The Region Known As the Dalelands Is Defined by the Scarcely Forested Area North of Sembia and Cormyr and South of the River Tesh

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The Region Known As the Dalelands Is Defined by the Scarcely Forested Area North of Sembia and Cormyr and South of the River Tesh 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. 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. 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, 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.
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