The High Peaks

This mountainous forest region is an interesting cultural mix, with a several examples of races not aligning to their stereotypical norm. The most powerful empire is that of Solace, which is a nature attuned city shared by Giants and the druidic, surface-dwelling, Solar Dwarves. There are tribes of wild barbarian elves, who attack all the races, including other elves, and even the Silverestri. There are slightly savage Halflings living in a region called Shirylee. And the largest numbers of Beastmen anywhere in Driax also inhabit these parts. Many other races can also be found here, generally living in small tribes.

Overview

The High Peaks overview illustration.
The High Peaks generated illustration for this region.

This mountainous forest region is an interesting cultural mix, with a several examples of races not aligning to their stereotypical norm. The most powerful empire is that of Solace, which is a nature attuned city shared by Giants and the druidic, surface-dwelling, Solar Dwarves. There are tribes of wild barbarian elves, who attack all the races, including other elves, and even the Silverestri. There are slightly savage Halflings living in a region called Shirylee. And the largest numbers of Beastmen anywhere in Driax also inhabit these parts. Many other races can also be found here, generally living in small tribes.

History

The High Peaks have been largely untouched by recent Driax history. Solace has remained unchanged for at least 500 years, and has no interest in attacking other races, or expanding its holdings. It has had to frequently defend itself, most recently from an army of beastmen, led by Gorath Moonstalker. But otherwise the people of Solace try to avoid the politics of other races and try to remain to neutral, unless one faction is an affront to nature. They always side with nature.

The Illrilgar (Wild) Elves seem to have been borne during the Great Fracture of the Elves, likely having been cut off for a time by the Chaos War, but have had little to do with their brethren since, and their history mostly consists of tribal conflicts with all of the other races, and amongst themselves. The Illrilgar have banded together, and often also with the halflings, against common threats such as the beastmen or goblinoid tribes.

There are also many old ruins scattered throughout the area, from ancient settlements of giant, man, elf and other older races, indicating that powerful empires have risen and fallen here, but little is known about them. The humans have recently found ruins that looks like it was one of their earliest settlements, and are attempting to rebuild it.

Common Races

The High Peaks people and cultures illustration.

Dwarves

The Solar Dwarves are as tall as the Nylans (4.5 to 5 feet tall), and their skin is deeply tanned. They are not always as muscled as their brethren, often having a leaner appearance. Solar are also often attuned to Magick, and do not have the innate resistances to it of their brethren. The Solar often shave their heads, and many have no beard.

The High Peaks people and cultures illustration.

Wild Elves

The Illrilgar elves appear as other elves, except their skin is more tanned, and their hair colour is usually darker coloured, although silver and purple hair also occurs. Many tattoo themselves with tribal markings. Half-elves are rare, but not resented.

The High Peaks people and cultures illustration.

Halflings

The Shirylee Halflings live in small tribes, and while generally peaceful, are still more than capable of defending themselves. They are usually leaner than their Wonzami brethren, but retain the childish faces and the innocence that befriends many. Darker hair and eye colourings are prevalent. The Shirylee also often grow beards.

The High Peaks people and cultures illustration.

Giants

Solace is the largest remaining Giant settlement in Driax, and many further tribes live in the mountains. While all Giant-kind may be found here, it is the Storm Giants that primarily built and maintain control of Solace. And it is their immense power which must be dealt with if anyone ever attacks Solace.

The High Peaks people and cultures illustration.

Beastmen

Likely a corruption of man and beast at some point in the ancient past. Many Beastmen consider themselves the chosen of Malar, although worship of many different Gods is common amongst the tribes, including many of the Dark Gods. To Beastmen civilisation is generally viewed as destructive to the natural world, so they seek to destroy it.

Cities

Solace in The High Peaks.

Solace

A strange mix of enchanted lights, hollowed trees, wooden huts and tree-top homes right on the waters’ edge. Solace is almost elven with its mystical music and harmony with nature, but still different, with the large Giant and dwarven structures beneath the trees. Solace has no wall to defend it, but nature itself intercedes whenever it is threatened.

Light's Hope in the High Peaks.

Light’s Hope

Built upon the grounds of the first human homestead and the Faylenian shrine, this settlement is still very young, but with the backing of both the Inquisition and Faylenia, it is growing. Bardic tales say that the most powerful Vorshorran family was killed here by the new Lord, Leoda.

The High Peaks cities and settlements illustration.

Other Settlements

Most inhabitants of the High Peaks are not inclined to large settlements. The Illrilgar live up in the trees. The Halflings tend to hollow out trees and live inside them. The Giants not living in Solace prefer caves or secluded valleys. The Beastmen do not build anything, considering that an affront to nature, but will live in caves.

Organisations and Suggested Characters

The High Peaks organisations illustration.

Tribesmen

The most common character from the High Peaks would be a tribesman of any of the peoples in the area: elves, beastmen, halfling or another race. Tribesmen are usually fighters, rangers or druids, although clerics, shamans and sorcerers are also found.

The High Peaks organisations illustration.

Solarians

The city-state of Solace is home to Giants, and the nature loving Solar dwarves. This city generates many fighters, rangers and druids, but also sorcerers, clerics, rogues and bards, but generally with a more nature aligned mindset.

The High Peaks organisations illustration.

Halfling Lorekeepers

It is their job to record the history of the tribe and its heroes through story and song. Some Lorekeepers decide this also means recording the history of Driax, and will travel seeking stories worth telling.

The High Peaks organisations illustration.

The Children of the Forest

A fledgling group of primarily Druids and Rangers, the Children seek to form bonds that are higher than those of each individual race. They believe an ancient evil lurks within the High Peaks, and that it keeps all the races fighting each other. They also believe the evil is awakening, and that it spells doom for the mortal races if not stopped. The Children have setup a base-camp in Lights Hope

The High Peaks organisations illustration.

Beast-Masters

The Illrilgar, Solar, Beastmen and Shirylee all have within their number, those who are so attuned to the animals in the High Peaks, they develop a bond with the creatures that far surpasses that any other could ever achieve. These beast-masters will usually prefer the company of savage animals to that of their kin, and can often be seen with the most dangerous animals.

The High Peaks organisations illustration.

The Green Order

A secretive group, the Green Order is a network of spellcasters who believe a powerful arcane civilisation once lived in the High Peaks. They believe unlocking the secrets of this lost empire will provide them with arcane power and secrets that have been lost to all except perhaps the Elves. Some of their order think it will unlock High Magick. They seek to learn all they can of the ancient civilisations, and particularly the one they are calling the Emerald Giants.

Regional Life

The High Peaks regional life illustration.

Relations

The Solar will trade with their neighbours via the Sea, but have no formal alliances unless the Horde attack. The Illrilgar have no allies except perhaps the Silverestri, but even this is stretched as some of the tribes even attack the Silverestri. The Shirylee are willing to befriend anyone, but have no formal alliances.

The High Peaks regional life illustration.

Clothing

High peak inhabitants all prefer practical clothing such as tunics and breeches, with the Solar tending to embroidered patterns. The Elves often wear little more than loin-cloths and a few animal totems. All wear heavier cloaks or hides for the winter months.

The High Peaks regional life illustration.

Women

The Solar women are given much in the way of freedom and independence, but they may not vote or rule. The Shirylee and Illrilgar women have full rights, although the Elf may need to best a man in combat at times to enforce it.

The High Peaks regional life illustration.

Cities

Key settlements: Solace, Light’s Hope, Other Settlements.

The High Peaks regional life illustration.

Trade

The Solar Dwarves have weak trade relations, mostly with the tribes nearby, and with any ships which come to Solace.

Exports: Wood crafts, skins, herbs and fruits, stone crafts.

Imports: Limited metals and gemstones (scarce).

The other tribes may trade with each other, but otherwise trade only through the markets in Solace.

The High Peaks regional life illustration.

Arms

The Solar tend for swords and shields, and bows are the most common ranged weapon. The typical dwarven weapons are in the minority. Armour is usually brigandine or leather, but chain-mail is not uncommon. The Illrilgar prefer weapons which are also tools, such as hand axes, and warhammers, and also use large composite bows. The Shirylee favour ranged weapons such as crossbows, although short swords, spears and nets are also common. Armour for both the Illrilgar and Shirylee is usually leathers and hides, as most lack the skills to work metal armours.

The High Peaks regional life illustration.

Language

The Solar speak their own tongue, and it shared by both dwarves and giants. The Illrilgar and Shirylee speak a variation of Elven, but it is considered crude by normal elves. The Beastmen speak a crude and guttural mishmash of human and elven.

The High Peaks regional life illustration.

Religion and Magick

The Solar revere the Earthmother as their Goddess. They see the other Gods as new and insignificant, but will tolerate other Priests if they behave in a way acceptable to their Goddess. They have spellcasters, both amongst the Dwarves and the Giants, but most are Druidic in nature. The Illrilgar revere the Elven Gods, but many tribes prefer the deities to war and combat over those of nature. They have many Channellers, although fewer than other elven races, but most of these are Shamans, and none know High Magick. The Shirylee worship Geya, a Forest Goddess who appears as a Halfling with large fairy like wings. As with the Illrilgar, there are Shirylee channellers, but most are Shamans.

There are powerful secrets in the High Peaks. Will they remain buried, or will they return?

The High Peaks Lore Points

The High Peaks lore points illustration.

Natural Harmony

All the races of the High Peaks live in harmony with nature in a way very akin to the Silverestri or Llewyrr elves. They will generally only kill only for food or furs, and they will protect both plant and animal from external threats. They usually see nature as the Earthmother, and revere her as their goddess, and ceremonies to her are common in both festivals and in daily life. The Beastmen worship Sylvanus and Malar, but revere them in similar ways.

The High Peaks lore points illustration.

Illrilgar Society

The Illrilgar are not truly part of Elven society, and have almost no contact with their brethren, who generally see them as barbaric and unrefined (which they are). Their tribal society has many similarities with the Indians, including each tribe being led by its elders, but the Illrilgar revere nature spirits more so than their ancestors. The Illrilgar are fiercely independent and will bow to no one, and some tribes will go on paths of conquest. It is these tribes that have led to conflict not just between tribes, but with the Solar, the Halflings, and occasionally the Silverestri. The Illrilgar despise the Beastmen as perversions of nature, even though in some ways their beliefs align.

The High Peaks lore points illustration.

Illrilgar Justice

Simple but harsh. The accused and accuser speak before the elders of the accused and victim’s family. The tribe chief may also sit in. Once both have spoken the elders decide the fate. Their decision is never to be questioned. Punishments range from being staked out to die, banishment, or in severe cases – burning in the tribal fires.

The High Peaks lore points illustration.

Other Illrilgar Customs

The Illrilgar believe each tribe is favoured by a particular spirit or totem. They also believe each individual has their own spirit or totem. Each is confirmed in a ritual. Many individuals carry totems or tattoos/markings of both their and the tribes totem.

Illrilgar have a coming-of-age hunt ceremony. The more significant the creature you hunt, the more prestige you will have in the tribe.

Illrilgar also see civilisation as weakening or abusing nature, and they often oppose this, seeing themselves as the true guardians of nature.

The High Peaks lore points illustration.

The Solarian Council

The Council has ruled Solace for over 2000 years, and consists primarily of Storm Giants, but also elders of the other Giant-kin, and also the dwarven elders. The Council prefers peaceful solutions to problems, but they will not tolerate the defilement of nature nor their city. They will assist in times of conflict with the Southern Hordelands, whom they despise.

The High Peaks lore points illustration.

Elder Faeleir Leafwhisper

A Solar Dwarf who is a strong Druidic healer, Faeleir has long preached peace and unity for all of the people of the High Peaks. She seeks to support the Children of the Forest, and believes they are right about the great evil. She lost some influence after the Beastmen attack however, as that has given more support to the isolationists.

The High Peaks lore points illustration.

Gremeir “Storm-Caller”

Gremeir is the most powerful of the Storm Giants, and has had a seat on the council for nearly 100 years. He is an isolationist and believes the outside world will corrupt the Solar. But he is a powerful hammer to any who threaten Solace.

The High Peaks lore points illustration.

Dwarven Crafts

The Solar Dwarves are not as gifted in the arts of metalcraft or mining as other dwarves, but their skills with wood are unequalled. The Stone Giants are expert craftsmen also (although they prefer Stone as a canvas), and as such the construction of their city, weapons and armour are still exemplary.

The High Peaks lore points illustration.

Shirylee Halflings

Shirylee tribes are ruled by a council of elders, but any important decision will be voted on by all adults of the tribe. Halfling tribes exist peacefully with each other, but will attack outsiders who enter their lands. They hate the Beastmen, who they see as warmongers. Shirylee customs include:

The High Peaks lore points illustration.

Lorekeepers and the Story Circle

Halflings keep detailed history of their tribe and heroes, but it is all done with stories by their Lorekeepers.

The High Peaks lore points illustration.

Tribal Games

Halflings love games, including games of luck involving primitive dice, or those of skill involving accuracy with bow, sling or spear, and and stealth challenges.

The High Peaks lore points illustration.

Festivals

Halflings have grand festivals for season change, historical events or to relieve boredom. These involve many tribes and usually a banquet of incredible food (except the Fallen Festival at the start of Autumn, which involves a fast and a tribute to the Fallen).

The High Peaks lore points illustration.

Gorath Moonstalker

A powerful warrior standing nearly 8’ tall, Gorath is massive, even for a Beastman. He has united a great many tribes, usually through Trial by Combat, so all the tribes under him have Chieftains he beat in combat, or killed and replaced. He has set the Beastmen on a path of war, and wants not only to destroy those he believes are corrupting his forest (Solace), but he dreams of taking his warhost out of the High Peaks and attacking the softer empires beyond.

The High Peaks lore points illustration.

Beastmen

The Beastmen are disparate tribes, usually ruled by a Chieftain. This means customs may vary between tribes, but the most common are:

The High Peaks lore points illustration.

Trial by Combat

which can be individuals, groups or even tribes. Gorath uses this mechanism a lot.

The High Peaks lore points illustration.

Totem Worship

Including wearing totems, and the inscription of tattoos and body paint.

The High Peaks lore points illustration.

Shamans

Most tribes seek the blessings of the Gods to favour them. The Shamans are the vehicle for this.

The High Peaks lore points illustration.

Blood-Feuds

Grudges are taken very seriously, and a Blood Feud can only end with the expenditure of blood.

The High Peaks lore points illustration.

Sacred Hunt

Many tribes gather, and the one which can bring the best “tribute” wins. Tribes may not make war on each other during a Sacred Hunt.