In the rolling terrain of the Trielta Hills, scattered with small settlements of gnomes and halflings, life seems pastoral and idyllic. Halfling farmers tend to their plots, and gnome miners scrape out the interior of the hills seeking the bits of gold and silver they may find waiting there. No warlords threaten this land, no liches or dragons plot to seize it for themselves. There are no great castles to covet here, nor ruins to pillage. All told, the place seems dull and unremarkable.

That, of course, is just the way its residents like it. They enjoy their solitude, which is broken only rarely. The hills of Trielta do occasionally offer up some impressive bounty, in the form of heretofore-undiscovered gold and silver. While such finds are usually small lodes that are played out almost before others become aware of them, Trielta has played host to full-on gold rushes from time to time. Someone stumbles on a particularly large vein of ore, and prospectors and fortune-seekers come pouring in by the dozens. Trieltan folk tend to see these occasional influxes of gold-hungry seekers the way other settlements look upon periodic plagues of locusts: aggravating, inevitable, and thoroughly disruptive, but also part of the natural order, and so nothing to get bothered about.
Indeed, even the largest of these discoveries isn't so lucrative as to be worth the construction of the full-scale mining operations that can be found in other lands. No large nations or trading consortiums are waiting in the wings to invade and take over the mines of Trielta. They are what a dwarf acquaintance of mine once referred to as "scratch mines"—close-to-the-surface operations, with decent yield for a small amount of digging, but not worth the construction of "proper" (by which he of course meant dwarven) mines.
I was in Trielta resting after my escape from Najara when just such an outbreak of "gold on the brain" (as the locals term it) occurred. Though most of those who come at such times are honest prospectors seeking to make their fortunes, the sudden opportunity for wealth does attract less scrupulous sorts, including all manner of thieves, swindlers, and claims-jumpers—not to mention monsters that prey on unlucky or ill-prepared miners who unknowingly invade their territory.
The most intense traveling I've done through these hills was in pursuit of a band of marauding lizardfolk. The head of the kindly gnome family I was staying with was taken prisoner, along with his oldest son. I helped the local halfling sheriff and the small band of militia he put together to track the band, and to do so quickly, rescuing the captives. I've been welcomed in this area ever since, and have gotten to know the goodly folk here well.
At the southern edge of the hills lies the walled settlement of Hardbuckler. It is a town of mostly gnomes, with the occasional human, halfling, or half-elf among their number. It is one of the best-defended towns I've visited, with a several batteries of ballistae on impressive cog-run cranking mounts that allow for a nearly constant cycle of firing and reloading from any of the wall emplacements. Though the folk of Hardbuckler don't have cause to use them very often, these weapons usually discourage the bandits, raiders, and occasional orc bands that would lay claim to Hardbuckler's wealth.
The town eschews the sort of street network that tends to delineate most large settlements; instead it has a single street running inside the circular town wall, and another pair of straight roads crossing the town north-to-south and east-to-west that meet in the center of town in a crossroads marketplace. Many buildings structured for larger folk line these streets, for taller folk tend to prefer the comfortable familiarity they provide, but the rest of the town is made up of a series of narrow paths between the smaller-proportioned buildings that are the homes of the city's gnomes.
The first time I walked along these tight lanes, I felt as though I was only seeing a small portion of the actual settlement, and I was right. Later I discovered that beneath the slate-roofed houses, with their modest little adjoining gardens behind plank fences or fieldstone walls are the tunnels that constitute the true thoroughfares of Hardbuckler.
Beneath each small dwelling is an extensive cellar, often three or more levels in depth. These spaces are where the industrious folk of Hardbuckler engage in their livelihoods. Some of the cellar spaces are shops or workspaces for artisans who sleep in the house above. Other of these croftholds rent out their extra space to travelers, setting aside a few rooms for rent, and using a single large space as an open taproom, serving the sort of fare one might find in an inn. The food in such an establishment is odd—a great deal of mushrooms, potatoes, turnips, dense lichens, and stews made of shrews and voles—but filling and tasty in its own way.
The chambers in these underground inns are well heated by generous hearths, and thus provide for very comfortable accommodations. More than a few merchants arrange their travels so as to be in Hardbuckler ere winter arrives, so that they can spend the cold months beside a hearth, with a slice of fried pie in one hand, and a tankard of bitter gnomish stout in the other.
Any cellar space not devoted to another purpose is used for storage rather than being left vacant. Almost every family in the town has some space that it uses for its own needs or rents out for use by others. Those who buy storage from a Hardbuckler must purchase their storage crates and other necessary goods from local artisans, who also make locks, latches, waxy sealants for waterproofing crates and boxes, and the like. The crates are all built to specific sizes, with shelving and space in the cellars measured so that each container fits snugly and exactly.
Hardbuckler has a well-paid wizard who provides magical security for stored items, for those who wish it. Outlander wizards aren't permitted to lay wards or protections on goods destined for the cellars—such must be applied by Daelia Inchtarwurn, the latest wizard in a long line of folk who have worked in Hardbuckler over the generations. She wears a set of magical bracers passed to her by her father.
Most of the outlying settlements in the Trielta Hills consist of a dozen or two dozen halfling or gnome families, living in homes molded gently into rolling hills. Relatively shallow valleys serve as agricultural land, while the slopes are used for growing vine crops (such as pumpkins and strawberries) or grazing small herds of the large-horned sheep many of the halfling families keep, or the ornery braid-bearded goats favored by gnome goatherds.
Most of these small communities aren't exclusively populated by halflings or gnomes, since such groups seem to prosper better when members of both races are in residence. Halfling families often focus on agricultural endeavors (aside from the small fungi gardens many gnomish households maintain in their cellars), while the area's miners are almost exclusively gnomes. Both folk work as herders, with halflings favoring sheep, and gnomes goats, as well as artisans of all sorts. Each community has a sheriff who maintains peace and leads defense—a role most often fulfilled by a halfling, I've found, though gnomes will certainly rise up in defense of their homes and neighbors when called upon.
Some of the rural settlements mark the former locations of mines that have been played out. It isn't uncommon for halflings to move in where a gnomish mine have been abandoned, fixing up the surface entrances into acceptable, comfortable homes, with built-in tunnels that worm through the settlement. These passages might be helpful for defense or escape, but they are most often used when it's raining out to reach a neighbor's door and borrow a cup of honey, so as not to get oneself wet or track mud everywhere.
On occasion, a community that sports large dwelling-tunnels, with ample space for larger folk (or "big'uns," as the local gnomes say), turns its settlement into an establishment that caters to such clientele. The inns I know of are the Merry Mine-Lass, the Pipe and Hearthstone, and the Giants' Respite, my favorite.
Each of these settlements is impressively self-sustaining. When official leadership is needed, the eldest halflings and gnomes are called upon to act in that capacity, but amity is the heart of community life in these hills. It is a shameful act among the Trieltans to refuse to reach a peaceable accord with one's fellows over some dispute. The folk here enjoy their simple lives, although I've come across a half-dozen or so young adventurers who hail from here, seeking out the newness of the world as a contrast to the familiarity of their homeland.
Few dangerous creatures lurk in the hills—they are so densely settled (on and beneath the surface) that there is little space for monsters to lair. Cruel or ravenous creatures do occasionally creep into Trielta, mainly from the Forest of Wyrms, but such incursions don't last long—after a few sheep (and possibly a shepherd or two) are eaten, the sheriffs waste no time in forming a posse to hunt down or chase off the predators before they can do more harm.
Now, sad to say, this situation might be changing for the worse. According to recent letters I have received from friends in these hills, parties of Najaran raiders have become more common and numerous. My friends fear that the threat from the Serpent Kingdom to the north will force Trieltans to seriously consider putting up an active defense of their lands for the first time in generations.