Hakonia
Structure
King/Queen: Ruler of Hakonia, selected from the ruling Hakon dynasty in the traditions of the Dallan Hereditary Conclave. The King or Queen primarily acts as a military commander, and their Jarls are oath-bound to join them in times of war. As a politician, their influence is fairly limited, with each Jarl being given a sense of relative autonomy. Following a tradition established by Hakon 'Half-Giant', first King of Hakonia, every King or Queen of the Hakon go by the name of Hakon themselves.
Jarls: Ruling different regions in Hakonia, the Jarls are served by a series of devoted war-bands and have autonomy to rule over their respective regions as they see fit. They answer to the King or Queen in times of war and are oath-bound to join their military to them.
Hersir: Leaders of communities that answer to the Jarls. The Hersir organise their people to answer the call of the Kings/Queens or Jarls in time of war.
Karl:Free commoners who perform various roles throughout the society with various levels of influence.
Thrall: Slaves with no rights, captured in raids or born into servitude.
Culture
Origins
Before the Hakonians came to conquer and colonise the land that would eventually become Hakonia, it was inhabited by a myriad of different tribes and clans. The more prominent tribes revere the Otso, a pack of Sacred Bears that they believed created the world. They keep animistic practices and honour the nature of the land around them.
The Hakonians descended from the sea-faring civilisation of Stengar. Their early culture was defined by:
- Raiding and Conquest: Raiding was a central tradition, driven by a need for resources and honour. These raids targeted the fertile and resource-rich regions of nearby territories, and they became a symbol of status and prowess.
- Seafaring Innovation: Their longships were a hallmark of their ingenuity, enabling swift travel across rivers and seas. This facilitated both raids and trade, making them a dominant maritime force.
- Clan Loyalty: Early Hakonian society revolved around kinship ties and clan hierarchies, fostering strong communal bonds and an unwavering sense of duty to one’s leaders.
Interaction with Native Cultures
As Hakonians expanded into new territories, they encountered diverse native settlers. These interactions were initially marked by conflict and domination, but over time, cultural exchange softened these hostilities.
Initially, native communities often faced subjugation, with many enslaved as thralls. The Hakonians imposed their hierarchical systems, but some native traditions persisted within their colonies, whilst many retreated to hide within secluded communities and within the hiisi, sacred groves to those natives that worship the Otso.
Queen Hakon the Great’s return to reclaim Hakonia marked a turning point. Her efforts to unite Hakonia’s settlers with the native tribes brought a new cultural synthesis. Rituals, language, and art forms of native tribes became integrated into Hakonian life. Instead of oppression, the Queen fostered alliances, encouraging mutual respect and shared governance.
Despite the improved connection and integration between the Hakonians and the natives, many tribes would continue to isolate themselves and avoid the Hakonians. Many natives would keep to the Hiisi groves, though gradually would begin to integrate into Hakonian life.
The Menninkäinen Goblins would recede to concealed subterranean communities deep within the Hakonian forests, they would generally be suspicious of the human civilisations, though some would prove curious and would likewise travel to integrate with either the Hakonians or Mastorians. The Peikko Giants meanwhile would be reduced to small nomadic and near animalistic bands.
The Keiju Fae would keep to their miniature civilisations within the dense forests and would coexist with some few tribes of the Menninkäinen.
The largest of these tribes that refused to integrate with the Hakonians were the Vipunen, a tribe that follow the magnanimous Giant named Antero Vipunen. They dwell with their master in a vast subterranean city named Kallionalus.
Warrior Traditions
Martial prowess remains central to Hakonian identity. The tradition of shield-walls, war-bands, and oath-bound warriors continues to thrive, even if large-scale raiding has diminished under Mastorian authority.
Hakonians pay tribute and provide elite warriors to the Mastorian Grand Army. This has influenced and modernised their military tactics and equipment.
While raiding became less common due to Mastorian control, the tradition lingers in the form of competitive raids during festivals and ceremonial mock battles.
Many Hakonians romanticise the “Glory Days” of their ancestors and dream of a return to honourable raiding traditions. Veterans recount tales of past conquests, fostering a sense of nostalgia and ambition among younger generations.
Art and Craftsmanship
Hakonian artisans are renowned for intricate wood carvings, jewellery, and weaponry. Blending native motifs with Hakonian designs has created a unique artistic style that reflects their history.
Increased trade with Mastoria brought new goods, ideas, and technologies, further diversifying Hakonian culture.
History
Second Era: The Rise of Hakonia
The Rise of Hakonia
Hakon Half-Giant, a charismatic warlord and devout follower of the Dallan faith, unites the warring clans of a land to the west of Zatokawień into the Kingdom of Hakonia. His success is attributed to his domineering strategies, personal prowess in battle, and his ability to inspire loyalty among his people.
After a period of civil war amongst King Hakon's children, King Hakon Blood-Born ascends to the throne of Hakonia. The second Hakon leads raids targeting the coastal region of Zatokawień, the marshlands of Drokowalia, and the fertile lands of Alvaria. These raids are devastating but sporadic, as Hakon consolidates his power and tests the defences of the regions.
Each of Hakon’s descendants, all named Hakon, continues his legacy, their ambitions of conquest expanding with each generation. The Hakonian Kingdom grows into a formidable military power, capable of launching large-scale invasions.
The Dragon War
The Hakonians exploit the chaos of the Dragon War, raiding the lands of Zatokawień and Drokowalia.
Zatokawień suffers heavily and its wealth is greatly impacted, sparking resentment among the population and paving the way for Du Khaan's eventual rise to power.
Drokowalia is less severely impacted however, as the native Reedlings wage a guerilla war against the invading Hakonians, prompting them to focus their efforts of their more fruitful raids against the Zatokawiens instead.
In time the Hakonians extend their raids and conquests to the frontier settlements of Norwyk. Du Khaan exploits the fear and resentment of the populations in these impacted regions and uses it to convince them to join a coalition, promising them protection against The Drakol-Ur in the East and the Hakonians in the West. Alvaria likewise joins this coalition.
Realising the scale of the danger Du Khaan poses, King Hakon 'the Fallen' gathers his Jarls in a great army to invade Zatokawień. His forces camp at the Luno Garundas where they are met by the army of Du Khaan.
In the battle, King Hakon is grievously wounded by the enemy, and his army is decimated and forced into retreat. Meanwhile with victory secured and the Hakonian forces scattered, Du Khaan's host turn back East to face The Drakol-Ur.
The Third Era: Hakon the Exile
The Khanian Empire
With Du Khaan having established the Khanian Empire amongst the coalition of his allies, he would turn his attention towards Hakonia, leading a swift and devastating campaign against the land of The Hakon.
King Hakon rallies his forces and marches to meet the enemy, but they find themselves severely outnumbered, and with the King already struggling to recover from his wounds, they suffer an irrepairable defeat. King Hakon 'the Fallen' is killed, and his son is forced to flee.
Hakoni (then known as Hakongar) is subsequently captured, and the land that was once Hakonia is annexed and its culture assimilated into the Khanian Empire. Many Hakonian soldiers are absorbed into the Khanian Army's newly reformed Grand Army, while others turn to rebellion or piracy.
The Great Alliance
King Hakon the Fallen's son Hakon (later known as Hakon 'the Exile'), with a band of his loyal followers, travels to the kingdom of Drotharindal, there he forges an alliance with its ruler, a Dwarf named King Thrainkaal. Hakon the Exile becomes King Thrainkaal's General and in time comes to rank among his closest advisors and friends.
Together they join Drotharindal into a faction opposed to Du Khaan called the Great Alliance, and enter themselves into the War of a Thousand Banners. The war sees vast battles with tens of thousands of warriors meeting in heart of cascading magical storms. The Great Alliance outnumber the Khanian forces, but their leadership is disjointed and divided, whereas the Grand Army of Du Khaan are centralised and strong. The Great Alliance are further disadvantaged by the sheer overwhelming power of Du Khaan's Magic.
The war would prove to be a war of attrition. Du Khaan proved undefeated through countless battles, but even as they won victory after victory, their troops would be depleted in the process, and Du Khaan found himself facing innumerable rebellions and supply shortages.
After a series of victories in battle, Hakon the Exile would die in his bed, with his dearest friend King Thrainkaal at his side. His four daughters, all named Hakon, would live to continue his legacy and take up his command in the army of Drotharindal.
Eventually Du Khaan would face his first real defeat of the war after leading an invasion of the island of Albion. Here his forces would be repelled by those of King Arthur and forced back across the sea. The battle marks Du Khaan’s first significant retreat, undermining his aura of invincibility and establishing King Arthur as a clear leader for a now desperate Great Alliance, effectively unifying their previously disparate leadership.
The Great Alliance coordinate a pincer strategy, launching coordinated attacks from the north, led by King Thrainkaal and the Four Hakons, and south, led by King Arthur, forcing Du Khaan to divide his attention and make rapid marches from one end of the continent to the other, or to divide his forces and leave one smaller force to face his enemies without the advantage of his arcane power.
Du Khaan returns to his capital at Nexarium to regroup with his army and begins preparation for a full-scale invasion of Drotharindal, in an attempt to dispatch one of the Empire's most pervasive enemies. In the process of these preparations, Du Khaan mysteriously disappears, and when he does not return, his absence plunges the Khanian Empire into chaos, as rival factions vie for control.
The Fourth Era: The Hakonian Restoration
Queen Hakon the Great
The Four Hakons would remain in the service of King Thrainkaal, with the King outliving each of them. Eventually Hakon 'the Great', eldest daughter of the eldest of the Four Hakons would sit at the bedside of King Thrainkaal as he died, just as the King had once done for her grandfather.
With his death she would begin the effort of raising an army, beginning with the descendants of those loyalists who followed Hakon the Exile, and built up with those warriors of King Thrainkaal who had grown to respect The Hakon over the course of two generations.
With her army forged, Hakon the Great would return to conquer the lands that were once Hakonia, driving out the remnants of the Khanian Empire. Along the way she would rally and unite the native tribes that had once been oppressed by The Hakon, making them friends instead of subjects.
When at last they would reclaim the capital, they would name it Hakoni, blending the traditions of The Hakon with the language of the native Anari tribe.
The Anari would crown Queen Hakon the Great, and in the years that would follow, she would restore the land of Hakonia to its former strength, establishing clear borders and marking it as a stable nation on an unstable continent.
Queen Hakon the Raider
After years of rebuilding, Queen Hakon 'the Raider', a direct descendant of Queen Hakon the Great, launches a series of larger scale raids into the northern territories of Mastoria. The raids are characterised by swift, brutal attacks on border settlements and trade routes, undermining Mastorian authority. The Krestow family of Kalibrakt rises to prominence in this period, rallying Mastorian forces and fortifying key defensive positions to repel Hakonian raiders. The Krestows lead a counteroffensive, eventually repelling Hakonian forces back to their borders.
Seeking to avenge the raids, Imperator Martin launches an invasion of Hakonia, hoping to subdue the region entirely. The Hakonians, adept in guerrilla warfare and fortified in their rugged terrain, repel the invaders, dealing significant losses to Mastoria. The failure to conquer Hakonia leads to a series of smaller conflicts over the next few decades and prove a blight on the record of Imperator Martin's reign. Both sides suffer heavy losses, with neither able to achieve a decisive victory.
Exhausted by war, Mastoria and Hakonia reach an agreement: Hakonia becomes a protectorate of The Mastorian Empire. The region retains autonomy, including the right to self-govern and maintain its cultural traditions and in exchange, Hakonia pays tributes and provides soldiers for the Grand Army. Despite initial tensions, the arrangement fosters trade and cultural exchange between Hakonia and Mastoria. Hakonian warriors become renowned within the Grand Army, often serving as elite troops.
The Pale Hunger
The plague begins after an arcane incident of unknown origin that breaks out around the region of Inkbar's petty kingdoms, a land known for its volatile connection to its Greater Magical Nexus.
The undead plague quickly sweeps across continents, with the first signs in Hakonia being graveyards and burial sites emptying as the dead rise. Refugees from Eluatu, Inkbar, Mastoria and Zmumadia flood into Hakonia, carrying tales of entire cities consumed by the undead.
The King at the time named Hakon 'the Sickly', dismisses the danger, believing that it will make it no further than Mastoria and will only benefit them by weakening their neighbours. He is distracted further when his sickness begins to grow worse and he does little to respond as the undead horde bare down upon his capital.
Hakoni is overrun by the dead which make it as far as the Hakons own palace. Hakon the Sickly rises from his bed and leads his men in a counterstrike against the dead, ordering his son to hold the palace in his absence. From the ramparts, the son would watch his father as he charges into the sea of corpses, and is quickly overrun and torn apart.
In the throne room of the palace, King Hakon the Sickly's son would be crowned as King, absent of a Conclave's approval. History would remember him as King Hakon 'the Other Sickly One', as he would be infected by the dead not one hour after his coronation, after the dead would storm his palace, and he would die sickly in a cot not two days later.
The Hakon Conclave would gather aboard the Wind-Stealer, flagship of the Hakonian fleet and there would crown the aunt of King Hakon the Other Sickly One and the sister of King Hakon the Sickly as Queen of Hakonia. This woman would be known to history as Hakon 'the Survivor'.
The Hakonian people would survive the plague by shifting their society into a series of nomadic bands, constantly moving from place to place to avoid the roaming hordes of the dead whilst Hakonian longships would prowl the rivers and sea, leading daring raids to diminish the hordes before retreating back on to the protection of the water.
Some Hakonians would devolve to banditry, either within Hakonia itself, or by venturing further beyond their borders to raid their neighbours. Some even venture as far as Mastoria, forcing Queen Hakon to denounce them and hunt them down as traitors.
After five years, the Pale Hunger would disappear and the dead would finally rest, and not one day later, Queen Hakon the Survivor would die of an arrow in the throat whilst dispatching Hakonian bandits in Zatokawień.
The Fifth Era: The Age of Servitude
The Modern Day
King Hakon 'the Untested', the Fifty-Second monarch in Hakonia's history, dies of a heart attack. The Hakon Conclave gather and name Hakon 'the Happy' as the Fifty-Third monarch of Hakonia. He wins his crown in a hard-contested Conclave wherein he narrowly defeats his twin brother Hakon 'the Smiler' after his sister Hakon 'the Unsmiling', encourages her own supporters to favour him.
Demography and Population
Humans: 65%
- Hakonian Settlers: 50%
- Native Tribes: 15%
Menninkäinen (Goblins): 15%
Keiju (Fae): 7%
Gnomes: 5%
Half-Giants: 3%
Giants: 2%
Others: 3%
Territories
Frostvain (Northern Hakonia)
Geography: A cold, tundra-like region reminiscent of Lapland, with vast open plains, frozen forests, and glacial mountains. Permafrost dominates the land, with pockets of boreal forests and icy rivers threading through it. Wildlife: Home to Woolly Mammoths, Woolly Rhinos, Saiga Antelopes, and Arctic Foxes. Migratory herds of Reindeer traverse the region, hunted by Cave Lions and packs of Megafaunal Wolves.
Cultural Significance: The land holds spiritual significance, believed to be where the first Hakonians encountered the Sacred Bears (Otso). Hiisi groves and ancient cairns dot the landscape.
Frontier Spirit: Sparsely settled by humans and Giants, with a few hardy communities of nomads who survive by herding, hunting, and fishing.
Political: Beyond the direct influence of the Hakonian monarchy due to its remoteness and harsh climate. Raiders and exiles often find refuge here.
Neighbouring Drotharindal: The Dwarves of Drotharindal frequently trade with Frostvain nomads for furs and mammoth ivory, and their subterranean cities connect through tunnels near the northern border.
Kallvik (Western Hakonia)
Geography: A rugged coastal region of fjords, cliffs, and archipelagos, with dark pine forests running to the edge of the sea. Long winters give way to brief but fertile summers.
Wildlife: Rich marine life, including Steller’s Sea Cows, Karantean Salmon, and Great Auks. Inland forests are home to Brown Bears, Peikko (Stone Giants), and Firefoxes.
Seafaring Culture: This region is famed for its shipwrights and sailors.
Historic Raiding Base: Formerly the heart of Hakonian raiding culture, its fjords provided natural harbours for longships.
Cultural Importance: Known for its storytellers and Skalds, who preserve the oral history of the Hakonians.
Independence: Many coastal Jarls maintain a sense of autonomy, owing to the region's wealth and natural defences.
Vehkalinna (Central Hakonia)
Geography: The heartland of Hakonia, with rolling hills, dense forests, and fertile plains crisscrossed by rivers and lakes. This region is temperate compared to the north.
Wildlife: Home to Giant Elk, Steppe Bison, and Vandorian Beavers. Wolves and lynxes roam the forests.
Political Core: This region houses Hakonti, the capital of Hakonia, and the seat of the monarchy.
Agricultural Hub: Known for its farms, orchards, and fisheries, it supports much of the Hakonian population.
Spiritual Centres: Hiisi groves and Dallan shrines are scattered throughout, serving as pilgrimage sites for worshippers.
Cultural Synthesis: As the most densely populated area, it showcases the blended traditions of the Hakonians and the native tribes.
Suovarikko (Eastern Hakonia)
Geography: A vast marshland bordering the Mastorian Empire, dotted with wetlands, peat bogs, and slow-moving rivers.
Wildlife: Teeming with aquatic life, including Vandorian Beavers, Näkki, and Dalmatian Pelicans. Dangerous predators like Piru and Will-o-wisps are also common.
Trade and Defence: The region acts as a natural barrier against Mastorian incursions, with its difficult terrain favouring guerrilla tactics.
Mysticism: Known for its eerie atmosphere and associations with spirits, the marshes are feared and revered in equal measure.
Native Resilience: The marsh-dwelling tribes, particularly the Menninkäinen, have retained much of their independence due to the difficulty of Hakonian control in this region.
Metsänkaiku (Southern Hakonia, bordering Miellikia)
Geography: A dense, enchanted forest blending into the magical woodlands of Miellikia. Towering trees and shimmering glades dominate the landscape.
Wildlife: A mix of mundane and magical creatures, including the Keiju Fae, the Etiäinen Goblins, and Haltija. Predators like Cave Lions and Peikko lurk in the shadows.
Buffer Zone: The Wildwood acts as a natural barrier between Hakonia and the magical forests of Miellikia.
Mistrustful Neighbours: Relations with the neighbouring Onna Tribe of Miellikia are cautious but not openly hostile. Limited trade occurs at the forests edge.
Untamed Wilderness: Much of this region is beyond Hakonian influence, as the magic of Miellikia bleeds into the forest, making it dangerous and unpredictable. Legends and Folklore: The Wildwood is a source of countless tales of lost travellers, ancient ruins, and hidden treasures.
Halkeamalatva (East Hakonia)
Geography: A rugged, hilly terrain scarred by deep ravines and jagged cliffs. Frequent earthquakes and unstable ground make it treacherous.
Wildlife: The region is home to näkki in its lakes and rivers, as well as hardy species like Steppe Bison and Mountain Goats.
Cultural Divide: The Riftlands mark the traditional boundary between Hakonia and the Mastorian Empire. Its people are fiercely independent and resistant to Mastorian influence.
Strategic Importance: Control of the Riftlands ensures access to key trade routes and natural resources like iron and copper.
Mythic Reputation: The treacherous landscape and stories of lost cities buried in the ravines have given the Riftlands a near-mythical status.
Military
Key Characteristics
- Decentralised Military Structure: Each Jarl commands their own war-band, which is oath-bound to join the King or Queen in times of war. This decentralisation provides flexibility but can lead to coordination challenges during large campaigns.
- Warrior Culture: Every Hakonian is expected to be familiar with weapons, and martial training is a rite of passage for most. Elite warriors, often descended from Half-Giants, serve as bodyguards for Jarls and the monarchy, prized for their strength and loyalty.
Forces Composition
- Infantry Shield-Wall Warriors: The backbone of the Hakonian army, using heavy shields and spears to form impenetrable walls. Known for discipline and resilience, these formations are a hallmark of Hakonian tactics. Berserkers: Fearsome shock troops, often inspired by Finno-Ugric shamanic traditions. Fighting in frenzied states, they wield massive axes or hammers, striking terror into their foes. Skirmishers: Lightly armoured warriors adept at hit-and-run tactics, using javelins, bows, and slings.
- Mounted Warriors: Horses are less common in Hakonia but used by Jarls in the central regions for shock charges. There are some Giants from Frostvain that are employed as Mammoth riders for particularly devastating charges.
Naval Forces
- Longships: Hakonia's seafaring tradition remains strong, with swift and versatile longships used for transport, raiding, and naval combat. Crews are multi-functional, serving as sailors and warriors.
- River Raiders: Smaller vessels patrol rivers, disrupting enemy supply lines and providing rapid reinforcement.
Specialised Units
- Giant Allies: Rare but devastating, Stone Giants and Half-Giants occasionally fight alongside Hakonian forces, breaking enemy lines with brute force.
- Spirit-Infused Warriors: Rituals involving Etiäinen or Haltija are sometimes performed to bless warriors or provide supernatural protection.
- Archers and Slingers: Light infantry with bows and slings, especially effective in forests and marshes.
Fortifications
- Hill Forts: Positioned in strategic locations, they provide defensible strongholds and serve as rallying points for armies.
- Palisades and Watchtowers: Scattered across borders and trade routes, these structures guard against raids and incursions.
- Natural Defences: The geography of Hakonia, with its dense forests, marshes, and fjords, serves as a significant obstacle for invading forces.
Military Doctrine
- Guerrilla Warfare: Hakonians excel in ambushes and guerrilla tactics, using their knowledge of the terrain to outmanoeuvre enemies.
- Raiding Tactics: Even with large-scale raids reduced, smaller raids are still practised, keeping Hakonian warriors sharp and well-trained.
- Unity in War: The King or Queen has the authority to summon all Jarls and their forces in times of existential threat, uniting the realm.
Modern Developments under Mastorian Influence
- Mastorian Training: Some Hakonian warriors are trained in Mastorian military academies, introducing them to new tactics and equipment.
- Elite Units: Hakonian warriors serving in the Mastorian Sword and Shield are often recognised as elite troops, returning with advanced skills and weapons.
- Tributary Forces: A portion of the military is dedicated to fulfilling obligations to the Mastorian Empire, including supplying soldiers for its campaigns.
Religion
The Hakonian settlers and the settlements that they inhabit predominantly revere the Dallan faith, with a particular focus on the worship of Venerated Ancestors such as "King Hakon Half-Giant", "King Hakon Blood-Born", "Hakon the Exile", "the Four Hakons" and "Hakon the Great".
While these larger settlements do not revere the Otso, they keep many of their traditions and festivals. Seasonal festivals celebrate harvests, victories, and spiritual milestones. These often feature storytelling, music, and competitions like wrestling or boat races.
The worshippers of the Otso remain within Hakonia as a minority amongst their population. Some few natives who have refused to integrate exist in small isolated and secluded communities. The Menninkäinen Goblins for example keep the faith of the Otso.
There is also a small nomadic community that travel Hakonia following the Mother of Waters Vedenemo, though this community is reclusive and secretive, and is believed more to be a congregation of exiles and outcasts rather than a distinct cultural group.
Finally, there is a very small minority of lepers and beggars that worship Syöjätär in secret, the sister of the Baba Yaga and the Mother of Plague and Pestilence.
Foreign Relations
Drotharindal: Hakonia maintains a cautious but respectful relationship with Drotharindal. The shared northern border and cultural ties create opportunities for trade, especially in metals and furs. However, occasional territorial disputes arise in the rugged Frostvain region, requiring careful negotiation.
Mastorian Empire: As a Protectorate of the Mastorian Empire, Hakonia has a complex relationship marked by both cooperation and tension. While tribute payments and the provision of elite warriors ensure stability, many Hakonians resent the loss of their autonomy. Trade with Mastoria has brought economic benefits, but cultural and political differences keep relations wary.
Miellikia: Relations with Miellikia are distant and mistrustful, rooted in the magical forests’ mysterious nature and the guarded behaviour of the Five Tribes. Limited trade occurs at the southern border, often mediated by Keiju or Menninkäinen. Hakonians generally avoid deep incursions into Miellikia, fearing its enchanted dangers and unpredictable inhabitants.
Agriculture & Industry
Agriculture
Crop Cultivation
- Barley and Rye: These hardy grains thrive in Hakonia’s cool climate and are used for bread, porridge, and ale.
- Turnips and Other Root Vegetables: Resilient to frost, turnips, carrots, and parsnips are essential for winter sustenance.
- Foraged Foods: Wild berries (e.g., lingonberries, cloudberries, and bilberries) and mushrooms supplement diets, with foraging being a seasonal activity for many communities.
- Flax: Cultivated in central regions like Vehkalinna, flax is essential for linen production, a key Hakonian export.
Livestock
- Reindeer: Domesticated in the northern region of Frostvain, reindeer provide meat, milk, hides, and transport for nomadic tribes.
- Sheep and Goats: Raised in rocky and mountainous areas like Halkeamalatva for wool, milk, and meat.
- Cattle: Kept in the more temperate Verdant Reach, cattle provide dairy products and beef.
- Pigs: Common in forested regions, pigs are often allowed to forage for roots and acorns.
Fishing and Aquatic Resources
- Freshwater Fishing: Rivers and lakes teem with Karantean Salmon, sturgeon, and other fish species that are vital to the Hakonian diet.
- Coastal and Deep-Sea Fishing: The Kallvik Coast provides cod, herring, and shellfish, which are staples for coastal communities.
- Whaling and Seal Hunting: Northern tribes and coastal settlements harvest whales and seals for oil, meat, and hides.
Industry
Mining and Metalworking
- Iron and Copper Mining: Mines in Halkeamalatva and near the Drotharindal border provide high-quality ore for weaponry and tools.
- Stone Quarries: Granite and other stones are quarried for construction and monumental carvings.
- Jewellery and Craftsmanship: Gold and silver are worked into intricate designs, often inspired by native motifs and spiritual themes.
Woodworking and Forestry
- Timber: Forests in Vehkalinna and Metsänkaiku provide hardwoods for construction, shipbuilding, and trade.
- Carpentry: Artisans are renowned for their craftsmanship, producing decorative furniture, weapons, and religious idols.
- Charcoal: Essential for metalworking, charcoal is produced in forested regions near mining operations.
Shipbuilding
- Longships: Hakonia’s shipwrights in Kallvik are famous for crafting versatile and durable vessels for war, trade, and exploration.
- Riverboats: Smaller, manoeuvrable boats are built for navigating Hakonia’s rivers and marshlands.
Textile Production
- Linen: Produced from flax grown in central Hakonia, linen is a valuable export.
- Wool: Sheep and goats provide the raw material for warm clothing essential for surviving Hakonia’s cold climate.
- Fur and Leather: Reindeer hides, wolf pelts, and seal skins are processed into clothing and trade goods, especially in northern regions.
- Brewing and Distilling Ale and Mead: Barley is used to brew ale, and honey is fermented into mead, both of which are central to Hakonian social and ritual gatherings.
- Berry Spirits: Unique distilled drinks are made from cloudberries and lingonberries, often flavoured with native herbs.
Trade and Exports
Hakonia relies heavily on trade to supplement its resources and maintain its economy:
- Exports: Timber, furs, fish, iron weapons, linen, longships, and sturgeon caviar are sought after in the Mastorian Empire and other neighbouring regions.
- Imports: Grain, spices, luxury goods, and advanced tools are brought in from Mastoria and beyond.
Challenges
- Climate and Growing Seasons: Long winters and short summers limit the variety and quantity of crops, necessitating careful planning and storage.
- Geographic Isolation: Rugged terrain and poor overland infrastructure make internal trade challenging, leading to heavy reliance on rivers and the sea.
- Dependence on Mastoria: As a Protectorate, Hakonia must meet tribute demands, often straining its agricultural and industrial output.
Cultural Integration
- Metalworking: Incorporates native designs, often with spiritual or animalistic motifs.
- Craftsmanship: Practicality and artistry combine in everyday tools and luxury goods, showcasing the cultural synthesis of settlers and natives.
Trade & Transport
Trade and transport in Hakonia are heavily influenced by its geography, climate, and cultural practices. Rivers, coastal routes, and longships dominate the movement of goods, while land-based transport is limited by the rugged terrain and sparse infrastructure. Hakonia’s strategic location, bordered by the Mastorian Empire, Miellikia, Drotharindal, and the sea, makes it a significant player in regional trade despite its challenging environment.
Key Trade Routes
Rivers and Lakes: Hakonia’s vast network of rivers and lakes serves as the primary means of transporting goods internally and to neighbouring regions. Major rivers like the Karantean River (fictional) connect central regions like Verdant Reach to the coast and to Suovarikko marshlands.
Coastal and Maritime Routes: The Stonetide Coast is a hub for maritime trade, with longships and larger merchant vessels ferrying goods to neighbouring coastal nations and islands. Sea routes connect Hakonia to Mastoria, distant island kingdoms, and even trade posts along Miellikia’s borders.
Land Routes: Limited to well-trodden paths connecting major settlements like Hakoni (capital) and Verdant Reach. Overland trade is rare but facilitated by caravans in regions like Halkeamalatva, where precious metals and stones are moved.
Major Exports
Hakonia is rich in natural resources, making it a valuable trading partner for its neighbours:
Raw Materials: Timber: Hardwood from Verdant Reach and Metsänkaiku is prized for construction and shipbuilding.
Furs and Hides: Reindeer, wolf, and seal pelts are exported to Mastoria and Drotharindal for clothing and luxury items.
Iron and Copper: High-quality ore from Halkeamalatva supplies weapon-smiths and artisans in Hakonia and beyond.
Sturgeon Caviar: Prehistoric sturgeon from rivers and lakes is a delicacy sought after in Mastorian courts.
Crafted Goods: Weapons and Armour: Renowned for their quality and artistry, Hakonian swords, axes, and shields are coveted by warriors across the region.
Longships: Light, durable, and fast, Hakonian longships are valuable for traders and navies. Linen and Wool: Flax-based linen and sheep wool textiles are widely traded for both practicality and elegance.
Jewellery: Incorporating native designs, gold and silver jewellery is a luxury export.
Food and Drink
Karantean Salmon and Cod: Salted fish is a key export for regions lacking access to the sea.
Mead and Spirits: Hakonian mead and berry-infused spirits are known for their distinctive flavours.
Major Imports
Hakonia’s harsh climate limits its agricultural capacity, necessitating certain imports: Grain: Wheat and other cereals are imported from Mastoria to supplement the domestic barley and rye harvests.
Luxury Goods: Silks, spices, and fine wines are imported for the Hakonian elite, often through Mastorian trade networks.
Advanced Tools: Improved tools and weapon components from Mastoria and Drotharindal bolster Hakonian industry.
Magical Goods: Rare magical components and enchanted items from Miellikia occasionally find their way into Hakonia, though trade with the Gnome tribes is limited.
Internal Trade
Regional Specialisation
Jäävalta (North): Exports reindeer products, seal oil, and mammoth ivory to central and southern regions.
Stonetide Coast (West): Supplies fish, salt, and maritime goods to inland settlements. Verdant Reach (Central): Acts as the agricultural and trade hub, distributing crops, textiles, and tools. Suovarikko Marshes (East): Known for rare herbs, peat, and aquatic resources like fish and reeds.
Metsänkaiku (South): Provides enchanted wood, wild game, and foraged goods.
Transportation Methods:
River Barges: Large barges carry bulk goods like timber, grain, and iron along Hakonia’s waterways.
Longships: Used for faster trade, especially between coastal and riverine settlements. Pack Animals: Horses, reindeer, and oxen carry goods overland, though this is less common due to terrain challenges.
Challenges in Trade and Transport
Harsh Climate: Frozen rivers and heavy snowfall disrupt transport in winter, requiring storage and planning.
Banditry and Piracy: Remote regions like Halkeamalatva and the Wildwood harbour raiders and outlaws, threatening trade caravans and river routes.
Wild Regions: Areas like Metsänkaiku and Suovarikko remain dangerous due to untamed wildlife and magical phenomena, limiting safe passage.
Foreign Trade Relations
Drotharindal (North): Primary trade goods include metals and furs from Hakonia and Dwarven tools and jewellery from Drotharindal. Trade is facilitated through shared border tunnels and mountain paths.
Mastorian Empire (East): A major trade partner and protectorate, Mastoria imports raw materials, weapons, and warriors, while supplying Hakonia with grain, luxuries, and advanced tools.
Miellikia (South): Trade is minimal due to mistrust, but occasional exchanges involve enchanted items, rare herbs, and exotic wood from the Gnomes.
Western Island Kingdoms: Maritime trade thrives with coastal kingdoms, exchanging fish, timber, and mead for luxury goods and gold.
The laws for each region are decided by the Jarls that rule over these regions. The King can establish laws that must be enforced in all regions, but only with a backing of a majority of Jarls.
It is incumbent on the Jarls and the Hersir to enforce laws within the lands under their authority. They typically have warriors oath-bound to serve them who will support their efforts if needed.