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Highwall

From tedors

Highwall is a feudal yet centralized nation focused on its capital, Highwall Proper, and governed by a Council of Four. Despite its complex internal divisions, Highwall projects unity as the leading member of the Windren Alliance, leveraging its strategic position, military strength, and political influence. Its history is steeped in fortification and resilience, with a massive wall guarding its northern pass as a symbol of its enduring defense against Skyreach.

Geography

Highwall is a land of varied and dramatic landscapes, dominated by its strategic mountain ranges and fertile southern plains. Its lack of formal regional divisions reflects a feudal system where landownership is distributed among factions.

  • Northern Mountain Range: The most prominent geographical feature, these mountains house both Highwall Proper and the legendary Wall of Highwall, built to guard the crucial northern pass.
  • Western Cliffs: The cliffs leading to Lowwall offer both natural protection and trade access to the Broken South.
  • Eastern Mountains: A rugged border with the Trade Leagues, containing the remnants of Sanderfell's Eastern Stronghold and the dwarven city-state of Malgron.
  • Southern Plains: Fertile lands supporting agriculture, dotted with smaller settlements under the ownership of feudal lords.

Government and Leadership

  • The Emperor:
    • Current Ruler: Emperor Alister Highwall, a wise and aged human in his 70s, serves primarily as a mediator and guide for the Council of Four. His tenure has been marked by stability and diplomatic skill, though his health is waning.
    • Heir Apparent: Aidan Highwall, his son from a previous marriage, is seen as a potential leader who mirrors his father’s conciliatory nature. However, Aidan lacks formal involvement in the council, focusing instead on grassroots mediation and problem-solving within the nation.
  • The Council of Four:
    • Commerce Representative: Represents the interests of Highwall’s merchants, traders, and landowners, ensuring economic prosperity.
    • Magic Representative: The head of the Mage Council, who oversees magical research and education at Arcana’s Eyrie.
    • Military Representative: High Paladin Lord Elthanor, a male elf and decorated general, serves as both the military commander and de facto leader due to his influence and decisive nature.
    • Emperor: Acts as the mediator and ceremonial head of the council, with the other three representatives wielding practical power.

Major Settlements

  1. Highwall Proper:
    • Capital City: Built in the shadow of the Wall of Highwall, this city is the heart of the nation, a blend of military fortifications and a thriving administrative center.
    • The Wall: A colossal structure spanning the northern pass, it is both a physical and symbolic defense against Skyreach.
  2. Westgate:
    • Border Town: Guards the western mountain pass into the Silver Alliance. Its heavily fortified gates and vigilant guards symbolize Highwall’s distrust of its reclusive neighbor.
  3. Arcana’s Eyrie:
    • Magical Hub: The seat of the Mage Council, rebuilt after the destruction of the original guild during the planar shift catastrophe. The Eyrie is a towering spire of magic and research, attracting scholars from across the Isles.
  4. Lowwall:
    • Trade Hub: A cliffside city with a unique pulley and lift system connecting its upper and lower halves. It serves as the primary harbor for trade with the Broken South.
    • Cultural Melting Pot: Its proximity to the Broken South has made it a diverse and cosmopolitan settlement.
  5. Kerdarim:
    • Dwarven City-State: Nestled in the western mountains, Kerdarim focuses on mining and craftsmanship, providing Highwall with essential resources.
  6. Malgron:
    • Eastern Dwarven Stronghold: A strategic location for trade and defense, bordering the Trade Leagues. Known for its smithing and trade with neighboring regions.
  7. Sanderfell Remnants:
    • Abandoned Stronghold: Once part of the larger Sanderfell, this now-ruined fortress serves as a treacherous path between Highwall and the Trade Leagues. It is infested with creatures from the Underdark, making it a dangerous but direct route for daring travelers.

Culture and Social Structure

  • Feudal Landownership: Land is owned and governed by various factions, including merchant guilds, military commanders, and mage enclaves.
  • Emphasis on Unity: Despite the internal divisions, a shared history of conflict with Skyreach fosters a sense of national pride and collective identity.
  • Religious and Arcane Influences:
    • Paladins and clerics of protective and justice-oriented deities are highly respected, exemplified by High Paladin Lord Elthanor’s prominence.
    • The Mage Council plays a dual role in magical research and acting as the moral compass for arcane practices in the nation.

Military and Strategic Importance

  • The Wall of Highwall:
    • Built over centuries, the wall protects the northern pass and symbolizes Highwall’s resilience against Skyreach.
    • Garrisoned by elite soldiers and equipped with arcane defenses, it is a near-impenetrable barrier.
  • Military Leadership:
    • The military, led by High Paladin Lord Elthanor, is both a defensive force and a diplomatic tool, ensuring Highwall’s dominance within the Windren Alliance.
  • Arcane Contributions:
    • Arcana’s Eyrie provides magical innovation, particularly in planar research and defensive enchantments.