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The Northern Highlands stretch from the upper slopes of the Greyspires to the cliffs of Vel'Nathar's northern coast. Open moorland dominates much of the west and center, while wooded valleys become more common toward Eastmarch. Farther north, the land rises through broad uplands before ending at the sea.

The Greyspires form much of the southern boundary. Their western slopes descend toward Calderwick and the upper reaches of the Bleakthorn Wilds, while eastern valleys open gradually into the cultivated country of Eastmarch.

Rain is common throughout the year. Fog settles in glens and over the lochs, snow lingers on higher slopes into spring, and exposed ground receives strong winds from the surrounding seas. Settlements make heavy use of local stone and tend to cluster in places where the terrain offers some shelter.

Humans live throughout the Highlands alongside dwarves, goliaths, orcs, firbolgs, half-orcs, and other peoples. Customs vary considerably between valleys and settlements. Clan and extended family ties remain important in many communities, though they are only one part of Highland life.

Some settlements preserve local history largely through oral tradition. Travelling singers, storytellers, and historians still carry genealogies and accounts between communities, and their knowledge can matter when older agreements or family claims are disputed.

The Highland Landscape

The western and central Highlands are dominated by open moor, with peat ground and low scrub spreading through wetter areas. Woodland survives most readily in sheltered valleys, where pine and birch give way to broader mixed growth at lower elevations.

The eastern Highlands are greener and more heavily wooded. Forest covers many of the hills above Eastmarch, broken by streams and valleys carrying water down from the Greyspires.

Lochs occupy basins between the hills, from shallow fishing waters to much deeper lakes enclosed by steep slopes. Rivers and smaller streams connect many of these valleys before descending toward Eastmarch, Bleakthorn, or the northern sea.

Travel can remain difficult even on established roads. Heavy rain can flood narrow glens, while spring thaws loosen stone from the higher slopes. Routes entering the Greyspires become more dangerous as elevation increases, and travelers unfamiliar with the mountain passes rarely attempt the less maintained crossings alone.

Farming is concentrated in protected valleys where the soil and weather allow it. Grazing is more widespread, particularly across the central and western uplands, while small orchards and cultivated fields survive in sheltered ground.

Deer and wolves are common in the wooded country, while goats range across the steeper slopes.

Dun Karak

Dun Karak stands where the northern Greyspires begin to open into the Highlands and is the largest dwarven stronghold in Vel'Nathar.

Travelers following the central mountain routes pass through its approaches before descending into the broader valleys beyond. Roads and bridges climb toward the hold through a landscape shaped by generations of dwarven engineering.

The city itself extends deep into the mountain. Older halls remain in use beside later districts, giving Dun Karak the character of a place that has expanded continuously rather than having been built according to a single plan.

Metalworking remains central to its economy. The hold supplies tools, equipment, and specialist metalwork to communities across Vel'Nathar, while its larger workshops can also handle Galarium for projects requiring carefully regulated magical power.

Heat from the foundries warms parts of Dun Karak through the winter, allowing much of the city to remain active even when bad weather disrupts the roads above.

Dun Karak is also an important center of dwarven record keeping. Runekeepers preserve legal and historical records in carved stone and durable tablets, and some documents centuries old can still carry weight in modern disputes concerning inheritance, property, or old obligations.

Khalduran lies below the higher roads leading to Dun Karak and serves as one of the principal stopping points on the southern approach. Travelers often wait there for information about snow, rockfall, and the condition of the passes before beginning the final climb.

Mistglen

Mistglen occupies a sheltered valley between the southern and central Highlands.

The surrounding peaks reduce the strongest mountain winds, while frequent mist and dependable water create conditions unusually favorable for woodland and cultivation. Small farms and orchards lie among the groves, and the valley supports plant life that is difficult to maintain across the more exposed Highland country.

Mistglen is best known for its Silverleaf Oaks.

Their pale bark and metallic leaves remain distinctive even beneath the valley's frequent fog. Attempts to establish lasting populations elsewhere have failed, and the groves are managed carefully by the communities that depend upon them.

Cutting living Silverleaf wood is tightly controlled. Most usable material comes from storm damage, natural falls, and deliberate maintenance of the groves.

The trees are closely associated with the unusual conditions surrounding Faelar'dor and the immense root system beneath the valley.

Humans and firbolgs have tended Mistglen together for generations. Silverleaf Hall stands near its heart and serves as the home of the Leafkeepers, who oversee the groves and wider stewardship of the valley.

Small farms and isolated homes follow the streams beyond the Hall, with many residents living some distance from the main road.

Faelar'dor, the Sleeper in Silver, rises at the center of Mistglen. The Great Tree's roots extend through much of the surrounding valley, and a major ley nexus lies beneath it.

The Leafkeepers regard Faelar'dor as sacred and forbid the cutting or carving of its living wood.

Local tradition connects the Silverleaf Oaks with the Dawn War. According to the story, a silver dragon was mortally wounded while fighting the titans over the Highlands. As it flew northeast, drops of its blood fell across Mistglen and the first Silverleaf Oaks rose where they touched the soil. Faelar'dor is said to have grown where the greatest amount fell.

The dragon continued northeast, and the same tradition connects the end of its journey with Wyrmbarrow.

Mistglen is also associated with Elathar, a great spirit hart seen only rarely among the groves. His appearance is traditionally regarded as a sign that the valley remains healthy.

Stonecross

Stonecross occupies a broad central valley where several Highland roads meet.

Its position has made it the principal inland market of the region and an important stopping point for traffic moving between the western moors, the eastern valleys, the Greyspires, and the northern settlements.

Trade has shaped the town for generations. Merchants and local guilds keep careful records of agreements, and some families maintain their own long histories of contracts and obligations.

Serious disputes are heard publicly in the civic hall. Restitution is preferred for many offenses, while exile is reserved for cases considered severe enough to damage the trust on which much of Stonecross's commerce depends.

A major stronghold of the Grey Banner Company stands near the town.

The Company provides guards and escorts for caravans crossing the Highlands and accepts contracts elsewhere in Vel'Nathar. It operates as an independent contract company rather than as a permanent arm of any regional government.

Loch Drunhar

West of Stonecross lies Loch Drunhar, one of the largest lakes in the Highlands.

Wooded slopes surround much of the water, and fog often settles across the surface during the morning.

The central loch is exceptionally deep. Most fishing remains closer to shore, where generations of local crews have learned the safer channels and sheltered coves.

Brackenmere stands on the southern shore. Fishing supports much of the village, while the surrounding countryside provides timber, grazing, and limited farmland.

Sudden changes in weather account for many losses on the loch, and experienced crews avoid the exposed water when conditions begin to turn.

Stories also persist of a great creature living somewhere in the deeper reaches.

Sightings are inconsistent. Some fishermen describe a long back or dark head breaking the surface, while others report wakes crossing calm water with no visible vessel nearby.

No agreed description of the creature exists.

The Western Moors

West of Stonecross, the country opens into broad moorland divided by rocky ridges and shallow valleys.

Heather and rough grass dominate the drier ground, while peat becomes more common in wetter hollows. Trees survive mainly where the folds of the land provide protection from the wind.

Grazing is widespread, and peat remains an important source of fuel in several communities.

Settlements are farther apart than in the central valleys. Many retain strong ties between extended families or clans, while roads often follow routes established long before the modern towns around them.

Braehold is one of the larger settlements of the western moors and serves the farms and smaller communities scattered through the surrounding uplands.

Toward the southwest, the moor gradually descends toward Bleakthorn. Scrub and thorn become more common as the ground lowers, and the main road eventually reaches Calderwick at the northern end of the Vale of Forgotten Voices.

Varokh'Tal

Farther west, Varokh'Tal occupies high ground above the cliffs and is the principal stronghold of the Varokh Orcs.

Varokh communities have lived throughout the western Highlands for generations. Their territory extends well beyond the stronghold itself through the surrounding moors and coastal country.

Shamans remain important in many communities and oversee rites connected with the dead and other major events in local life.

Formal bouts are also part of some Varokh traditions. They follow established rules and may be used for competition, personal challenges, or the settlement of certain disputes before witnesses.

The Eastern Highlands

East of Stonecross, the Highlands become greener and more heavily wooded.

Forested hills and steep valleys descend from the Greyspires toward Eastmarch, with fast streams cutting through the lower slopes. Rain and mist remain common, though the woodland provides more shelter than the exposed western moors.

Farther south and east, the valleys broaden. Forest gives way gradually to pasture and cultivated land as the roads descend toward Eastmarch.

Several peoples maintain communities throughout this part of the Highlands, including humans, firbolgs, and Runeborn dwarves. Trade moves regularly between these valleys, the Greyspires, and the lower country.

Runeborn settlements are particularly well established near the eastern mountains, where steep terrain and mountain watercourses strongly shape their construction.

Wyrmbarrow

Wyrmbarrow lies in the northeastern reaches of the Eastern Highlands beside a broad field of burial mounds.

Humans and firbolgs share responsibility for maintaining the site, while farming and grazing continue beyond the protected burial grounds.

The oldest local tradition concerns the same silver dragon remembered in Mistglen.

According to the story, the wounded dragon continued northeast after passing over the valley and finally died at Wyrmbarrow. The largest and oldest mound is said to cover its resting place.

The surrounding field contains the graves of many generations of local people, though none carries the same significance as the dragon's barrow.

Digging into the burial mounds is forbidden. Offerings are still placed near the oldest barrow during seasonal observances in memory of the dragon and the dead buried around it.

Dun Mordain

Dun Mordain occupies a high mountainside in the eastern Greyspires, overlooking the wooded valleys below.

Unlike Dun Karak, much of the stronghold spreads across exposed terraces and natural ledges rather than extending primarily into the mountain.

Paths, stairs, and bridges connect the different levels of the settlement, while older halls and protected chambers continue farther into the rock behind them.

Runeborn dwarves have lived here for generations. Rune craft is integrated into much of Dun Mordain's construction, reinforcing exposed structures and helping the settlement manage the severe weather and water moving down from the higher slopes.

Daily life remains closely connected to the open mountainside. Visitors using the eastern roads generally have access to the markets and outer halls, while more restricted areas lie farther inside the stronghold.

Dun Mordain controls one of the principal routes between the Eastern Highlands and Eastmarch. Supplies move upward from the lower valleys while worked stone and metal travel in the opposite direction.

The Northern Uplands

Farther north, woodland becomes sparse and the terrain opens into high plateaus and rough grazing country.

Farming remains concentrated in protected valleys, while livestock can be found much farther onto the exposed ground during suitable seasons.

Settlements are fewer here than in the central Highlands. The larger towns tend to occupy defensible ground near important road crossings, where travelers can find supplies and current information before continuing toward the northern coast.

Caer Dran

Caer Dran stands on a high plateau overlooking several northern passes and river valleys.

Humans and goliaths make up much of the population, and the town serves as a market and meeting place for smaller communities throughout the surrounding uplands.

Its stores are maintained with winter in mind, particularly when snow or wind makes the exposed roads difficult to use.

Travelers commonly stop in Caer Dran to learn the condition of the northern routes before continuing.

Kelbrae

Kelbrae lies within a geothermal area in the north-central Highlands.

Hot springs and steam vents occur throughout the surrounding ground, and the settlement occupies the more stable areas between them.

Channels carry hot water through parts of Kelbrae, providing heat through the winter and supporting communal baths and practical work within the town.

The same geothermal activity requires constant attention. Changes in temperature or ground conditions can make established paths unsafe, and residents close affected areas when necessary.

Humans and goliaths make up much of Kelbrae's population.

The Northern Coast

The Highlands end at the Howling Cliffs, where the land drops sharply into the northern sea.

Strong winds pass through openings and caverns in the cliffs, producing a low sound that can carry for miles during severe weather.

Different communities have developed their own traditions around the sound. Some connect it with people who once defended the coast, while prayers are still spoken at certain overlooks before difficult voyages or journeys through the northern passes.

The western cliffs continue south toward the heights around Varokh'Tal. Farther east, river valleys provide easier approaches between the uplands and the sea.

Fishing villages occupy the sheltered inlets wherever boats can be brought ashore safely. Long stretches of the more exposed coast remain sparsely settled.

Varrad's Watch

Varrad's Watch stands above the northern sea on one of the highest sections of the coast.

The fortified town watches the approaches to northern Vel'Nathar and provides shelter for patrols, messengers, and vessels forced toward the cliffs by bad weather.

Humans and half-orcs form much of its permanent population.

Signal fires and coastal watch posts allow warnings to be passed inland when dangerous weather or unfamiliar ships are sighted offshore.

Natural caves run through the cliffs beneath the settlement. Some have been reinforced for practical use, though access to the lowest passages depends on the tide.
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