Heide

Heide is a major region in northwestern Altea. Numerous races make their homes here, and many different powers compete for the land's rich resources. 
=== Geography ===
Heide is a rugged and mountainous land, with vast plains stretching between the snowy peaks and craggy hills. The largest river in Heide is the River Boruz, which flows from the Bright Mountains down to Shackle Bay, the traditional site for slave markets. Heide extends from the Towerlands in the south to the Cloudthrone Mountains in the north, which demarcate the border of Avrasia. Western Heide lies along the Glass Sea, and eastern Heide fades into the Worldspine Mountains. Helia is attached to Heide, but as the homeland of the Voij is enclosed by the Wormwood, Helia is often considered a separate region. Between the Bright Mountains and the Cloudthrones lies the Veldt, a great, grassy plain where the Veldyn first appeared, hence their name. The Veldt is also called Middenberg, the land 'between the mountains.' 
=== History ===
Before the Era of Man, Heide was dominated by the dwarves of Tir Urdun. The Hundred Clans maintained many holds throughout Heide, which they called Arnbyth, 'the world entire.' After the Night Wars, Talamon, capital of Tir Urdun was captured, and Kanlin, ancestor of the dwarves, was destroyed. The dwarves of Heide turned on each other in civil war. While they fought, Alba froze, prompting the Great Passage at the dawn of Age Zero. The dwarves were not prepared for the influx of so many new rivals and were forced into the mountains. The scattered human tribes, the Gheds, were enslaved by orcs, who founded many settlements on the Heidan plains. At the end of Age Zero, a new race appeared in Heide. Grendel, son of Ukhraj, arrived on the Veldt with his children, the Veldyn. These bellicose warriors soon spread across Heide, pushing the orcs into the Worldspines and taking their human slaves for themselves. In 403 IR, Votan, descendent of Grendel, claimed Dun-Rosdo, a dwarven fortress in the foothills of the Bright Mountains. This fortress was renamed Agristad, the Great Holy Place, and Votan was proclaimed Vortigern, 'Great King,' by the assembled Veldyn clans. From Agristad, Votan and the latter Vortigerns would go out to conquer. The Veldyn kingdom of Aetgard would dominate Heide throughout the First Age, driving back several Gallian invasions. In the Third Age, the Gallian legions finally reached the foothills of the Bright Mountains and Vandaler, the Valley of the Winds, where the vaunted dead of Aetgard were entombed in barrows. Vortigern Sculd battled the legions beneath mighty Mount Adfod, but was defeated, breaking Aetgard. In 2632 IR, Agristad was seized and renamed Kingsrest. The Rohun family, descended from General Timura Rohun, were made governor's of Gallian Heide. As the Third Age wore on, the Rohuns would become major powers in Heide, forming their own kingdom centered in Halgstov. In 3052 IR, Heide was invaded by the Sho, who devastated the coastlines. The Kingdom of Halgstov was greatly reduced in size, as restive Veldyn holds took the opportunity to rebel, driving Halgstovian settlers from Randheim and Middenberg. The Rohun kings relinquished much of their authority to local lords and barons, reducing Heide to a patchwork of counties with minimal oversight. In the Fourth Age, a succession dispute finally tore the fragile realm apart. Sergius Rohun and his supporters split from Halgstov and went north. In 3920 they invaded Avrasia and claimed the capital of Merebourg. Sergius founded a new dynasty in northern Avrasia, or Arverion, and became a foe of Heide and Halgstov. This would ultimately culminate in the creation of the Waking Church and the full-scale invasion of Heide in 4071 IR. The Arverians swept through Heide and left much of it ruined. In the past century, the Rohuns have attempted to reassert their rule and unify the independent barons and counts, but this is a hard task indeed, with the countryside ravaged and demoniacs and infernals loose in the wilderness. While the Rohuns sought to secure their borders, Duke Wilhelm Elmist of Rivalin declared his independence, proclaiming himself 'Grand Duke' and master of the Chalk Coast. Though Halgstov attempted to subdue the Rivalin dukes, it was ultimately deemed too costly to reintegrate the rogue province and so an uneasy detente has been established. For now, the Grand Duke Henry is content to rule his patch of Heide, and Otto Rohun devotes himself to what he considers more pressing affairs, such as the Iron League dwarves threatening to seize the valuable Rheged mines. 
=== People ===
Heide is home to many peoples. The most populous group are the Veldyn, who consider themselves 'true' Heidans, though they in fact only appeared in the region at the dawn of the First Age. While orcs were once widespread, they have largely migrated into the Worldspines and to Gelim. The orcs that remain are either Gallianized or wandering wind orcs. Vakki can be found at the edges of civilization, tending to the forests and trading dreamspore and herbal cures for metal. Elves are not common, as the Voij leave Helia only in exile, for ritualistic warfare, or to acquire resources. Voij traders rarely venture beyond the Wormwood, rather remaining on Atum to trade with outlanders. Voij can occasionally be found in the ramshackle pirate towns along Shackle Bay, buying and selling slaves. Fiarra of course stalk the thick and ancient Heidan woods during the Wild Hunt, and this has seen the birth of half-Fiarra, or elflings, every year. Elflings are considered an unfortunate byproduct of Heide's harsh conditions, and many of the halfbreeds can be found in major cities. Basai are occasionally seen, most of them originating from the Hadaya, or Gift Elves who accompanied Amira Feruz al-Mujazid of Khanaan when she married into the Rohun Dynasty in 2984 IR. These Hadaya, descended from skilled horsemen and proud warriors, can often be found in Halgstov's armies, or serving as mercenaries in the Randheim ports, or even guarding the Towerlands for some local lord or another. The Hadaya Basai retain some of their original culture, but this has been mingled with Heidan customs and ideas, making the northern Basai quite distinctive from their Sunland kin. 
Humans are a mixture of native Gheds and the settlers who accompanied Gallian invasions in the First and Second Age. Merchants from Praesia and even Locia have also contributed to the 'Heidan' human stock. The Gheds are a tall, hardy folk, with pale skin and light hair and eye color. Long intermingling with Veldyn and orcs has meant that many Gheds are quite robust, sometimes as brawny as Braxians or Orestian humans. The Gheds descend from human tribes that fled Azlan slavery and settled in the valleys and hinterlands that the Hundred Clans considered unappealing. The dwarves mostly ignored the humans, thinking them little better than beasts. While human tribes in Adantu (modern Aldan) were enslaved, the Heidan tribes escaped Azlan tyranny, only to clash with migrating orcs at the start of Age Zero. The Gheds were then later claimed by Veldyn, who drove most of the orcs from Heide. The Gheds became a race of 'garth-thralls' bound to various Veldyn holds. When Gallia pushed into central Heide, many of these thralls rose up in rebellion and were given prominent places in the new Kingdom of Halgstov. Since then, the Gheds have mingled with settlers from other parts of the Altea, forming a distinctive 'Heidan' populace. 
Beside Veldyn and humans, the other major racial group in Heide are dwarves. Heidan dwarves are mostly from Bawn Arkanta, the domain of the Silversmith Overclan, which includes most of the Bright Mountains, as well as extensive subterranean holdings in Erebus. The Arkantan dwarves mostly keep aloof of the lowlanders, trading with them on occasion, or using them in yet another Silversmith scheme, as Bawn Arkanata is quite infamous for its many feuds, betrayals and assassinations. The dwarves usually found in human settlements stem from the Iron League, which has sent many mercenaries and adventurers to Heide over the centuries. 
The wilderness of Heide has long been home to werebeasts, with werewolves being the most common. During the Wild Hunt, these fearsome beings stalk the dark woods, but during the rest of the year they keep to themselves, guarding their sacred sites and places of power. 
Ogres are rare in Heide, and only occasionally is one found hidden among 'ordinary' folk, spawning hogboons and searching for a perfect mate to spawn ogre young with. Hogboon hordes sometimes come spilling out from Erebus passages to rape and burn, though the Veldyn are certainly able to deal with such incursions. 
Perhaps the most unique people in Heide are the Sa'sen. These are descendants of the Sho invasion force that occupied much of coastal Heide at the end of the Third Age. Thousands of human conscripts, scribed with obedience tattoos, were brought from Jingu and the hinterlands of Selang to man the fortresses that the Sho threw up with impressive alacrity. The Sho were ultimately driven from Heide and their human servants surrendered. Unable to return home without being executed for 'false thinking,' the humans and the few Sho who remained in Heide were placed in 'Mandates,' castle-towns where the aliens could be contained and watched. These Mandates have since become largely autonomous, though they are under the de jure authority of the Halgstov monarchs. There are no full-blooded Sho among the Sa'sen, who are a blending of elfin and Tsaiyun human physiognomies. The Sa'sen have retained much of their culture, though they also adopted certain Heidan ways. Certainly the Sa'sen are not as xenophobic or secretive as their Selangan predecessors, though this might be a matter of mere practicality. The Sa'sen produce unusual arms and armor, and engage in the worship of strange powers unknown to greater Altea. But as the Mandates keep to themselves, they are left to their own, inscrutable devices. That is how the Sa'sen prefer it. 
=== Major Settlements ===
Kingsrest, capital of Halgstov, is perhaps the largest city in Heide, though considering how extensive Silvermith holds can be, the dwarves would probably insist that their capital, Tor-Sego, is the greatest city in Heide. There are several large cities along the Chalk Coast. Stellansport, seat of the mercantile House Ducard, was once a major trade hub, but the city is now an ashen ruin after Magnus Ducard, last scion of the house, triggered a gigantic, magical conflagration to prevent the forces of the Waking Church from claiming the port. The spell essentially carbonized the city, and the tower of the Ducard estate that Magnus performed the ritual in became a spire of twisting, eternal flame. This Tower Aflame is now a foreboding landmark along the Chalk Coast, and sailors steer well clear of it. 
The largest Chalk Coast port is Breistoc, capital of the rogue nation of Rivalin. Breistoc has a long history, being once a dwarven trade post, then a Veldyn hold, before being conquered by Gallians in the First Age. The crowded, ramshackle port is thus many-layered and rotten with bolt holes perfect for the many pirates and blackguards who converge on the city. 
In the west, at the edges of Halgstov, lies the city of Silvermede. The produce from the mining colonies in the Rheged Hills flows into Silvermede, which attracts merchants from across Heide. The city is quite rough, largely populated by young, ambitious men and those who would profit from them. Taverns and dice houses are everywhere, and the mercenaries hired by the burghers are infamously quick to dispense frontier justice. 
Shackle Bay, which connects to the Zurul Sea, hosts several sprawling, rowdy and nigh-lawless ports, where slavers have traditionally gathered since the First Age. Many towns were founded by Varangars, Veldyn 'adventurer-merchants' who deal in anything they can steal or trade for. Perhaps the largest, or at least most infamous, Shackle Bay port is Goldwater. Built on the mouth of the River Boruz as it empties into Shackle Bay, Goldwater welcomes all well-intentioned traders. The name comes from gold dust that washed down from the Bright Mountains and accumulated in the silt here, attracting fortune-seekers. Varangars turned the trading post into a large port, the name kept to attract trade. Gallians later took the port, which was a major gateway for colonists entering Heide. In the Third Age, Halgstov ceded much authority in Goldwater to the Varangar companies that gathered there. The Varangars ensure that all deals are honored and all property protected. Goldwater has some very harsh rules, but it is one of the most lively trading spots in the north. From Goldwater, one can sail upriver to towns like Fiodsberg and Riverwood, all former Gallian colonies, until one reaches Kingsrest and the Bright Mountains. Every year, during Greentide, Varangar companies converge on Goldwater for their Bannermeet, where the warriors boast, drink and revel. It is said to be the most dangerous time to visit the port. 
Behind the Bright Mountains lie the vast plains and scattered forests of Middenberg, or the Veldt. Here, the ancient Veldyn spread out to conquer and enslave, but the clans have long since dispersed. Middenberg is sparsely populated, with only a few heavily-defended holds to guard against the many monsters and beasts that lurk in this wild land. The largest settlement is Whitewall. First a dwarven fortress, Whitewall was torched by the orcs, reclaimed by the Veldyn, and conquered by the Halgstov kings in 2717 IR. As the most distant holding of the Rohuns, Whitewall is quite lawless, and ruled by strongmen and their thugs. Bandits and thieves frequently flee justice by escaping to Whitewall, which often pressgangs wanderers and vagabonds into the frontier guard. To the Veldyn, Middenberg is holy ground, for it was at the sacred Joining Stone that Grendel was wed to his 49 wolf elf brides, the mothers of the Veldyn race. The great henge that encircle the Joining Stone is a site of pilgrimage and heavily guarded by Veldyn druids. The other great attraction of the Veldt is the famed Skyrock, which draws many curious crowds, and is a traditional meeting place for traders from across northern Heide as well as southern Avrasia. Dwarves often meet here as well. 
There is more forgotten amid Middenberg than known. Numerous barrows, dwarven ruins and forgotten, orc temples are just some of the sites that lure fortune-seekers to the Veldt, and often to their doom. 
To the east of Middenberg lies the coastal region of Randheim, the Edgeland. Here, Veldyn have carved out many independent fiefs that have endured long after the fall of united Aetgard. Pirates abound here, and the ports of Wavewatch and Vindholm are constantly at war with each other. 
The southern border of Heide is marked by the Towerlands, a series of forts constructed by the Gallians to protect Praesia from interloping Veldyn. Over the Ages, the Towerlands have been expanded. The largest fort is Stormgate, which has long been a nexus for caravans travelling to and from Praesia. Stormgate is also something of a refuge for outlaws, as the Towerlands have long been a place to escape both Praesian and Heidan authorities, for neither power directly controls the region. Traditionally, Truce Day, when border reavers gather to pay blood money to their accusers, is held at Stormgate. 
Category:Regions
Category:Nations