Fjallheima (fjelhi:mæ)
High Kingdom of Fjallheima is a sovereign realm in the northern reaches of the Western continent of DemTera, ruled from its capital at Fysthólm. Renowned for a fiercely martial society and exceptional craftsmanship, Fjallheima is governed by a hereditary High King and four High Jarls—each administering a vast province between the Frozen Peaks, the Copper Mountains, and the Northern Sea. Its social hierarchy ranges from free‐born karls (farmers, smiths and traders) through elite housekarls and thanes, up to the jarls and High Jarls who lead both in peace and on the battlefield.
Fjallheimar culture prizes honor, kinship and oral tradition: skalds preserve sagas, local Things enact customary law, and ritual duels (holmgang) settle matters of honor. Economy and trade hinge on communal agriculture, mining, and intricately decorated metalwork—sword hilts, brooches and jewelry that belie the kingdom’s rugged reputation. Religious life centers on the Pantheon of the Five, with open‐air hofs and seiðr magic woven into daily rites.
Fjallheimar culture prizes honor, kinship and oral tradition: skalds preserve sagas, local Things enact customary law, and ritual duels (holmgang) settle matters of honor. Economy and trade hinge on communal agriculture, mining, and intricately decorated metalwork—sword hilts, brooches and jewelry that belie the kingdom’s rugged reputation. Religious life centers on the Pantheon of the Five, with open‐air hofs and seiðr magic woven into daily rites.
Structure
At the summit of Fjallheima’s society stands the High King, whose word carries the weight of law, war and ritual alike. He presides over grand assemblies, settles disputes between jarls, and calls the realm’s warriors to arms beneath the banners of Fysthólm. Directly beneath him are the four High Jarls, each entrusted with an entire province’s governance, defense and tribute. In peace they administer justice, oversee the levies raised in their districts and convene local Things in the High King’s name; in war they marshal their own forces, marshal supplies and ride at the head of the royal host.
Each High Jarl’s domain is in turn parceled into numerous jarldoms, each ruled by a jarl whose duties blend administrative oversight with martial leadership. A jarl maintains order in his clan’s territories, convenes the Thing to enact local custom, adjudicates fines or reconciliations and leads his household to battle when the call comes. Within a jarl’s retinue stand the thanes—elite champions sworn to his banner—who serve as field commanders in raids or pitched engagements, and the housekarls, professional retainers charged with protecting the hall, enforcing verdicts and escorting their lord. At the foundation of this hierarchy are the karls themselves: free peasants, smiths, miners and traders whose labour underpins the kingdom’s wealth. Though they tend farms and workshops in times of peace, each karl may be summoned to bear spear or shieldcloth and swell the ranks of Fjallheima’s war bands when honour or the High King’s summons demands it.
Each High Jarl’s domain is in turn parceled into numerous jarldoms, each ruled by a jarl whose duties blend administrative oversight with martial leadership. A jarl maintains order in his clan’s territories, convenes the Thing to enact local custom, adjudicates fines or reconciliations and leads his household to battle when the call comes. Within a jarl’s retinue stand the thanes—elite champions sworn to his banner—who serve as field commanders in raids or pitched engagements, and the housekarls, professional retainers charged with protecting the hall, enforcing verdicts and escorting their lord. At the foundation of this hierarchy are the karls themselves: free peasants, smiths, miners and traders whose labour underpins the kingdom’s wealth. Though they tend farms and workshops in times of peace, each karl may be summoned to bear spear or shieldcloth and swell the ranks of Fjallheima’s war bands when honour or the High King’s summons demands it.
Culture
The culture of Fjallheima is deeply rooted in the principles of honor, kinship, and tradition, shaping every aspect of its people's lives. Despite its outward reputation for warlike nature and apparent simplicity, the Fòlk possess a rich artistic and storytelling heritage, expressed through intricate metalwork, woodcarvings, textiles, and vivid oral traditions. Their society places great emphasis on reputation and personal deeds, where acts of bravery, generosity, and adherence to custom forge lasting honor and communal identity. Hospitality is sacred, and even rivals are expected to extend warmth and protection to guests, reinforcing bonds of loyalty and alliance. Rituals and superstitions are woven into daily routines—offerings to gods, reading runes, and performing rites at sacred groves or outdoor temples—creating a spiritual fabric that sustains their worldview.
Demography and Population
Fjallheima’s total population is just over 150 000 souls, dispersed roughly as follows:
High Jarldom of Hrafn – ca. 50 000 inhabitants
High Jarldom of Úlfa – ca. 40 000 inhabitants
High Jarldom of Dádýr – ca. 32 000 inhabitants
High Jarldom of Bjarna – ca. 20 000 inhabitants
High Jarldom of Fyrst (royal domain) – ca. 9 500 inhabitants
Together this yields a grand total of approximately 151 500 free folk, nobles, retainers and specialists.
Across the kingdom you typically find:
Free karls (farmers, craftsmen, traders, miners) forming some 80–85 percent of each jarldom’s population.
Jarls, their households and personal retainers (thanes and housekarls) making up roughly 5–8 percent.
Artisans, skalds, goðar and other specialists—priests, healers, shipwrights, metal-workers—filling out the remaining 7–15 percent.
Settlement sizes range from capitals of 3 000–7 000 (Hrafnstead, Úlfahólm, Skogheim, Bjarnesund, Fyrsthólm) through market towns of 500–1 500, down to villages of 100–400 where most of the kingdom’s karls live and work.
High Jarldom of Hrafn – ca. 50 000 inhabitants
High Jarldom of Úlfa – ca. 40 000 inhabitants
High Jarldom of Dádýr – ca. 32 000 inhabitants
High Jarldom of Bjarna – ca. 20 000 inhabitants
High Jarldom of Fyrst (royal domain) – ca. 9 500 inhabitants
Together this yields a grand total of approximately 151 500 free folk, nobles, retainers and specialists.
Across the kingdom you typically find:
Free karls (farmers, craftsmen, traders, miners) forming some 80–85 percent of each jarldom’s population.
Jarls, their households and personal retainers (thanes and housekarls) making up roughly 5–8 percent.
Artisans, skalds, goðar and other specialists—priests, healers, shipwrights, metal-workers—filling out the remaining 7–15 percent.
Settlement sizes range from capitals of 3 000–7 000 (Hrafnstead, Úlfahólm, Skogheim, Bjarnesund, Fyrsthólm) through market towns of 500–1 500, down to villages of 100–400 where most of the kingdom’s karls live and work.
Military
The High Kingdom of Fjallheima maintains its strength and security through a tradition of warrior service deeply woven into every level of society. Each Jarl commands loyal warriors drawn from their clan, including the highly trained housekarls who form the personal guard and law enforcement. In times of need, the jarldoms summon their thanes—seasoned champions famed for their prowess and honor—who lead levies of free karls, the backbone of any host and called to arms from their fields and forges.
Above these ranks stands the select warband of the High King himself, elite warriors chosen from across all jarldoms and pledged directly to the royal banner. These fighters are not only the core of Fjallheima’s standing defense but also serve as enforcers of royal justice and agents in times of crisis, wearing the king’s emblem as a mark of unmatched authority. During raids or war, the hierarchical bonds between housekarls, thanes, and jarls allow Fjallheima to quickly marshal formidable forces, blending disciplined retainers with the fierce energy of its freeborn levy.
This layered, honor-bound structure ensures that order is kept in peace, and when blades are drawn, Fjallheima’s armies strike as one—each warband carrying its own legacy, renowned for both artistry in craftsmanship and ferocity in battle.
Standing/Professional Forces (Peacetime):
Hrafn: 500–700
Úlfa: 400–600
Dádýr: 300–400
Bjarna: 200–300
Fyrst (incl. King’s Guard): 300–400
Total Peacetime Standing Force: 1,700 – 2,400 soldiers.
Full Levy (Crisis/War):
Hrafn: 3,500–4,000
Úlfa: 2,800–3,200
Dádýr: 2,200–2,500
Bjarna: 1,400–1,600
Fyrst (incl. King’s Guard/retinue): 900–1,200
Total Full Levy (All Jarldoms): 10,800 – 12,500 warriors, (This includes all able-bodied freemen, professional soldiers, housekarls, thanes, and the royal guard.)
Military Specializations by Jarldom:
Hrafn: Light cavalry, scouts, fast-response riders.
Úlfa: Light infantry, archers, skirmishers, mountain fighters.
Dádýr: Pikemen, phalanx infantry, archers.
Bjarna: Heavy infantry (Danaxe-wielders), armored shock troop.
Fyrst: Disciplined spearmen, royal guard, balanced with archers/cavalry.
Key Points:
Peacetime: About 2,000 professional soldiers (elite, housekarls, guards)
Full War: Up to 12,500 warriors (including levied farmers, miners, artisans)
Elite Units: The King’s Guard, renowned heavy infantry from Bjarna, agile cavalry from Hrafn, and disciplined pike and spear formations from Dádýr and Fyrst.
In summary: The High Kingdom of Fjallheima can field a standing professional force of about 2,000 and, in times of total war, can raise a total army of roughly 11,000–12,500 warriors, each regional army bringing its own distinctive tactics and specialties to the field.
Above these ranks stands the select warband of the High King himself, elite warriors chosen from across all jarldoms and pledged directly to the royal banner. These fighters are not only the core of Fjallheima’s standing defense but also serve as enforcers of royal justice and agents in times of crisis, wearing the king’s emblem as a mark of unmatched authority. During raids or war, the hierarchical bonds between housekarls, thanes, and jarls allow Fjallheima to quickly marshal formidable forces, blending disciplined retainers with the fierce energy of its freeborn levy.
This layered, honor-bound structure ensures that order is kept in peace, and when blades are drawn, Fjallheima’s armies strike as one—each warband carrying its own legacy, renowned for both artistry in craftsmanship and ferocity in battle.
Standing/Professional Forces (Peacetime):
Hrafn: 500–700
Úlfa: 400–600
Dádýr: 300–400
Bjarna: 200–300
Fyrst (incl. King’s Guard): 300–400
Total Peacetime Standing Force: 1,700 – 2,400 soldiers.
Full Levy (Crisis/War):
Hrafn: 3,500–4,000
Úlfa: 2,800–3,200
Dádýr: 2,200–2,500
Bjarna: 1,400–1,600
Fyrst (incl. King’s Guard/retinue): 900–1,200
Total Full Levy (All Jarldoms): 10,800 – 12,500 warriors, (This includes all able-bodied freemen, professional soldiers, housekarls, thanes, and the royal guard.)
Military Specializations by Jarldom:
Hrafn: Light cavalry, scouts, fast-response riders.
Úlfa: Light infantry, archers, skirmishers, mountain fighters.
Dádýr: Pikemen, phalanx infantry, archers.
Bjarna: Heavy infantry (Danaxe-wielders), armored shock troop.
Fyrst: Disciplined spearmen, royal guard, balanced with archers/cavalry.
Key Points:
Peacetime: About 2,000 professional soldiers (elite, housekarls, guards)
Full War: Up to 12,500 warriors (including levied farmers, miners, artisans)
Elite Units: The King’s Guard, renowned heavy infantry from Bjarna, agile cavalry from Hrafn, and disciplined pike and spear formations from Dádýr and Fyrst.
In summary: The High Kingdom of Fjallheima can field a standing professional force of about 2,000 and, in times of total war, can raise a total army of roughly 11,000–12,500 warriors, each regional army bringing its own distinctive tactics and specialties to the field.
Foreign Relations
Diplomatic relations are shaped by a combination of longstanding rivalries, pragmatic alliances, and mutual suspicions with neighboring states. To the east lies the Empire of Feódaal, whose aristocracy maintains a reputation for condescension toward surrounding realms, often resulting in strained and formal relations. Maritime interactions are further complicated by the Isles of Már-Casér, with whom a formal peace treaty exists; however, piracy remains an ongoing concern, especially in the northern waters, where ships under the Már-Casér flag are frequently implicated in rogue activities despite official denials.
To the south, the Kingdom of Akerlan shares a tense border, and the Tribes of Koterii in the southwest are frequent targets of unofficial raids originating from Fjallheima, actions that are publicly condemned by the authorities but remain a source of friction. In contrast, economic ties with the Merchant Republic of Sahra' are robust, driven by a mutually beneficial trade agreement. Sahra' merchants are known for their discretion regarding the provenance of goods, which facilitates a flourishing commerce between the two polities.
Relations with the SPQC (Cappirdiom) are neutral, influenced largely by the geographic distance that discourages both conflict and close cooperation. Diplomatic engagement is further supported by the existence of Tor-MetaTera, a neutral meeting ground where representatives from various nations gather to deliberate on matters of international law and dispute resolution. The only state to receive outright condemnation is the Priestipality of Necromania, whose practices have led to its exclusion from formal relations and broad censure from the wider community of nations.
To the south, the Kingdom of Akerlan shares a tense border, and the Tribes of Koterii in the southwest are frequent targets of unofficial raids originating from Fjallheima, actions that are publicly condemned by the authorities but remain a source of friction. In contrast, economic ties with the Merchant Republic of Sahra' are robust, driven by a mutually beneficial trade agreement. Sahra' merchants are known for their discretion regarding the provenance of goods, which facilitates a flourishing commerce between the two polities.
Relations with the SPQC (Cappirdiom) are neutral, influenced largely by the geographic distance that discourages both conflict and close cooperation. Diplomatic engagement is further supported by the existence of Tor-MetaTera, a neutral meeting ground where representatives from various nations gather to deliberate on matters of international law and dispute resolution. The only state to receive outright condemnation is the Priestipality of Necromania, whose practices have led to its exclusion from formal relations and broad censure from the wider community of nations.
Laws
Laws in Fjallheima are shaped both by ancient custom (unwritten tradition) and by edicts or statutes proposed and adopted by the Thing (public assembly). Anyone with standing, especially Jarls or respected karls, may propose new rules or amendments at local Things. Matters of broader importance are brought before the High Thing or Althing, where the High King, High Jarls, and Lawspeaker preside.
The Lawspeaker plays a vital role: as the living memory of Fjallheima’s law, they orally recite the legal code and precedents during assemblies, ensuring that old customs are not forgotten, and new laws harmonize with the old. Major laws and notable verdicts are recorded on rune-carved staves or stones in the halls of major Things and the royal seat at Fysthólm. Most lesser laws remain unwritten, preserved through oral tradition and the Lawspeaker’s memory.
Enforcement falls to the Jarls within their lands, with practical policing handled by housekarls and thanes—trusted warriors and retainers, acting much like constables or bailiffs. In heated disputes, the Thing can command a band of trusted folk to enforce resolutions. In cases affecting the entire kingdom, the High King may dispatch royal housekarls or call upon High Jarls to intervene.
Punishment in Fjallheima depends on the nature and severity of the wrongdoing, as well as local tradition and the decision of the Thing or Lawspeaker:
Fines (weregild): For most property crimes, injury, or lesser offenses, payment is made to the wronged party or their family.
Outlawry/Exile: For grave offenses (murder, treason, oath-breaking), a person may be declared útlagr (outlaw) and banished from society, losing all protection under the law.
Holmgang: In personal disputes, especially when honor is at stake and evidence is unclear, a ritual duel may be sanctioned—the survivor is deemed to have the gods’ favor and thus legal righteousness.
Corporal Punishment: For certain transient crimes or repeated minor offenses, public flogging, branding, or shaming may be used
Restitution: Offenders are sometimes required to make restitution through labor, repair, or public penance.
The law in Fjallheima is a living thing. Local customs or the persuasive arguments of chieftains and skalds may sway a judgment, especially if compensation or reconciliation is offered. Clannish ties and reputation sometimes shield minor wrongdoers, but grave crimes almost always meet with harsh sanction, as maintaining order and honor is crucial to the community. Wealth, influence, or skillful negotiation might lighten a sentence or substitute fines for harsher penalties. However, persistent offenders, those who scorn law and peace, or violators of sacred custom risk exile or even death, from which few escape a grim fate.
The Lawspeaker plays a vital role: as the living memory of Fjallheima’s law, they orally recite the legal code and precedents during assemblies, ensuring that old customs are not forgotten, and new laws harmonize with the old. Major laws and notable verdicts are recorded on rune-carved staves or stones in the halls of major Things and the royal seat at Fysthólm. Most lesser laws remain unwritten, preserved through oral tradition and the Lawspeaker’s memory.
Enforcement falls to the Jarls within their lands, with practical policing handled by housekarls and thanes—trusted warriors and retainers, acting much like constables or bailiffs. In heated disputes, the Thing can command a band of trusted folk to enforce resolutions. In cases affecting the entire kingdom, the High King may dispatch royal housekarls or call upon High Jarls to intervene.
Punishment in Fjallheima depends on the nature and severity of the wrongdoing, as well as local tradition and the decision of the Thing or Lawspeaker:
Fines (weregild): For most property crimes, injury, or lesser offenses, payment is made to the wronged party or their family.
Outlawry/Exile: For grave offenses (murder, treason, oath-breaking), a person may be declared útlagr (outlaw) and banished from society, losing all protection under the law.
Holmgang: In personal disputes, especially when honor is at stake and evidence is unclear, a ritual duel may be sanctioned—the survivor is deemed to have the gods’ favor and thus legal righteousness.
Corporal Punishment: For certain transient crimes or repeated minor offenses, public flogging, branding, or shaming may be used
Restitution: Offenders are sometimes required to make restitution through labor, repair, or public penance.
The law in Fjallheima is a living thing. Local customs or the persuasive arguments of chieftains and skalds may sway a judgment, especially if compensation or reconciliation is offered. Clannish ties and reputation sometimes shield minor wrongdoers, but grave crimes almost always meet with harsh sanction, as maintaining order and honor is crucial to the community. Wealth, influence, or skillful negotiation might lighten a sentence or substitute fines for harsher penalties. However, persistent offenders, those who scorn law and peace, or violators of sacred custom risk exile or even death, from which few escape a grim fate.

Type
Geopolitical, Kingdom
Capital
Alternative Names
High kingdom of Fjallheima.
Leader
Leader Title
Head of State
Government System
Monarchy, Absolute
Power Structure
Federation
Economic System
Market economy
Official State Religion
Subsidiary Organizations
Official Languages
Neighboring Nations
Related Ethnicities
Comments