D&D Pages are my own Play Content.
These are the Aasimar officers of Narcis First's disbanded battalions who "went native" and established the great clans of the Northern Demesne.
1. Clan Narcis
Founder: Commander Narcis First
Class: Cleric of Saery (Grave Domain)
Clan Culture: As the "main" clan founded by the commander himself, they are the spiritual and historical center of the Demesne. They are a balanced, somber, and pragmatic people. Their primary focus is on "tending the souls" of the other clans and managing the trauma of the war. They are the keepers of history, the morticians, and the ones who consecrate the ground to keep the fiendish remnants at bay.
2. Clan Bastion
Founder: Captain Tom Bastion
Class: Fighter (Battle Master)
Clan Culture: A clan of pure military pragmatists. Captain Bastion was a master of tactics and defense. His clan is the least mobile, instead focusing on building and holding the most defensible locations (Larya's old, fortified camps). They are the "shield" of the Demesne, a clan of tacticians, engineers, and heavy infantry.
3. Clan Justice
Founder: Lieutenant Justice Hammer
Class: Paladin (Vengeance)
Clan Culture: The public face of vengeance. "Justice" wasn't just his name; it was his oath. His descendants are the self-appointed law of the "Great Anarchy." They are the bounty hunters and inquisitors who hunt down mortal criminals, brigands, and oath-breakers who prey on the weak. They are respected and feared in equal measure.
4. Clan Rapture
Founder: Lieutenant Phobus Rapture
Class: Paladin (Vengeance)
Clan Culture: The secretive face of vengeance. Phobus Rapture was a cold, quiet hunter who believed mortal crime was a distraction from the true enemy. His clan is not concerned with mortal laws. They are a secretive, insular clan of shadow-warriors and fiend-slayers who hunt fiendish remnants and demonic cults. They are the assassins of the Demesne, protecting the other clans from threats they don't even know exist.
5. Clan Helia
Founder: Captain Helia Sunglow
Class: Cleric (Light Domain)
Clan Culture: The " optimists." In a land of traumatized soldiers, Helia and her followers held onto their divine light. They are a clan of zealots, but good zealots. They see themselves as the "last light" in the Demesne, a beacon against the darkness. They are proactive, often sending their own "crusaders" out to burn fiendish nests, whether the other clans ask them to or not.
6. Clan Testament
Founder: Captain Elias Testament
Class: Cleric (Order Domain)
Clan Culture: The "legalists." Captain Testament was Narcis's adjutant, the one who knew the Army of the Astral Sea's rulebook by heart. His clan is obsessed with structure, law, and the "old codes." While Clan Justice punishes criminals, Clan Testament tries to govern them, attempting to re-establish the old military hierarchy, which makes them unpopular but necessary as mediators.
7. Clan Balthazar
Founder: Captain Balthazar
Class: Fighter (Champion)
Clan Culture: The "brawlers." Balthazar was a pure warrior, a champion who solved problems with overwhelming force. His clan is built on the simple virtues of strength, endurance, and martial prowess. They are the mercenaries, the heavy-hitters, and the shock troops of the Demesne. When another clan has a problem they can't handle, they hire Clan Balthazar to fix it.
8. Clan Vanguard
Founder: Captain Silas Vanguard
Class: Ranger (Hunter)
Clan Culture: The "frontiersmen." While Clan Rapture hunts secret fiends, Clan Vanguard hunts everything else. They are a restless, semi-nomadic clan of hunters and monster-slayers who actively patrol the true border, the one between the "pacified" Demesne and the untamed wilderness. They are the first line of defense and the primary source of information on new monster threats.
9. Clan Solace
Founder: Lieutenant Elara Solace
Class: Cleric (Life Domain)
Clan Culture: The "healers." Elara Solace was Narcis's chief medical officer. Her clan is the most compassionate and neutral. They are the Demesne's doctors, mediators, and diplomats. They travel between the other (often warring) clans, trading medical aid for food and protection, trying to heal not just the bodies, but the psychological trauma (the "screaming in their sleep") that the war left behind.