High in the mountains, just south of Fordmar pass, Highreach has an unparalleled view of central Ralidus. Its primary inhabitants are dwarves of a large number of different clans, but some humans make a living there, and the goliath tribes often come here to trade. Highreach is Hexagonal in shape; half of which lies outside of the rocky slopes of Mount Gronthor, and half within. The city is divided into six wards, with each one contained within 30 foot high granite walls. Each ward is accessible by gate houses in each wall and the central citadel. Without invitation, non-dwarves are not allowed anywhere but in the Trade Ward.
1st Ward – 1st Ward houses the barracks, main armory, residences of clan headmen, and any members of the Torfall’s court. It is also base to the main buildings of the various mining operations where the final stages of the ore separation are conducted.
Keeper’s of Ostra – The conclave for the Keeper’s of Ostra is located within the 1st Ward. This squat building is deeper by a degree of 10 than it is tall, draped in green and purple stained stone on the exterior. It contains innumerous vaults and safes housing many dwarven artifacts and treasures that were once lost.
Quarry – The Quarry is where most of the stone masonry, carving, and forming is done.
The Forge – Operating 24 hours a day, seven days a week, the Forge houses all of the smith-crafter shops, smelting operations, and the secondary armory for the Highreach militia.
Residence I & II – This is where 95% of the dwarves of Highreach reside.
Trade Ward – This is the only place non-dwarves are allowed without invitation or appointment. It is the most densely packed of all the wards with markets and storefronts crammed into every nook and cranny that they can fit.
Highreach is the site of the Anvil of Moradin, his great temple.
Roughly 6000 individuals call Highreach their home, the largest city in the Dragonspine Mountains. The vast majority of the inhabitants are dwarves, arranged into clans. The rest are typically transient tradesmen from the Telnar Forest and the Golden Dale, as well as the tribes of Goliath that come to trade from time to time.
Grim Silvershield serves as Torfall, or king, of Highreach. A number of advisors and bureaucrats assist with the day to day running of Highreach, but Silvershield’s word is final. He is stern, cold at times, but honorable, or so his people say. Each dwarven clan is made up of multiple families. Each clan is led by a Headman who rules on most disputes within the clan.
In addition to the Torfall, there exists a council of all of the clan leaders, as well as the leader of the church of Moradin, Runespeaker Thradin. This council generally debates the pros and cons of various issues, with the King having the final say.
Runespeaker Thradin Hammerfall serves as the religious leader at the Anvil of Moradin. He is a dwarf with genuine kindness to those in need. He is generally considered the most ‘worldly’ of dwarves within Highreach, and has a reputation for always seeming to know what’s going on in the remote places of the world.
The primary defense of the city of Highreach lies in the stronghold at Ironshield in the Fordmar Pass. Each clan provides a portion of their members to serve in the guard of Highreach, who keep the peace. In addition, every able-bodied member of each clan trains regularly in the militia, to respond to outside threat. Highreach also maintains a number of professional soldiers as part of a standing army, in addition to supporting regional specialized groups, such as The Ghosts of Fordmar Pass
The economy of Highreach is based mostly upon the high quality stone that comes from around the region. Orbicular and quartzite granite, as well as a rose hued marble are common in the region. They are cut from the 4 main quarries that are serviced from Highreach and several other quarry camps within a few miles from Highreach.
Mines – There are three mines that are cut deep into the Dragonspines from Highreach’s 1st Ward. A high yield bituminous coal mine, medium yield iron feldspar mine, and lastly a gold-bearing quartz vein was just recently discovered underneath Highreach.
Because of the high yields of coal, much of it is sold to traders on their way to and from Telnar Forest and the Galbrian Sea. The highest quality of this coal is used in the forges of Highreach for the creation of some of the finest steel weapons and armor in the known world.
Outwall – The outskirts of Highreach are home to abundant areas for farming and fishing. There is a small trade post at the mouth of the Fordmar Dam where goods are brought down from Highreach to be put on barges or floats down river. Due to the tiered nature of the prevailing landscape south of Highreach, locks are necessary to navigate up and down river. These locks are operated by two dwarves at each lock house 24 hours/day.
There are 4 Inns in Highreach proper, all contained within the Trade Ward. The Inns are of varying sizes, with the smallest able to sleep 40 and the largest able to sleep over 300.
• The Fordmar Inn
• Hlin’s Runenahein (Room-na-hey-in)
• The Platinum Bantam
The largest Inn in Highreach is not actually located within the walls, but about a quarter mile outside of town at the crossroads. The Tradeway Inn is the largest non-dwarf building within a hundred miles of Highreach. Run by a family of Halflings, the Tradeway is able to house 500 souls in a pinch, and is by a quarter the cheapest boarding around. Unless you’re favorable to dwarven fair, the food at the Tradeway, cooked by an industrious halfling named Devereax is also the best.
There are 42 taverns located within the walls of Highreach. Everything from the living rooms of famous dwarves to honest to goodness drinking holes, Highreach has them all. The most notable are listed below:
• Dirk & Duggin’s
• The Brownhoff House
• The Spade
• Thradin’s House of Holywater.
• Galribaz needs a mint
The Anvil of Moradin, the gods great temple sits on the mountain peak overlooking Highreach
Grim Silvershield, Torfall of Highreach
Runespeaker Thradin, High Priest at the Anvil of Moradin