5101-Ivinia, The Viking Lands/culture/law

Law
The Ivinian legal code is vendetta law. When the only deterrent against murdering someone is fear of his clan’s retribution, the significance of one’s clan is obvious.

Ivinian self-esteem is linked to the glory of the clan. Ordinary clansmen are willing, sometimes eager, to give their lives in service to their valhakar. Wergild (bloodprice), the chronic shortage of land, Ivinian independent spirit, and their sudden tempers cause frequent disputes. When blood is spilled, the victim’s clan may be too wrathful to accept wergild. Vendettas proceed by means both fair and foul, on the battlefield under bright sun and by arson and ambush in the dead of night. They can last for generations, until one party is driven from the land, or the damage is recognized as equal. Few vendettas end as abruptly as they begin.

Although the valhakar is entirely responsible for the administration of justice within his thranaal, most rely heavily on justice-moots, or thengs, and individuals known as wyrdsmaan to ensure that justice is fair. Wyrdsmaan must intimately know the laws of the thranaal and take an oath to bring to the attention of the valhakar 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, who may have seen the actual crime or may simply be vouching for the plaintiff ’s character. Wyrdsmaan are appointed for life but are subject to banishment for any breach of trust. The typical thranaal has 12 wyrdsmaan but this number may vary. 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.

In matters of vendetta and honor, many Ivinians prefer single-combat duels, or einvigi, especially the more formal, rule-bound version known as holmgang. These duels are not always fatal, as the combatant first injured or the first to depart the circle of battle in any manner is judged the loser.



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