (Hæðþing) appoints a circle of impartial chieftains, Lorekeepers, and respected hall-elders to interpret law and judge cases too severe or complex for the Field-Thing (Feldþing) to resolve.
Executive Body
Framstjórnar — The Forward-Steering
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The Framstjórnar serves as the executive body of the Bryttan, carrying out the laws shaped by the High-Thing (Hæðþing) and enforcing the judgments delivered by the Dómsþing. At its head stands the High Reeve (Heaðrífa), whose duty is not to rule as a king, but to ensure that the decisions of the assemblies take shape in the world. The Reeve-Circle (Rífhringr) supports him, coordinating between clans, overseeing musters, settling inter-clan logistics, and directing shared defenses or marsh-works ordered by the Hæðþing. When the Field-Things (Feldþing) resolve local matters, the Framstjórnar ensures compliance; when the Oath-Thing (Eiðþing) renders sacred decisions, they guarantee the oath is carried out.
Subsidiary Organizations
Controlled Territories
Related Species
Related Ethnicities


Cover image: by herbert2512

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