The Heimer Clans

Overview

  Known as the Scourge of the North, the Heimer Clans are a fearsome and relentless force, striking terror into the hearts of their southern neighbors. These fierce warrior clans, scattered across the harsh, untamed lands of Drakenheim, are as wild as the frozen wilderness they call home. United only in times of great need, the Heimer are a loose confederation of clans that are more often embroiled in internal conflicts than focused on external conquest. Yet, when a strong High King or common cause emerges, they form a formidable war host, launching devastating raids known as Heimer Incursions into the more fertile and wealthy lands to the south.   Despite their reputation as savage raiders, the Heimer are a deeply spiritual people, clinging to ancient traditions of shamanism and druidic magic, worshipping the Old Gods, and maintaining a strict code of honor. Their way of life is shaped by the unforgiving northern climate, where survival is paramount. While they may lack the sophisticated technology or structured armies of their neighbors, their unmatched tenacity, cunning, and ability to endure make them one of the most resilient and feared factions in Arboria. Whether battling rival clans or raiding foreign shores, the Heimer Clans embody the raw, untamed spirit of the north.  
 

Government

 

The Crown

  The Heimer clans are a feared and respected force across Arboria, known to their so-called civilized neighbors for their unpredictability and ruthlessness, dubbed ''The scourge of the north''. However, contrary to popular belief among outsiders, the Heimer are not a monolithic, war-hungry horde driven by a singular ambition to pillage or conquer the south. Instead, they exist as a loose confederation of fiercely independent clans, each with its own internal rivalries and ambitions. These clans frequently engage in infighting, clashing over resources, territory, and honor. Yet, in moments of crisis or opportunity, they can unite under a strong leader or a common cause, launching devastating raids known as Heimer Incursions into the southern realms.   Heimer incursions only occur when the clans are unified under the leadership of a High King, who serves as the central authority. When not united by a common goal, the clans are often more focused on their own internal struggles for dominance, content to fight amongst themselves. However, when an incursion is declared, the clans rally together to turn their predatory gaze outward, seeking wealth and glory in foreign lands.   The High King, elected through an ancient tradition known as the Moot, is the figure who presides over the confederation. Only the Jarls, the rulers of individual clans, may participate in the election, and the High King must be chosen from among their ranks. The High King's primary duties are to settle disputes between the clans, oversee the collection of tribute, and represent the Heimer in foreign diplomacy. The High King's rule is for life, though it is not always secure. Should any Jarl feel confident enough in their own power, they may contest the High King's rule, challenging them to a duel of honor - a sacred and legal means of settling disputes over titles, land, and leadership.  

Ruling Dynasty

  The current High King, Jarl Yanmir of Clan Dannir, ascended to the throne 32 years ago after the previous High King perished during a Heimer Incursion into the south. Yanmir’s rise to power was not without challenge, but through shrewd political maneuvering and displays of personal strength, he secured the loyalty of the majority of the clans. Known for his sharp wit and fierce resolve, he has since maintained a tenuous peace between the warring factions of the Heimer, keeping them focused on external threats rather than internal rivalries. His rule has been marked by relative stability, though whispers of dissent are never far from the ears of any High King. It remains to be seen whether Yanmir can maintain this delicate balance for the remainder of his reign or if another will soon rise to challenge him for the crown.  
 

Member Clans

  There are 9 Heimer clans total, each of them inhabiting a unique area of Drakenheim and with their own storied history and identity.  

Dyna:

  Clan Dyna is headed by Jarl Harald. Dyna's symbol is thunder. The clan sits in the far south-eastern edge of Drakenheim. It is warmer here than in the rest of the region, which makes life that bit easier. In the east, they border the nation of Kyrus. They are on the coast of the Nord Sea and commonly raid the south for resources and slaves, and if not for themselves, to sell them to the others.  

Villeldir:

  Clan Villeldir is headed by Jarl Roar. Villeldir's symbol is a flame. The clan dwells in and around a wide valley called Hvergelmir, which is full of geothermal fissures and hot springs, at the western edges of the Iglophian mountains. Villeldir's lands are known for it's multitudes of hot springs, lakes, and waterfalls, as well as for it's mineral wealth.  

Bjarg:

  Clan Bjarg is headed by Jarl Sten. Bjarg's symbol is a mountain. The clan calls the foothills of the Iglophian mountains their home, just north of Dyna and east of Villeldir. To the north, they border the Dwarven kingdom of Kanarrak, and to the east lies Kyrus. Their area is heavily forested, and they have a thriving woodcutting industry, the excess of which they sell to the raider clans with which they build their ships, or to the dwarves.  

Bregthir:

  Clan Bregthir is headed by Jarl Skalde. Bregthir's symbol is the sword. They are the notoriously savage raider clan, sitting on the coast of the Nord Sea, between Dyna in the east and Aegir in the west. They call the land of Myrkviðr home, which consist of mainly lowland swamps, and is as such, utterly useless. Because of this, their entire livelihood relies on raiding the southern nations. Tempered in the fires of constant raids, their warriors are renowned throughout the Heimer clans as one of the best, and that is why they began selling themselves as mercenaries, sometimes even to outsiders.  
 

Vargen:

  Clan Vargen is headed by Jarl Ulf. Their symbol is the wolf. They inhabit the dense lowland forest known as Aldinnvðr, which is a lesser Feywood forest. The lowlands are a dense forest, with frequent elevations and depressions, but nothing major. Another noteworthy geographical feature is the river Klaraven that slowly wind it's way towards the sea, and the lakes it creates along the way. Clan Vargen is the only clan which has it's port inland, upstream the river on one of their lakes, away from the coast. Their lands are rich with wildlife, which they hunt for food and pelts, while their lakes are prime locations for fishing.  

Aegir:

  Clan Aegir is headed by Jarl Gorm. Their symbol is a longship. The clan inhabits the cliffy peninsula that protrudes out of the south-western corner of mainland Drakenheim, and the isles that surround it. Their clan hall sits high atop a vertical cliff at the coast of the Nord Sea, which is virtually unassailable, with it's port tucked away in a quiet cove just around the corner. Besides being notorious raiders, the clan also has a rich fishing industry, with it's northern coasts and isles unvisited by even southerner scout vessels. Clan Aegir borders Bregthir to the east, Vargen to the north, and Villeldir to the north-west.  

Valen:

  Clan Valen is headed by Jarl Erik. Their symbol is a great tree. Valen sits among a few offshoot mountains from the Iglophian range on the western coast of Drakenheim, called Fjordland. It borders Vargen to the south, Villeldir to the east, Dannir to the north-east, and Hrafnir to the north. Their clan hall watches over their home valley atop an elevated plateau at the base of a mountain. Within said mountain lies a sacred hot spring, which keeps a large cave at a temperate or even warm climate, which has allowed plant life to flourish within, from lush green grasses and flowers, to even larger trees.   The largest of these trees is a Feywood great tree, which is so large it seems to practically hold the ceiling of the cavern up. The ceiling of the cavern is pock marked with many holes of varying sizes, which allows for enough light to enter the cave for such an enclave of life to exist. This particular great tree was able to grow to such an immense size due to sitting atop a primordial well of Arcane energy.  

Dannir:

  Clan Dannir is headed by Jarl Yanmir. Their symbol is an eagle. The Dannir inhabit one of the most unforgiving areas of the north, called Normanland, which is an empty snow covered flatlands north-west of the Iglophian mountains. The Dannir clansmen live either in secluded valleys among the hilly southern terrain, where the freezing winds aren't as bone cutting, or within deep open crevices in the frosty lowlands, within which they carved themselves their homes in to the rocky walls themselves. Liquid water here runs only underground, so it makes sense to make home out of the elements and closer to what you need for a living.   Surprisingly, these underground rivers actually support fish and plant life, all though they are a bit different than what most people expect. The lowlands aren't entirely void however, grasses and flowers do grow under the snow, and break free to greet the sun in the warmer seasons. The area is also inhabited by rabbits, foxes, and the venerable eagle.   The Dannir border clan Hrafnir to the north-west, Valen to the south-west, and the dwarven kingdom of Kanarrak of the Iglophian mountains to the east. They are landlocked and have no navy.  

Hrafnir:

  Clan Hrafnir is headed by Jarl Svend. Their symbol is the raven. They are the distant, secluded, and secretive of the Heimer clans. They live in the far north in Normanland, just before The Frost Wastes, even further north than the Dannir, and their lands are void of any life. They have no fleet, even as a coastal clan, as their sea is frozen solid year-round. They live almost entirely underground, inside their fortress chiseled out of pure ice, almost akin to Dwarves. They mine, fish, and hunt underground creatures for a living.  

Geography

 

Drakenheim

  The Heimer people call the cold, rocky, and heavily forested region of Drakenheim their home. Located in the northern half of Arboria, it is bordered by the frigid Nord Sea to the south, separating it from the more temperate realms of Humanity. To the north lie the imposing Iglophian Mountains, home to the Dwarven kingdom of Kanarrak, one of the few foreign realms the Heimer respect and trade with as equals.   Drakenheim’s harsh climate and rugged terrain make cultivation difficult, with only small patches of arable land found along its rivers. Farmers struggle to feed their people, and hunters roam the wilds in search of prey, but even this is rarely enough. As a result, the Heimer often turn to raiding their southern neighbors to make up for what the land cannot provide.   The region’s name is drawn from both the Heimer people and the infamous drakes that roam the land - four-legged, wingless dragon-like creatures that challenge the Heimer for dominance. The Heimer hunt these drakes, trying to keep their numbers in check to prevent them from overwhelming other wildlife. In return, the drakes periodically strike back, targeting Heimer settlements in what seems to be a calculated show of intelligence.   In addition to drakes, the wilderness of Drakenheim is home to a variety of dangerous creatures such as sabertooth cats, wargs, wooly bears, elder boars, and the elusive wyvern.  
 

Skalland

  The south-western coast of Drakenheim, known as Skalland, is a rugged land of jagged cliffs and towering rock formations. Natural pillars, arches, and numerous coastal caves dot the landscape. The elevated terrain makes it difficult to traverse, but it provides excellent defensive positions against potential invaders from the sea.  

Myrkviðr

  The area around Clan Bregthir, particularly along the river Runelva, is a treacherous swamp known as Myrkviðr. The swamp is perpetually shrouded in fog, making navigation difficult and fraught with danger. It is said to be home to the Nightstalker, a mysterious creature whose victims are often found but whose presence remains unseen.  

Hvergelmir

  Nestled between the Iglophian Mountains and Drakenheim is the valley of Hvergelmir, a lush depression filled with geothermal springs and fissures. The warm waters and misty atmosphere create a haven for plant life in an otherwise cold and unforgiving land. Waterfalls, lakes, and rivers fed by the surrounding mountains cascade into the valley, which is blanketed in moss and mushrooms. According to Heimer legend, Hvergelmir is the source from which all the world’s waters spring forth.  
 

Aldinnvðr

  The forest of Aldinnvðr is a surviving fragment of the once-great Feywood that covered much of Arboria. Like its southern cousins, Aldinnvðr’s towering trees draw upon Arcane energies for their impressive growth. While not as vast or powerful as the Elderwood in Sturmgard, Aldinnvðr still thrives due to the primordial well of magic located within the holy mountain of Clan Valen. The forest stands as a reminder of the lost majesty of the Feywood and the power that once flowed through it.  

Fjordland

  The western coast of Drakenheim is a series of deep fjords - long, narrow inlets carved by ancient glaciers. These fjords, with their steep cliffs, offer both natural beauty and defensive fortifications for the Heimer clans that call them home.  

Normanland

  Normanland is the far northern reach of Drakenheim, a cold and desolate land that borders the Frost Wastes. Life here is scarce, with only the hardiest creatures like the Polar Bear managing to survive in this harsh environment. It is a place of isolation and survival against the elements.  

Niflheim

  Off the coast of Skalland lies the mist-shrouded archipelago of Niflheim, a place of mystery and legend. Ships that sail too close are said to vanish without a trace, and strange sea creatures are often spotted in the surrounding waters. Rumors even speak of the Kraken paying an occasional visit to these perilous seas.  

People & Culture

  The Heimer people are a proud warrior culture, harking back to how all of Humanity once was before the upheavals of the Cataclysm and The Great Migrations. Strength and cunning are highly valued, but these traits are not prized above honor. Both men and women are taught the skills of combat, hunting, and fishing from an early age, ensuring that every individual is prepared to survive and to defend themselves, should the need arise.   The Heimer’s homeland, Drakenheim, is an unforgiving land of cold, rocky terrain where agriculture is a near-impossible endeavor. Small gardens cling to life along riverbanks, but the harsh climate dictates that the Heimer must primarily rely on grazing their sheep and goats, as well as fishing and hunting to sustain themselves. Resourcefulness is key to survival in this hostile environment, and the Heimer waste nothing from their kills, making full use of every part of the animals they hunt.   Clothing is made from the skins and pelts of animals, supplemented by woven garments spun from the wool of their sheep. These practical, durable outfits reflect their deep connection to the land and their resourceful spirit.  
  The Heimer are a deeply spiritual and shamanistic society, with a rich mythology centered around the spirit realm and the magical creatures said to inhabit their forests, seas, and mountains. Legendary beasts, such as the mighty Dragon, are woven into the fabric of their culture and beliefs. Though often viewed as savage by the southern nations, the Heimer are far from barbaric. They follow their own set of rules and laws, grounded in the concepts of honor, mercy, and hospitality.   Trade is not unknown to the Heimer, though their isolation and the frequent hostilities towards southern nations have made it less common. Nevertheless, they have always been open to exchange with those who respect their traditions. In Heimer society, disputes are often settled through duels of honor, a practice that upholds their values of strength and fairness.   Superstition runs deep in Heimer culture. They believe in a variety of deities, known as the Old Gods, each representing different aspects of the world around them. The clans pay tribute to their chosen gods through ritual sacrifice and build shrines in their honor. In some cases, clans are even named after their patron deity or the domains they rule over.   Though their way of life is rugged and shaped by their harsh environment, the Heimer possess a rich cultural heritage. Their songs, legends, and clever tools of simple design tell the story of a people who have endured and thrived against all odds. United by their shared values and the strength of their clan-based society, the Heimer clans remain a formidable and proud branch of Humanity.  

Religion

  The Heimer people remain steadfast in their devotion to Humanity's ancient beliefs, revering the pantheon known as The Old Gods. This collection of deities, each wielding dominion over a specific aspect of life or nature, encompasses a wide range of powers and responsibilities. The Heimer recognize both benevolent and malevolent gods within this pantheon, but it is the more beneficial deities that are openly worshipped and celebrated in daily life. These gods, associated with natural cycles, are venerated through public rituals, festivals, and offerings.   However, not all deities are so kindly regarded. There are darker, more obscure gods. These malevolent deities have their own followers, though they worship in secrecy, forming underground cults that operate beyond the gaze of the wider Heimer society. While the benevolent gods offer boons and guidance, these shadowy cults seek the favor of gods whose power comes with dangerous costs.  

Military

 

Doctrine

  To most of the civilized world, the Heimer are seen as barbaric raiders, lacking in formal military training or advanced metallurgy. However, what they lack in structured strategy, they more than make up for in sheer cunning, ferocity, and an intimate understanding of their harsh environment. The Heimer favor hit-and-run tactics, relying on their mobility and brutal force to overwhelm enemies before they can organize a proper defense. Speed and surprise are their greatest weapons, and they often strike fear into their foes through unorthodox fighting techniques and their fearsome, wild appearance. The core of their doctrine is simple: hit fast, hit hard, and rout an unprepared enemy before they have a chance to retaliate.  
 

Specialties

  While not heavily reliant on magic, the Heimer make use of druidism and shamanism in combat. These mystical practices are woven into their warfare, primarily for healing or to enhance their warriors with supernatural abilities. Shamans can invoke the Berserker spirit, which grants warriors greater speed, strength, and resilience, turning them into near-unstoppable forces on the battlefield. Archers can be imbued with the Ranger spirit, which heightens their dexterity and perception, allowing them to strike enemies from farther distances with deadly accuracy.  

Navy

  The Heimer clans collectively command one of the largest fleets in Arboria, though their ships are built more for speed and maneuverability than raw power. Their signature vessels are longboats, designed to sail swiftly across open seas and narrow enough to navigate inland rivers. These ships are perfect for raids, allowing the Heimer to strike coastal and river settlements quickly and retreat before any proper naval response can be mounted.  

Air

  The Heimer have no air forces, nor do they rely on conventional anti-air defenses. Instead, they turn to their shamans to control the elements when faced with aerial threats. These shamans call upon nature itself, summoning thunderstorms, fierce winds, or thick fog to disrupt and deter aerial foes. Whether through blinding weather or dangerous flying conditions, the Heimer use the power of nature to level the playing field against airborne enemies.
Type
Political, Confederation
Location
Related Species
Related Ethnicities

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