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THE DALELANDS At a glance: the region known as the Dalelands is defined by the scarcely forested area north of Sembia and Cormyr and south of the river Tesh. It consists of a loose confederacy of semi-independent regions that share a common history, culture, language and ethnicity. The region gets its name after the numerous large valleys, rolling hills and lush meadows, and it has carried its moniker longer than any of the independent dales, even giving name to the most commonly used calendar era; Dalereckoning. Dalereckoning alludes to the first year that man was given permission by the ancient elf lords to settle the region now known as the Dalelands. They came from the east, across the sea of stars and quickly expanded from early settlements such as Suzail and Chondathan. It is said that the elves in their wisdom sought aid from the humans in battling an ancient enemy known as simply as the dark. The pact between elves and men was signed and to commemorate their allegiance they raised the standing stone, a giant monolith now found on the road from Essembra to Hillsfar, in Mistledale. The pact also sealed the allegiance between men, a part that has been kept alive and upheld ever since. It prevents the use of aggression between the dales and promises that if one dale faces outside hostility, it is the responsibility of all the dales to come to their aid. In time the humans cultivated the lands, drove the elves deeper into the forest and settled as the absolute rulers of the region. Each dale now consists of a large swath of land, of which much is farmed, with scattered villages and towns, centered round a dale center. From the centers the feudal lords control their territories, hold their moots and if need be, muster their armies. At the most the centers count a few thousand inhabitants, but in most cases far less. There are no large cities in the region, but there are plenty of lesser lords, castles and villages. The dales themselves are self governed, but each year the high lords or their representatives gather to discuss matters that concern the dales individually or the entire region. The dales are; Archendale, Battledale, Daggerdale, Deepingdale, Featherdale, Harrowdale, High Dale, Scardale, Shadowdale, Tasseldale and Teshendale. Each dale has slightly different laws, but they all remain amongst the most strictly feudal provinces in the region. Though ancient pacts and common interests serve to keep peace amongst the dales, there are those, like Scardale that remain somewhat hostile to the others. Through Scardale and especially Harrowdale further to the north the Dalelands have in recent years come into contact with the organization known as the Zhentarim, an organization of merchants, mercenaries and the church of Bane. Through the Dalelands the organization has expanded and now has offices in many major dale centers and towns in the region. Trade with the Moonseas, where the Zhantarim originates from, has increased. Many view the organization with suspicion, questioning their true motives. Not only are they strict adherents to the church of Bane, the black lord, but its not more than 40 years since a Zhentarim lead orcish force marauded through Teshendale, sending its population fleeing into the lands to the south while at the same time populating it with people from the Moonseas and even vile greenskins. The Dales council has ever since left a seat open, representing lost Teshendale, a reminder of the outside threat they face and the importance of sticking together.

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Page 1: THE DALELANDS - prikkperikum.files.wordpress.com · SEMBIA: Sembia is a wealthy kingdom located east of Cormyr, south of the Dalelands and north of the sea of fallen stars. It is

THE DALELANDS At a glance: the region known as the Dalelands is defined by the scarcely forested area north of Sembia and Cormyr and south of the river Tesh. It consists of a loose confederacy of semi-independent regions that share a common history, culture, language and ethnicity. The region gets its name

after the numerous large valleys, rolling hills and lush meadows, and it has carried its moniker longer than any of the independent dales, even giving name to the most commonly used calendar era; Dalereckoning. Dalereckoning alludes to the first year that man was given permission by the ancient elf lords to settle the region now known as the Dalelands. They came from the east, across the sea of stars and quickly expanded from early settlements such as Suzail and Chondathan. It is said that the elves in their wisdom sought aid from the humans in battling an ancient enemy known as simply as the dark. The pact between elves and men was signed and to commemorate their allegiance they raised the standing stone, a giant monolith now found on the road from Essembra to Hillsfar, in Mistledale. The pact also sealed the allegiance between men, a part that has been kept alive and upheld ever since. It prevents the use of aggression between the dales and promises that if one dale faces outside hostility, it is the responsibility of all the dales to come to their aid. In time the humans cultivated the lands, drove the elves deeper into the forest and settled as the absolute rulers of the region. Each dale now consists of a large swath of land, of which much is farmed, with scattered villages and towns, centered round a dale center. From the centers the feudal lords control their territories, hold their moots and if need be, muster their armies. At the most the centers count a few thousand inhabitants, but in most cases far less. There are no large cities in the region, but there are plenty of lesser lords, castles and villages. The dales themselves are self governed, but each year the high lords or their representatives gather to discuss matters that concern the dales individually or the entire region. The dales are; Archendale, Battledale, Daggerdale, Deepingdale, Featherdale, Harrowdale, High Dale, Scardale, Shadowdale, Tasseldale and Teshendale. Each dale has slightly different laws, but they all remain amongst the most strictly feudal provinces in the region. Though ancient pacts and common interests serve to keep peace amongst the dales, there are those, like Scardale that remain somewhat hostile to the others.

Through Scardale and especially Harrowdale further to the north the Dalelands have in recent years come into contact with the organization known as the Zhentarim, an organization of merchants, mercenaries and the church of Bane. Through the Dalelands the organization has expanded and now has offices in many major dale centers and towns in the region. Trade with the Moonseas, where the Zhantarim originates from, has increased. Many view the organization with suspicion, questioning their true motives. Not only are they strict adherents to the church of Bane, the black lord, but its not more than 40 years since a Zhentarim lead orcish force marauded through Teshendale, sending its population fleeing into the lands to the south while at the same time populating it with people from the Moonseas and even vile greenskins. The Dales council has ever since left a seat open, representing lost Teshendale, a reminder of the outside threat they face and the importance of sticking together.

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DEEPINGDALE: This wide, deeply carved and continuous valley marks the region of Deepingdale. Stretching for more than 50 miles, and being almost 20 at its widest, with steep cliffs and slopes framing it, it is best known for its abundance of game and timber, and its relative small population. Like many of the dales it consists of scattered settlements, villages and homesteads with its capital, Highmoon being the only community worthy of being called a town. It is further noted for having the only known elven congregation of note in the Dalelands, as most elves have relocated deeper into the Cormanthor woods or taken the long way to Evermeet to escape human expansion. The elves of Cormanthor maintain diplomatic relations and trade with the Dalelands, through Highmoon. The Emerald Court also have a representative office here. Though the former secretive organization known as the Harpers used to have strong ties to the elves of Cormanthor these are less significant now. Still, the harpers have a strong presence in Deepingdale, with secret informants and known agents in many villages. Because of this many of the neighbouring dales view Deepingdale with suspicion, especially Archendale have been outspoken about the presence of so many elves and questioning Deepingdales allegiance to the Dalelands. During the last few years Deepingdale has improved its relationship with Battledale, the latter promising military assistance while Deepingdale attempts to improve the relationship with the elves of Cormanthor, north of Battledale, on their behalf.

Deepingdale, given its small populace, maintain a strong milita of villeins, expertly trained in the use of light cavalry, the longbow and skirmish tactics. Villeins are required by their manorial obligations to practice in the use of bow every Friday, and failure to do so can in

some cases be deemed as treasonous. Gentry on the other hand is required to maintain light armor, at least three horses trained for war, two men at arms, and practice in the lance and the arming sword. Nobles with larger provinces, some knights and barons specifically, often have further requirements, like heavier armor and horse, more horses, mounted sergeant at arms and more men at arms.

The current lord of Deepingdale is the young Theremen Ulath, who supposedly carries elven blood in him. Though he is matched in power by his elderly uncle, Obereg Ulath. Rumors maintain that the nephew despise his uncle for his apparent greed, strict adherence to traditional values (having objected to Theremens relationship with an elven woman amongst other things), and his devotion to the church of Malar. They claim that Theremen wish nothing more than to be rid of his uncle, and the schism building up between the two might result in civil war.

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SEMBIA: Sembia is a wealthy kingdom located east of Cormyr, south of the Dalelands and north of the sea of fallen stars. It is dominated by a handful of wealthy cities, with busy ports and powerful merchant houses. Its main income is from the rich textile industry, though it also trades in food, timber and metals. Sembias coat of arms is the Raven and the

Silver. The raven represents the founder of the nation that left its rule in the hands of the merchant princes. The silver coin represents Sembias wealth and reliance on trade. Unlike the Dalelands and Cormyr which was mainly settled by people from the north and west, the Sembians stem from far away regions to the south. But like the neighboring countries, the first settlers in Sembia quickly came into contact with the elves and from their first contact the relationship has been marked by conflict. During the first few years the settlers were soundly driven back, as shown by their total defeat at Singing Arrows, but in time, especially by establishing lucrative trade routes through the elven lands, they managed to drive the elves north. After a while Sembians expansion ceased and the relationship with the remaining elves was normalized. The elves took up trade with the humans, basing it around the village of Hillsfar on the shores of the Dragon Sea. The elves that had already fled would either head for far away Evermeet or in small numbers return to the scarce forested regions that the humans had left them. In the coming years Sembia prospered and became rich and powerful, which it has remained since. It shares borders with Cormyr, south of the Thunder Peaks, across the Vast Swamp. To the north it neighbors the Dalelands, where the road from Yhaunn in the west to Archenbridge in the east marks an oft-disputed border. It is ruled by a council of merchant princes, collectively known as the Lords Alliance consisting of the heads of the most powerful and influential houses in Sembia, under the direction of a mysterious figure known as the overmaster. Its capital is Ordulin and all the 22 merchant princes have offices here, even though they spend little actual time here. The most recent concern of the council and the overmaster is the sudden and unexplained disappearance of the elves from the region around Hillsfar. CORMYR:

Cormyr is arguably the most powerful nation in the region, and the only one that has a long history as a successive monarchy. The region was once heavily wooded, with only scarce populaces of humans, but now much of it has been cleared to give room to arable farmland, villages,

towns and cities. The kingdom is rich, the source of which is mostly trade in timber,

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food and livestock. It is dominated by deep forests in its middle, through which travel can be both tedious and dangerous, with trade routes and cities surrounding it. It is a wet land, with heavy rains during autumn and fall, misty shores, marshland and cold winters. To the east Cormyr is locked in by the Storm Horns mts, while to the north and east towards the Dalelands you´ll find the Thunder Peaks. The only feasible routes eastwards is through High Horn, but the Dwarves of the mountains are isolationist and skeptical of outsiders, allowing few merchants and travelers through. To the south Cormyr maintains trade relations with southern lands across the Lake of Dragons and with Sembia and far away lands to the east through the Neck. The kingdom is ruled by king Azoun Obarskyr from the capital Suzail. He controls the land through his feared purple dragons, the strongest standing army known to man, led by the ruthless commander High Marshal Bhereu. The king rules through a complex system of feudal obligations, chartered cities and merchant guilds. In recent years an order militant, with strong ties to the Purple Dragons, have formed. The order recruits from followers of Helm, Torm and Tyr, collectively known as the Triad, and seeks to restore faith to the realm, banish sinners and outsiders, even to the extent of expelling dwarves and elves. For the time being they are kept in check by their ties to Azoun and their respective churches, but many fear that it is steadily becoming more radical, and violent. THE HIGH MOOR: Ages ago, in the early years of the reign of the Obaskyrs, when the kings and queens was of a different shoddier caliber, Cormyr was plagued by oppressive rules, hard taxation, arbitrary rule of law and violence. In those early years in Cormyr and the Obarskyrs history a lone noble family, the Orzogoths, rose up and defied the despotic Obarskyrs. As history oft has repeated since, those that dare rise up against tyranny, suffer. And so too its was with the Orzogoths. Defeated in battle and humiliated in public, their leaders again had to pay fealty to the regent. Many were executed, imprisoned and tortured for their crimes. But one member, a young bachelor knight named Merek, named ever after as the “Bog King”, escaped with remnants of the army and their followers, into the marsh called the High Moors. Here they solidified their presence, and for years since became a thorn in the Obarskyrs side. In time the relations with the regents normalized themselves, but ever since the people of the moors have claimed relative independence from the Obarskyrs and Cormyr. Now the descendants of the Orzogoths have become divided into different clans, villages and families. They are all known as simple minded, but dangerous, esoteric and primitive but tenacious. People from outside the moors claim they are inbred, that they worship dark gods, perform vile rituals, sacrifice children and possess many other abominable and corrupt qualities. Though the descendants of the Obarskyrs would never admit to any of this, it is undeniably true, in some cases.

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FAITH: There are numerous gods in the Faerunian pantheon, most revere more than one, depending on the situation and what they pray for. In the north, around the Moonseas, most people follow the church of Bane and unlike southerners they are more exclusively devoted to this single god. They follow an interpretation of Bane where rational self-interest, the pursuit of ones own happiness, and the lack of legal and moral restraints are important. They despise the collective weakness of southerners and seek more than anything for the instant

gratification and satisfaction of their narcissistic needs. To the south, people worship the gods collectively called the Prime, which are Auril, the frost maiden, Chauntea, the great mother, Ilmater the god of endurance, Lathander, the morninglord, Lliira, the lady of joy and Sune the goddess of passion. In the Dales they also follow Malar, beastlord and Mielikki, the goddess of the forests. In the more militaristic Cormyr the churches of Helm, Torm, Tyr, the gods of guardians, righteous wrath, justice and duty, respectively, have greater influence, especially through the Order of the Gauntlet and the Purple Dragons. In Sembia they worship Tymora, lady luck and Waukeen, the Goddess of trade. The gods Auril, Lathander, Chauntea and Mielikki are also worshipped through seasonal festivals; Auril in winter on Midwinters day, Lathander during spring on Greengrass day, Chauntea in the summer on Midsummer and Mielikki in early autumn on Higharvestide. In some areas, especially in the Dales, these seasonal feasts can last for days, even up to a week. In addition most people, especially in the north, pay their respect to Shar during the Feast of the Moon, while at the same time lamenting the disappearance of Lathander, who succumbs behind the horizon during winter and rises again in spring. CITIES:

The large cities are few and far between in the region, most of them are found in Sembia and Cormyr. In Cormyr the largest are Arabel, Marsember and Suzail. In Sembia the largest are Saerloon, Selgaunt, Urlamspyr and Yhaunn. In the dales there are few cities, but Harrowdale, Highmoon

and Scardale are the largest towns. Arabel, the city of merchants, also called the city of jewels after its renowned

jewelers houses almost 10000 inhabitants within its walls, and at least another 5000 in its immediate vicinity. In recent years Arabel is famous for being the sight of a peasant uprising, that threatened the stability in both Cormyr and Sembia. Aligned under “the lost king”, who’s only known real name was Gondegal, peasants from Arabel and its surrounding villages conquered the city and took control of swathes of farmland in the vicinity. The turmoil inspired further unrest in other parts of Cormyr

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and even stretched as far as Sembia. It was squashed by the jointed effort of Sembian soldiers, Zhentarim mercenaries and the Purple Dragon. In the main square in Arabel, Gondegal was executed by been ripped apart by horses, sending a message to all would be rebels that the king does not take kindly to sedition. The city is now ruled by a council of elders, guildsmen, noblemen and clergy, the only change after the rebellion being that peasants under the jurisdiction of the city have their own observing member, still unable to vote but otherwise a full representative. The burgomaster is one Myrmeen Lhal, an open minded and accepting, if a bit naïve, female.

Marsember, the second largest city in Cormyr, after Suzail. This city is built by the sea, and large parts of it, even on the sea. It is built on a number of small islands, with bridges stretching across them. It has been given the moniker, the city of spices because of its extensive spice trade with southern regions. Four major merchant houses bicker and squabble amongst each other, at times even fighting openly in the streets, for rights and contracts concerning the lucrative trade. Because of this trade the port is larger and busier than the port in Suzail, and the city might even match the capital in terms of wealth. The city is further known for its many channels, both open and accessible and hidden under the city. The city is ruled in the name of king Azoun by “the richest man in Cormyr”; the merchant prince Ildool. A master politician and merchant who is rumored to underreport on taxes and exaggerate expenses, but who´s never been proven guilty and who has always dealt strictly with any accusers.

Suzail, the capital of Cormyr and the greatest, wealthiest and most staggeringly beautiful city in the region. It is dominated by the kings palace, which rests atop a small mount overlooking the city which surrounds it. Within the palace you´ll find the kings gardens, which are so large and extensive that people are known to get lost within. Underneath the gardens are the crypts of the royal family who’s history in the city goes far back. Besides its dominating palace the city is known for extensive trade, its many markets where you can find just about any mundane and some esoteric items, its bazaars, its sculptures of ivory and its cloth industry. The city is ruled by king Azoun and his close advisor, and most famed and feared magician, Vangerdahast, but day to day affairs are taken care of by the lord magister Sthavar. The kings advisor and court mage also runs the only college of magic in the region, who amongst other educates the dreaded war wizards of Cormyr.

The largest cities in Sembia are Saerloon, Selgaunt, Urmlaspyr and Yhaunn. These are all coastal cities, which trade extensively across the Sea of Fallen Stars. They have on average around 50000 inhabitants each, with Urmlaspyr being the smallest with around 20000, and Selgaunt the largest with just over 60000. Villages and farmsteads in Sembia are usually located close to one of these, the population being somewhat more concentrated than in its neighboring countries. Urmlaspyr tends close relations both political and trade, with Cormyr. Besides this its known for having a large congregation of Shar worshipers, a sect dedicated to the veneration of the moon god Shar, goddess of night and darkness. Yhaunn is located in a massive quarry, and is best known for its rock trade. Through this it tends good relations across the Dragons Reach and even north through river Lis, to the Moonsea. Selgaunt is the capital of Sembia and its largest city, it draws people from far away lands through Sembias extensive trade networks and is known as a colorful, multicultural and exiting city. But wherever trade and affluence is found, copious amounts of thieves, cutthroaths and other criminals are drawn. Therefore the city guard, called the Scepter, is in an almost constant scrap with the extensive organized criminal networks in the city. Saerloon was established not by Sembians, but by colonists from the

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south, crossing the sea some 450 years ago. These managed to hold on to the area around what was to become Saerloon, and the peninsula south of it for almost a decade. They built the city using the dark grey stone found in abundance in the area, and the city is still recognized by its distinct southern architecture and dark grey buildings.

Harrowdale, Highmoon and Scardale are the only towns in the Dalelands that might contend with their southern neighbors in terms of size and activity. Scardale was the base of a recent uprising, led by the rebel baron lord Lashan Aumersair. From Scardale he led a rebellion that threatened large parts of the Dalelands. He conquered Harrowdale, Featherdale and Battledale and wasn’t stopped until a coalition of Cormyrian, Sembian, Dale and even Zhantarim forces managed to drive him back. He negotiated the surrender of Scardale in return for amnesty for him and the rebellions leaders, but as forces from Sembia and Harrowdale entered the city, the treaty was betrayed. Hundreds of people, suspected of having a hand in the uprising, and Lashan himself, were dragged into the streets and slaughtered. In the aftermath the coalition has taken control of the city, while local sentiment towards the occupiers is growing increasingly antagonistic. Harrowdale has risen to become the major Dale port after the unfortunate incidents in Scardale. They have actively sought to take over trade, while using their influence in occupied Scardale to worsen the conditions for trade. It is the oldest known settlement in the Dalelands and carries a proud history with it, something that has given the inhabitants a reputation of being aloof and haughty. Highmoon is hardly a city with its less than 4000 inhabitants, but it still plays a major role in the Dalelands, as the capital of Deepingdale and through the good relations with the elven enclave from Cormanthor. It is one of the most important inland tradetowns in the region, drawing merchants from Sembia, Cormyr and, through Cormanthor, the Zhentarim. It guards the entrance through Thunder Pass, to Arabel in Cormyr, which has led to numerous conflicts with the dark races that inhabit the mountains to the west.