After playing with the Higland expansion numerous times, a friend and I have developed the impression that the Highland region feels too much like a "bonus round" compared to the main game: For most characters, it just makes sense to enter the Highland again and again to collect the many valuable and useful objects and trinkets and receive very helpful followers – all with a comparatively low level of risk. And with the Arnkell relic, there is also a neat shortcut to the Crown of Command which allows a character to completely bypass the Inner Region.
In a nuthsell, we think that the Highland takes away a lot of activity from the main board and especially the Dungeon region (which has a much higher difficulty level).
The easiest way to eliminate this problem would be to simply not use the Highland board, of course. But as we like to keep our Talisman world as big and diverse as possible, this is not an option for us.
Our solution was to create a little "sub-expansion" which increases the Highland's risk level considerably: the Winged Guardian.
The Winged Guardian is basically a Grim Reaper for the Highland region only. Unlike the Reaper, it doesn't move and doesn't have a figure, but it encounters a character automatically whenever he rolls a "6" for his movement in the Highland.
Background-wise the Winged Guardian is meant to be Dreadwing, the Eagle King's giant raptor – which is introduced as a Follower in the normal Highland expansion.
Here's the text from the Winged Guardian card I created. (I designed the card in Strange Eons, but I'm not sure whether it's okay to post it here.) Please let me know what you think.
WINGED GUARDIAN
The mighty Dreadwing is scouting the Highland for intruders. Whenever a character in the Highland region rolls a 6 for his movement (or at least one 6 for characters who roll multiple dice), the Winged Guardian takes note of him. The player must interrupt his turn to roll 1 die for the Winged Guardian:
1) The Winged Guardian grasps the character and drops him in the Crags on the main board. The character doesn't encounter this space, and his turn ends immediately. He also loses 2 lives.
2-4) The Winged Guardian grasps the character and carries him further away from his master. Roll 1 die: The character is dropped that number of spaces away (counter-clockwise) from his previous space. The character doesn't encounter the space, and his turn ends immediately. He also loses 1 life.
5,6) The Winged Guardian ignores the character – for now... The character continues his turn normally.
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Dreadwing can be evaded like an Enemy by characters with an appropriate ability or spell.
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If the Dreadwing Relic card is currently in play (i.e., is either on the game board or in a character's possession), the Winged Guardian is ignored.
(as I wasn't sure about FFG's policy regarding the use of their art).