Marmennill

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Template:Short description

In Scandinavian folklore, a Script error: No such module "Lang". (also marmandill, marbendill, or margmelli) is a merman that often features in stories after having been accidentally caught at sea by fishermen. The creature is typically known for its ability to see the future or to reveal otherwise hidden knowledge, often laughing when he sees others acting foolishly.

Name

Script error: No such module "Lang". has been variously translated as "merman", "mereman", "sea-mannikin" and "sea-goblin".Template:SfnTemplate:SfnTemplate:Sfn In the Hauksbók version of Landnámabók, it is spelt as Script error: No such module "Lang"., with other medieval variants including Script error: No such module "Lang".. The modern Icelandic form is Script error: No such module "Lang"..Template:Sfn

The name is also found as a component of the names of the species Millepora polymorpha and Corallina officinalis, which are known as Script error: No such module "Lang". ("the mermannikins work") and Script error: No such module "Lang". ("the merman’s weed") respectively. It has been further suggested that the name of Merlin may be derived from Script error: No such module "Lang"..Template:Sfn

Attestations

Middle Ages

A Script error: No such module "Lang". is attested in Landnámabók:

Old Norse textTemplate:Sfn Modern English translationTemplate:Sfn
Script error: No such module "Lang". There was a man named Grim, the son of Ingjald, the son of Hroald, from Haddingdale; he was the brother of Asi, a hersir. He went to Iceland to seek for settlement, and sailed by the north of the land; he was for one winter in Grimsey, in Steingrimsfirth; his wife was named Bergdis, and their son Thorir. Grim went out to fish in the Autumn with his housecarles and the lad. Thorir lay in the prow and was in a seal-bag which was drawn together at the neck. Grim drew up a mereman and when he came up asked him "What do you foretell shall be our fortune, or where shall we settle in Iceland ? The mereman answered, "No need to tell the fortune of you and your men, but rather of the lad that lays in the seal bag, he shall there settle and take land where Skalm your mare lays down under her load," and no more words got they from him. Later in the winter Grim and his men rowed out, but the lad was upon land; then the whole crew was lost.

Another prophetic Script error: No such module "Lang". appears in the 14th-century Hálfs saga ok Hálfsrekka. According to the saga, a father and son catch the Script error: No such module "Lang". on a fishing trip and subsequently present the creature to King Hjörleifr. The Script error: No such module "Lang". remains silent at the king's court, except for one bout of laughter. Upon being returned to the sea, however, he issues several prophecies in poetic verse.Template:Sfn

Modern folklore

Stories about marmennill can be found in many modern Icelandic folklore collections, including in Jón Árnason's Íslenzkar þjóðsögur og æfintýri. One of the more well-known stories about the creature is known as Script error: No such module "Lang". (And the Script error: No such module "Lang". laughed).Template:Sfn It tells the story of a farmer who catches a Script error: No such module "Lang". out at sea and takes it home with him. On the way home, the creature laughs three times at the farmer. According to one account, the first time when his wife greets him, the second time when he hits his dog, and the third time when he trips over and attacks a tuft of grass. In exchange for his freedom, the creature reveals that he laughed at the farmer because his wife is unfaithful, his dog truly loves him, and the tuft of grass conceals a treasure. The farmer finally releases the creature and all that the creature claimed proves true.Template:Sfn

Interpretation and discussion

It has been noted that similar to the Script error: No such module "Lang"., some other beings in Scandinavian folklore could give indications on future events such as the sea monsters Script error: No such module "Lang". and Script error: No such module "Lang"., which often are seen before storms and shipwrecks, and Óðinn, who in Böglunda sögur forbodes a large battle and death.Template:Sfn Furthermore, in both Landnámabók and Hrafnkels saga Freysgoða there are account of a being appearing in the dream of a settler of Iceland, telling him to move to another part of the island. In each case, the settler heeds the advice and avoids a landslide which killed the livestock that stayed behind.Template:Sfn

Modern influence

The phrase Script error: No such module "Lang". ("then the merman laughed") is used in Iceland to refer to a sudden and spiteful fit of laughter in reference to the motif in folktales.Template:Sfn

See also

  • Nixie (folklore), a water dwelling being in Germanic folklores
  • Selkie, a being in Northern European folklores that could take on the form of a seal

References

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Bibliography

Primary

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Secondary

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