The Highlands

High-Hill, capital city of the Highlands and the largest city in Veiltouria.

### Rulers Court

Kell Grassong, Marvira Spellsong, Leadie McHalfling, Ogrimm The Unbroken, Phylodendron of Stonemane, Silverfang Argenti

### Religion

Primordial (Octavian, Themistrean, Ogrim)

## History

### Date Created

9000 BTG

One of the oldest kingdoms in Forestsedge, The Highlands have seen their strength rise in recent years to become the central power of the region. It is now the largest and most prosperous nation in all of Veiltouria. Established over four thousand years ago, The Highlands were originally a city of Halflings and Humans, a safe haven for those who rejected the teachings of The Holy City. In time they have become a home for all who cherish peace and prosperity.

## History and Culture

Built by Jorndrom High-Hill, a half storm giant Halfling, the Highlands were led to battle countless times by the High-Hill bloodline. Built on the idea that law and commerce would see a Kingdom to glory, its rulers have always focused on trade and business. As a result, the Kingdom has a great reserve of wealth built up over thousands of years.

Now, under the leadership of King Bill High-Hill, the Highlands are entering an era of unprecedented peace and power. Spreading their influence far around the South, the Highlands have become the central hub for The Guardian Council. Using their vast army and resources to create bonds with the other nations of Forestsedge, The Highlands strengthen their neighbors to make Forestsedge stronger as a whole.

### Life in The Highlands

The Highlands are a region populated by all manner of races from across Veiltouria. This multiculturalism has led to a wide diversity in the types of settlements and traditions that have arisen as a result.

The primary source of income and most common type of work in The Highlands is farming. Settlements are built up as nexus points between the largest farms, encouraging trade and exchange of commerce. The west of the Highlands is largely dedicated to horticulture, with a vast range of vegetables and fruits being on offer. The nutrient rich ground born from swelling arcane energies allows plants to grow and evolve at very rapid rates. The southern and eastern sections of the Kingdom are more focused on ranching and pasturing. The central Highlands are largely focused on industry and martial might, serving as the sword and shield of the nation.

Brewing and hospitality is another cornerstone of Highlander society. Taverns and Inns are cultural staples and whole settlements are judged on the quality of the brew they serve. Food and drink are shared with travelers as cultural courtesy, but also to encourage positive word of mouth of that settlements hospitality.

Though many great warriors have emerged from the citizens of The Highlands, becoming an adventurer is not so highly coveted as it is in other Kingdoms of Veiltouria. This arises from the simple nature of highlander society. Most folk wish for food, a warm bed and a loving family. Those that do desire a life of excitement or adventure enlist as Writ Patrollers, warriors who serve as law enforcement but do not sign on as full fledged Guardians. Others join some of The High Colleges, a collection of five arcane schools, each one dedicated to a different methodology and field of magic.

Crime is comparatively low within the borders of The Highlands, as a large number of Writ Patrollers and Guardians ensure the law is upheld. If monsters or evil beings cross into the Kingdom's borders, large forces with significant overmatch are dispatched to ensure the quick disposal of the interloper.

Because of the overall peaceful nature within the Kingdom, many holidays and celebrations are held. Of particular importance are the Seasonal Solstices, a three day period in each of the six seasons (Bloom, Fertis, Parch, Efflux, Tempest and Wither) where feasts are held and gifts exchanged. Because of ancient enchantments woven into the very land by former Kings, the Highlands are not as ravaged by the seasonal changes as other areas of Veiltouria.

### Gods of the Highlands

The Highlands are a multifaith nation, with its citizens praying to many and all gods. Temples or prayer buildings dedicated to almost any God within the walls of High-Hill. More popular than most, however, are the Gods Octavius, Themistrea and Ogrimmoth. After The War of The Keys, Bill outlawed the worship of Edwardius, but even that sinister God has its few followers who dwell within the borders of the Highlands.

### The Guardian Writ

The Highlands serve as the core and stabilizing nation within The Guardian Council. King Bill and his close friend Silverfang Argenti were the individuals who first proposed the idea of The Guardian Council, and it is they who serves to balance the many interests of the various nations. Silverfang, a young Silver Dragon, became Bill's close ally and advisor, overseeing many of the trade and political negotiations between The Highlands and their allies. The Writ itself, a powerful magical document that binds the very magic of Veiltouria into its writings, serves as a defining document within the governance of the Highlands.

Per the guidelines established within The Guardian Writ, whenever one of the Guardian Nations calls for aid, the others must answer. They are also sworn to uphold peace within the lands of Forestsedge and fight against any and all great evil threats that may arise.

Another passage within the Writ calls for each of their kingdoms to allow free passage to adventurers and warriors. After their years trying to save Forestsedge as adventurers, each ruler knows how vital these young groups are to the survival of Forestsedge. The Guardian Writ serves as the legal protection for adventurer groups. Towns and taverns are specifically built now to accommodate and care for such groups. Saschia serves as the central hub for adventurers within the Highlands, with many adventurers and veterans calling the city home.

### The Dwarves of High-Hill

The Kingdoms of Kha-Li-Daz and The Highlands have always been tightly bound. In ages past the two peoples, Dwarf and Halfling, have fought side by side against the horrors of Saigan Forest. Under the reign of King Bill, that bond has grown ever stronger.

During the rise of The Godfall Pact and the beginning of Edward The Eighth's quest for power, King Thorrik Vok-Kha-Zal made a personal journey from Kha-Li-Daz to High-Hill to meet with King Bill. Thorrik was old and felt his death coming on the wind, so he wanted to ensure the old alliances would remain. However, after a successful meeting with King Bill, Thorrik was assassinated. Both Bill and Thorrik's son, Tyrak, were led to believe that the Steel Phoenix's were the culprits.

Allying together, Bill and Tyrak led a vengeful campaign against the Steel Phoenix's, capturing their land of Saschia and wiping the organization out entirely. This successful campaign led to a bond forged in blood between Bill and Tyrak, who left an entire garrison of his people in High-Hill as Bill's personal honor guard.

Unbeknownst to both Bill and Tyrak, the assassination was actually a ploy of the newly formed Secret Daggers, Amon Mordai's personal hit squad. If this information were to come to light, it is unknown how the Dwarves and Halflings would react.

#### The Dwarven District

The Garrison left behind by King Tyrak helped rebuild High-Hill after it was besieged by Edward and his forces. In the process, they built themselves a District of their own, with quick access to King Bill's palace should they need to come to his aid. Situated around a temple honoring Ogrimmoth, the Dwarven District came to be known as The Forge, a place of worship and craftsmanship. Soon the Dwarves from High-Hill began referring to themselves as the Hillforged.

The Hillforged became well known in High-Hill for their solid craftsmanship and fair prices. Dwarven taverns filled to capacity and many of the human and Halfling warriors of High-Hill could be found wielding or wearing the products of their forges.

## Major Cities and Settlements

The Highlands is a heavily populated and settled region, with thousands of citizens and cities spread across its borders. Cities and larger villages and settlements are organized and ran by a Governant, an elected figure who ensures law, order and fair trade are being implemented.

Governant's are elected by the people and their control is strictly monitored by Writ Patrollers. If a Governant is seen to be stepping out of line, they will be removed from power by a council of local citizens and replaced. Some of the larger cities and settlements of The Highlands are detailed below. The Governant's themselves form Bill's War Council and are all considered his chief advisors.

### **High-Hill**

The capital city of The Highlands, High-Hill is the ruling city of the King and his Council. It also plays host to The High Colleges and houses The Great Library that holds and disseminates all Guardian Writs.

A huge city, High-Hill is heavily fortified, with vast walls protecting it from sieges. The surrounding land is filled with crops, while the city itself has its own internal supply of food stores and crops in case of a protracted siege. The city is built into ring shaped districts, each one raised higher than the previous one, this design structure serves as an additional defense mechanism against an assault.

The districts of High-Hill are largely divided into racial or employment based groups. There are Human, Halfling, Gnome, Dwarven and Elvish districts all clearly defined within its borders. The seat of the King, Hillspire, sits at the peak of the city, on the highest district. Gesh Square is another notable location within the city, dedicated to the only fallen member of Twisted Fate.

The Governant of High-Hill is Kell Grassong, senior aid to King Bill and the Kings proxy when he is unable to fulfill his governing duties. The Kings former bodyguard and travelling partner, Kell is his most trusted advisor.

### **Riverside**

A neighboring city to the capital, Riverside was originally the dock and shipping hub of High-Hill itself. Over time infrastructure developed and a city was built up around the docks, which expanded greatly until it became the second most affluent city in all of the Highlands.

The sheer size of the sprawling dock-city that Riverside became required its own Governant, though the city is still heavily geared towards supplying the capital and exporting its wares. Many seafarers and captains call the city home and make their living serving as transportation for the well established businesses and trades of High-Hill.

Because of its connection to the Umbil River and dependence on trade, Riverside has a strong connection to the East, particularly Crows Nest. Many citizens move between the two cities, and have business ties to both. As a result, Riverside has strict regulations in regards to what can and can be sold within its borders. As well as this, piracy is strongly frowned upon and heavily punished in the waters the city controls.

The Governant of Riverside is Marvira Spellsong, one of King Bill's childhood mentors and an incredibly powerful mage.

### **Lowhyll**

The largest city in the southern region of The Highlands, Lowhyll shares a firm border with Saschia. Established by the McHalfling Clan, former enemies of King Bill, Lowhyll had substantial funds and manpower committed to it after the McHalfling's joined the King.

It is now the training center for the Writ Patrollers and is the main location for The Highlands border protection endeavors. Many McHalfling's ride out as Rangers, assisting Writ Patrollers by carrying news across the Kingdom.

The Governant of Lowhyll is Leadie McHalfling, a former warrior and chief opposition to King Bill. After the King agreed to a traditional Highlands mud wrestle, the two battle until the King proved victorious. Having gained respect for the King, Leadie pledged himself and his people to Bill's cause, who in return gave him governance of Lowhyll.

### **Knock City**

The western most city of The Highlands, Knock City is a harsher place than the capital and Riverside. Designed as a bulwark against the threats to the west, Knock City is more populated by warriors and other individuals who would not gain access to the capital.

Designed, built and overseen by King Bill's close confidant and child of Ogrimmoth, Ogrimm The Unbroken. Ogrimm, who also serves as the cities Governant, seeing how dangerous the western border was, and so established a harsher city that could better protect the precious lands of his King. A city largely overseen and populated by Dwarves, Knock City is known for its vast mines and the advancements in magic and technology it puts forth. Alchemists, Wizards, Sorcerers and all manner of inventors call the frontier city home.

Knock City is also the central hub of Bounty Hunters in the Highlands. The High Hunter runs the Association from within its borders and maintains a working relationship with Ogrimm himself.

### **Pridestone Gulley**

Pridestone Gulley is a secluded settlement nestled amongst the rolling hills of the central Highlands. Home to the Stonemane people, a group of Leonine warriors who pledge themselves to the crown of High-Hill, Pridestone Gulley is not open to outsiders.

Once a populous and well known race, the Leonine were hunted to near extinction by the crusades of The Holy City. They sought refuge anywhere they could and it was the King of the Highlands who offered them safe-haven. As a result, the tribe leader of the Stonemane people swore an eternal debt to the King.

Phylodendron of Stonemane, a warrior and former member of The Chaos Hounds, soon emerged as a leader of the Leonine people. Calling many of the displaced Leonine from across Veiltouria, Phylodendron soon turned them into a prosperous and proud people. Utilizing shock cavalry mounted on Hydra, the Leonine of Pridestone Gulley soon began to serve as the elite Shock Troops of King Bills army.

## Armies and Troops

### Writ Patrollers

In recent years the standing Halfling army of High-Hill has grown in number, the normally tranquil Halflings inspired by tales of their King's martial greatness.   Largely composed of Knights, the army of High-Hill prides itself on the survivability of its warriors. Heavily armored and well trained, the Halflings makeup for their lack of stature and numbers with skill and teamwork. Halfling Knights train morning till night and care for their gear as if it were a treasured loved one. These Knights are known as Writ Patrollers.
Even more respected in the Halfling circles are the Cavalry. Astride was ponies, the Halfling cavalry wield blades imbued with lightning to honor their King. Swift and daring, the Halfling Cavalry harass the flanks of the enemy forces while the knights break their center.

The army of High-Hill view Bill as their hero, the large majority enlisting after seeing or hearing about one of Bill's grand deeds. They aim to be like their king, protect their home and return to a nice warm bowl of stew, as is the Halfling way.

### Dwarven Troops

#### Shield Guardians

   The main foot soldiers of the Hillforged, Shield Guardians are heavily armored and disciplined warriors. Battling in formation with phalanx's and shield walls, the Shield Guardians are a staunch shield in the arsenal of the Highlands.
Shield Guardians are now often employed as guardsmen or law enforcement within High-Hill itself. Not only are they highly trained and skilled warriors, but the people of High-Hill witnessed many Shield Guardians lay down their lives in defense of the city. This has earned them a great deal of trust and respect within High-Hill, and all of The Highlands.

#### Temple Dogs

Dogs born from ancient bloodlines, Temple Dogs are powerful beasts used by the Dwarves in times of war. Charged with Runic might, Temple Dogs barrel into their enemies and tear them asunder.

#### Ursu-Ghaz

   The Dwarven Ursu-Ghaz, or Bear Cavalry In the Common Tongue, are bonded with their Bear mounts at birth. Forced to live in the wild and survive together, the two become so tightly bound together in spirit that should one die, the other will descend into a berserk fury. Losing all sense of self, these berserkers will fight tooth and claw to avenge their comrade, or die in the attempt so they can reunite in the afterlife in the halls of Ogrimmoth.
The speed and ferocity of the Ursu-Ghaz is unmatched, often being used as powerful shock cavalry to charge and break enemy lines. Many an Orc or Ghoul commander has dismayed to see his forces fold in fear under the threat of a wave of charging bears.

#### Grani-Wahr

    Even rarer than the Ursu-Ghaz are the Grani-Wahr. Ancient Stone Golems created with runic magic, the Grani-Wahr are some of the most treasured weapons in all of Kha-Li-Daz. It came as a great shock and honor when King Tyrak gifted King Bill his own arsenal of Grani-Wahr. Ancient beyond compare, the Grani-Wahr have the wisdom of all their former commanders imbued into them. This makes them not only powerful engines of war, but keen additions to any leader's war council.
The true power of the Grani-Wahr, however, is in their Runes. Engraved into their hearts, the Grani-Wahr possess runes capable of slowing time itself. Trapping their enemies in a field of time distorted magic, the Grani-Wahr are able to change the course of any battle.