Recommended level: roughly 106–131. Monster strength in Wanderer rises steadily with distance east, so the west edge of a region is always gentler than its east edge.

The region
A hard mountain pass and proud of it. Highmere Hold cuts into the cliff face above the road, the north forge burns day and night, and the bones on the high path belong to travellers who didn't respect the wind. The castle above the pass is one of the six great fortresses of the corridor.
Mining resumes in earnest here — the pass is rich country for high ores — and the Hold's full services make it the natural staging town before the black forest.
Settlements
Towns are safe ground — hostile creatures will not follow you past the boundary.
| Settlement | Character | Services |
|---|---|---|
| Highmere Hold | mountain hold | General store, Blacksmith (furnace, anvil & tempering bench) |
Landmarks
- Highpass Bones — Giant bones rib the mountain pass above the hold.
- Stonehand Shrine — A huge stone hand rises from the scree beside a narrow pass.
What you'll fight
The creatures native to Highmere Pass, from the live bestiary. Levels shown are each creature's base strength — encounters scale with how deep into the region you've walked.
| Creature | Level |
|---|---|
| Ridge Drake | 162 |
| Stonewatch Sentinel | 170 |
| Highpass Roc | 175 |
| Highpass Wyvern | 178 |
| Highmere Warlord | 185 |
Getting here
Highmere Pass sits east of Old Veyr, with Blackroot Wilds beyond its far border. Teleport scrolls (sold at Wanderer's Rest, 1,000 coins) can return you instantly to any town you have already discovered, which makes the first walk through a region the only slow one.