Barony of Nettlemist (County Faer)

Steel Realms

Capital: Nettlemist (town)
Population: 6,940 (Capital), 12,000 approx. total
Symbol:

Nettlemist was founded many centuries ago, part of County Faer of Dunstrand in the Steel Realms. It is nestled in the foothills of a road which leads south through the T’yendi hills. It is located on a open, plateau like area at about 100m elevation and totally protected by natural escarpment from the winter run off and spring flash floods. The inhabitants of an old town (Baninville – now a ruin) founded at the base of the foothills were forced to move because of the seasonal wash-outs. They took over the area in a conflict that turned bloody – the spring and plateau were used by merchants as a cheap alternative to town – a series of tents and rough buildings had begun to grow up and the “entrepreneurs” were forcibly removed by the Count’s forces. A few had to be hunted down as they hid in the hills… legend speaks of them allying themselves with the Orrish to try and wreak revenge on those who would take their “rightful claim”. Since that time, things have been very quiet. The occasional border dispute in the last hundred years and Orrish raiders have drawn conflict nearby… but it remains a stable, safe home.

Itself having little unique sources of commerce (though it is relatively self sufficient), it is the last place of commerce and rest before the journey over the pass into the the Eastern Marches of Dunstrand or as respite from the journey in the opposite direction – especially in the flood seasons. It has grown around the services provided to merchants and travelers. This is one of the roads used by an occasional Halfling merchant from Loamwold, so the shops here are sometimes lucky enough to have goods from them in stock. Ducateon and Dwarven miners also make infrequent stops for supplies and sometimes with goods; as well the occasional Ducateon outcast can be hired as a mercenary from the area. It is a common pathway for those seeking to travel overland, south, out of Dunstrand, or west to Crestwold or The Saelish.

Protection: The town relies on an active militia of a few dozen which can be called on in times of peril, but has only a single watch building funded and a total of 6 guardsmen, a sheriff, bailiff and assistant for all legal matters and patrols through the town. Generally, a pair of guardsmen are on patrol at any given time while another 2 man the station. Additionally, the Golden Glade – home of the Brotherhood of the Golden Stag – is located here, also serving to protect merchants and travelers over the hills into Fandelok.

Divine: There is a shrine to Aerna as well as Balthazaar – who watches over travelers. A single follower of each watches over the shrine. A shrine (near a spring several hundred feet into the hills) and temple to Gaia with 7 followers dominate the faith of the locals.

Other Notables: A few adventurous types have settled down in the area, brining money and business. A few have opened shop over the years… but while many travelers come through the area the accommodations and resources are not hospitable to large scale ventures. A few have retired to the sleepy town – its location on a major trade route makes information flow and access to good ensured – just expensive.

  • Gaenor Cladaugh: Ducateon archeologist. She is conversant in Sea-King, Umbakian, Riverdan, and general Dunstrand cultures and has done excavations all around the duchy (sometimes even working for the Duke or House Malor directly). She travels a lot, but her permanent villa (well guarded) is here, as well as a store. She has another store in Mev, capital of Bar-Innis. [See Lowland Archeology (adventure) for more details.]

Resources and Businesses

  • Taverns: 3
  • Inns: 2
  • Blacksmiths: 1
  • Leatherworkers: 1
  • Tailors: 2
  • Cobblers 2
  • Farriers: 1
  • Carpenters: 3
  • Masons: 1

History of Troubles

The town has a long history of banditry and Orrish raids. Low reach Pass is the primary
route for trade through the hills. Each hundred years, its sister-town – Bevmordain in Fandelok – switch in the role of protector of the pass. The hills make it ideal country for enemies to hide in wait and for the Orrish to raid from the cover of darkness. It is currently Bevmordain’s responsibility to keep the pass clear of such things. Both towns constantly have merchant traffic through them, each caravan has accompanying mercenaries and guards making the proposition of a strike far more dangerous as well. There’s always a few adventurous types loitering about for hire on either side. No news of either bandits or Orrish have come out of the region for at least a decade…. until now.

City of Nettlemist

City of Nettlemist

Realm's Aptitude Powers: Divine, Occult, and Psychic