Dales Homelands

Overview: It seems only natural that a land as sprawling and rugged as the Dales should produce more than its fair share of adventurers. The natives of the Dalelands have a reputation of being brave, direct people who mind their own business and expect others to do the same.

Description: With the Dales caught between Cormyr, Cormanthor, and the Moonsea, there are always activities afoot by a number of different groups that need to be resolved. For years, the Dales were awash with people looking to claim the Dales as their own territory, whether they were from Zhentil Keep or Suzail. As a result, the people of the Dales are ready for action at all times, and they tend to wear very functional clothing and armor. They shy away from ostentatious displays of rank, family coats of arms, or ornamentation. To an adventurer from the Dalelands, sturdy armor, a reliable weapon, and a utilitarian cloak are all that are needed to defend their dale from unwanted trespassers.

Dales Names: Throughout the Dalelands, most figures tend to have only a given name. In cases where a surname is needed to distinguish individuals with the same given name, a patronymic is used (such as Eddison or Jamesdaughter). Given how small the communities are, further clarification is seldom needed. This is true of both humans and non-humans.

Among humans, most given names are English cognates.

Role-Playing: The rustic simplicity of life in the Dales often produces a rugged, self-reliant character who is proud of his homeland and its history of independence. He is often quite brave, especially in the defense of the Dales, but he is hardly one to take foolish chances.

Many a Dalesman has had to take up arms in order to defend his home from the external threats all around the Dales. As a result, many Dalesmen are reactive in their thinking, preferring to answer actions with their own rather than initiating them.

Dalesmen have no difficulty at all in going to other lands to adventure, but most of them would rather deal with the problems in their home Dales first, then confront the problems within the rest of the neighboring Dales. Facing the greater evils of the rest of the Realms ranks last among the priorities of a Dalesman. If they hear rumors of local menaces or mysteries lurking in their own backyards, they will seek them out first above everything else. They may often be smart enough to realize the greater threats beyond their borders need to be dealt with, but their hearts belong to their homeland first.

Dalesmen are slow to trust strangers. This is manifested by a reserved approach to conversation, and a reluctance to rely on strangers for help. They are not dismissive of people they do not know, but it takes them a while to warm to people from outside the Dales. If a person presents a suspicious or mysterious first impression, it will take him or her longer (if ever) to be accepted or befriended by any Dalesman. Once the distrust fades, however, one is hard pressed to find a more loyal and dependable a comrade than a Dalesman. They are brave, selfless, loyal allies who are always willing to share a healthy dose of their common sense with their comrades for the benefit of the party.

Go to:
Archendale
Battledale
Daggerdale
Deepingdale
Featherdale
Harrowdale
High Dale
Mistledale
Scardale
Shadowdale
Tasseldale


Archendale

Base Requirements

  • Races: Human, Half-Elf, Halfling, Gnome
  • Classes: Any
  • Ability Requirements: Knowledge 12
  • Alignments: Any
  • Starting Cash: 2x normal
  • Bonus Languages: Cormanthan
  • Recommended Languages: none

Proficiencies

  • Weapon Slots: +1 slot
  • Non-weapon Slots: +1 slot
  • Available Categories: By class
  • Bonus Proficiencies: Appraising, Herbalism
  • Required Proficiencies: none
  • Recommended Proficiencies: none

Overview: Archendale is the most aggressive, influential, and well-defended of the dales. Inhabitants of this large trading hub view themselves as the leader of the region, boasting the largest standing army and a strong economy based on its self-reliance and abundance of rich natural resources such as game, crops and valuable minerals. As a result, its citizens tend to be a bit better trained than their other Dale counterparts.

Archendale is ruled by the leaders of its army, a group of three known as the Swords of Archendale. The identity of these leaders is a well-kept secret among the town’s leadership and they are only known publicly as the Black Sword, Red Sword and Blue Sword. There are perhaps a dozen people who know their true identity, but it is a high law of Archendale that they never be revealed.

Despite their warlike attitude, the dale owes its prosperity to mercantile success rather than military prowess. Lawfulness and order are paramount to achieve continued prosperity in the eyes of the Archendalesmen, a view that is propagated by the Three Swords. As such, adventurers are not necessarily welcomed as they often bring uncertainty and chaos.

Special Abilities:

  • All Dalesman gain a +2 bonus to morale checks when they are engaged in battle anywhere in the Dalelands. In addition, each Dalesman gains a +1 to attack rolls and saving throws when fighting in defense of his home Dale.

Special Disadvantages:

  • The arrogance of Archendale is a constant irritant to other Dalesmen. Because of this, characters from Archendale suffer a -2 penalty on NPC reactions and NPC loyalty when dealing with Dalesmen from outside of Archendale, and a -1 penalty when dealing with non-natives of the Dales.

Battledale

Base Requirements

  • Races: Human, Dwarf, Half-Elf, Halfling, Gnome
  • Classes: Any
  • Ability Requirements: Fitness 12
  • Alignments: Any
  • Starting Cash: By class
  • Bonus Languages: Cormanthan
  • Recommended Languages: none

Proficiencies

  • Weapon Slots: By class
  • Non-weapon Slots: By class
  • Available Categories: By class, plus Pastoral
  • Bonus Proficiencies: Agriculture
  • Required Proficiencies: none
  • Recommended Proficiencies: none

Overview: The history of this realm is, as its name suggests, one of warfare and conflict. Unlike the tortured lands of Sessrendale or Tarkhaldale, Battledale has not only survived its conflicts but grown strong from them. Those who live in the shadow of Aencar’s castle are proud of their warrior heritage, and even the wizards of this realm have some military training.

Special Abilities:

  • All Dalesman gain a +2 bonus to morale checks when they are engaged in battle anywhere in the Dalelands. In addition, each Dalesman gains a +1 to attack rolls and saving throws when fighting in defense of his home Dale.
  • Despite the impressive-sounding name, Battledale is a sparsely-populated Dale. There is a 50% chance that any two Battledalesmen in a group know each other, or at the very least have heard of each other.
  • Because of their martial heritage, characters from Battledale gain a +1 bonus on all attack rolls.
  • All Characters from Battledale are entitled to hit point bonuses for high Constitution scores as if they were warriors.

Special Disadvantages:

  • Characters from Battledale may never gain bonuses to attack or damage rolls for attacking from behind, regardless of class.
  • The time that a character from this regions spends on martial training is, of course, lost from the study of magic. To reflect this, characters from this region reduce their chance to learn spells by 10%.

Daggerdale

Base Requirements

  • Races: Human, Dwarf, Half-Orc, Halfling, Gnome
  • Classes: Any
  • Ability Requirements: Willpower 12
  • Alignments: Any
  • Starting Cash: 4d4 x10gp
  • Bonus Languages: Cormanthan, Tharian
  • Recommended Languages: D’tarig, Uloushinn, Zhent Argot

Proficiencies

  • Weapon Slots: By class
  • Non-weapon Slots: By class
  • Available Categories: By class
  • Bonus Proficiencies: Etiquette, Hunting
  • Required Proficiencies: none
  • Recommended Proficiencies: none

Overview: Daggerdale has endured over five decades of incursions by raiders, bandits, and monsters of numerous types. Zhentarim spies have infiltrated the Dale, making life miserable for the folk. The surrounding countryside is lawless, and Dagger Falls is still fully under the grip of the Zhentarim. Daggerdalesmen are even more paranoid about strangers than other Dalesmen, and to earn the trust of one is a difficult task.

Special Abilities:

  • All Dalesman gain a +2 bonus to morale checks when they are engaged in battle anywhere in the Dalelands. In addition, each Dalesman gains a +1 to attack rolls and saving throws when fighting in defense of his home Dale.
  • Also, each Daggerdalesman starts out with 2d6 x100 experience points already to their credit, reflecting the fact that most of the locals have already been baptized in battle by blood and steel.
  • Whenever a Daggerdalesman makes an attack from behind, he receives an additional +2 bonus to his attack roll. In addition, whenever the modified attack roll is a 20 or better, his weapon inflicts its maximum damage.
  • Whenever a Daggerdalesman finds himself facing an authority figure, a successful Etiquette proficiency check will allow him to say the right things and perform the proper kowtowing to escape the fate that might otherwise be assigned to him. The DM may assign penalties based on the situation.

Special Disadvantages:

  • The natural paranoia of Daggerdale’s folk is both widely known and readily apparent. Their inability to trust others leads others to distrust them. In a sense, then, one might say that much of their suspicion is justified, for those who do not trust such characters may well betray them. To reflect this, the NPC loyalty and reaction adjustment modifiers established by the character’s Leadership and Appearance scores are always penalties, regardless of whether that ability score is high or low.
  • The Zhentarim occupation force has managed to play havoc with the Dale’s economic shape. As a result, all equipment purchased in initial outfitting costs 10% more.
  • Daggerdalesmen, regardless of class, cannot use magical scrolls of any kind (neither spell scrolls nor protection scrolls).

Deepingdale

Base Requirements

  • Races: Human, Elf, Half-elf
  • Classes: Any
  • Ability Requirements: Reason 12
  • Alignments: Any
  • Starting Cash: By class
  • Bonus Languages: Cormanthan, Espruar
  • Recommended Languages: none

Proficiencies

  • Weapon Slots: By class
  • Non-weapon Slots: By class
  • Available Categories: By class, plus Larceny
  • Bonus Proficiencies: none
  • Required Proficiencies: none
  • Recommended Proficiencies: none

Overview: Deepingdale is known for its longstanding friendship with elves and half-elves. It is also famous for its natives’ overall respect for nature, replacing felled timber from the surrounding forests. Its environs are also noted for the healthy abundance of game animals, also due to Deepingdale’s care in not overhunting the forests.

Special Abilities:

  • All Dalesman gain a +2 bonus to morale checks when they are engaged in battle anywhere in the Dalelands. In addition, each Dalesman gains a +1 to attack rolls and saving throws when fighting in defense of his home Dale.
  • Spellcasters of Deepingdale are so used to the comings and goings of the fair folk that they seem to have acquired an affinity for the magic of the elves. Whenever a spellcaster from Deepingdale is required to make a saving throw to escape the effects of a spell cast by any elf, he is entitled to a +2 bonus to his roll. Conversely, any spellcaster who learned his craft in Deepingdale imposes a -2 penalty on the saving throws made by elves to resist his powers. Against half-elves, this bonus or penalty is halved.

Special Disadvantages:

  • Because of their lack of combat experience, the people of Deepingdale must make all attack rolls with a -1 penalty.
  • This Dale’s goodwill toward elves does not go unnoticed by those races or specific persons who hate elves. Elven enemies—dwarves, orcs, and many others—will single out Deepingdalesmen in combat, as “they have the stench of elves upon them.”
  • The magic studied by the people of Deepingdale has been greatly influenced by the subjects of the Elven Court. This has resulted in a natural bias in their studies that reduces the effectiveness of their spells when cast dwarves, gnomes, or other races with a natural resistance to magic. Therefore, non-elves who must make a saving throw to escape the effects of a spell receive a +2 bonus against the incantations of a Deepingdalesman.

Featherdale

Base Requirements

  • Races: Human, Half-Elf, Halfling, Gnome
  • Classes: Any
  • Ability Requirements: Health 12
  • Alignments: Any
  • Starting Cash: By class
  • Bonus Languages: Cormanthan
  • Recommended Languages: Easting

Proficiencies

  • Weapon Slots: By class
  • Non-weapon Slots: By class
  • Available Categories: By class
  • Bonus Proficiencies: Animal Handling, Fire-Building, Fishing, Tracking
  • Required Proficiencies: none
  • Recommended Proficiencies: none
  • Forbidden Proficiencies: Secret Language (Thieves’ Cant)

Overview: This Dale is primarily a collection of rustic farming villages. The folk of Featherdale are stoic and, by some standards, simple. They favor their rustic lifestyle and have little fondness for cities and the many ills that such places breed.

Special Abilities:

  • All Dalesman gain a +2 bonus to morale checks when they are engaged in battle anywhere in the Dalelands. In addition, each Dalesman gains a +1 to attack rolls and saving throws when fighting in defense of his home Dale.
  • Each Featherdalesman gets a +1 bonus to his starting Fitness and Intuition scores to reflect their characteristic hard-working and honest upbringing.

Special Disadvantages:

  • While it is true that Featherdalesmen seem unnaturally sagacious, it is also true that they tend to be quiet and lacking in presence. To be blunt, they are some of the dullest people a hero would ever want to spend time with. All characters from Featherdale suffer a -1 penalty to their starting Reason scores and a -2 penalty to their starting Appearance scores (minimum 3).
  • Characters from Featherdale never begin knowing the Thieves’ Cant language. If their class would grant Thieves’ Cant as a bonus language, that ability is lost. They may learn Thieves’ Cant after 1st level by spending proficiency slots (as normal).

Harrowdale

Base Requirements

  • Races: Human, Elf, Half-Elf
  • Classes: Any
  • Ability Requirements: Intuition 12
  • Alignments: Any
  • Starting Cash: By class
  • Bonus Languages: Cormanthan
  • Recommended Languages: Easting, Tharian

Proficiencies

  • Weapon Slots: By class
  • Non-weapon Slots: By class
  • Available Categories: By class
  • Bonus Proficiencies: Land-based Riding
  • Required Proficiencies: none
  • Recommended Proficiencies: none

Overview: This is the oldest of all the Dales, and Harrowdale also has become the most important port in the Dalelands. Harrowdale is a land of farms and farmers. Its people are skilled agrarians and have little interest in the outside world or “life in the big city.” The folk of Harrowdale are often said to be somewhat dimwitted and set in their ways. This might well be the case with many of the common folk. What some take for a lack of intelligence, however, is often only an introspective personality.

Special Abilities:

  • All Dalesman gain a +2 bonus to morale checks when they are engaged in battle anywhere in the Dalelands. In addition, each Dalesman gains a +1 to attack rolls and saving throws when fighting in defense of his home Dale.
  • Characters from Harrowdale automatically start with a light riding horse.
  • All characters from Harrowdale receive a +2 bonus to their starting Intuition score.
  • Harrowdalesmen have managed to master a very slight bit of magic that they employ to make their share of any task easier. Each day, a character created with this kit may employ a number of Cantrips (0th-level Wizard spells) equal to half his level (round up). The character begins with a small traveling grimoire containing a number of Cantrips of his choice equal to one-half the maximum number of spells per spell level granted by his Reason score.

Special Disadvantages:

  • The generally easy-going folk of Harrowdale don’t see the adventures that others crave as anything worth seeking. They tend to be introspective and can be somewhat slow to react in a crisis situation. To reflect this, all Harrowdalesmen suffer a +1 penalty to their initiative rolls.
  • The lackadaisical people of this region work so hard at not working that they tend to also escape physical fitness. As a result, they suffer a -1 penalty to their starting Muscle and Fitness scores.
  • Any character from Harrowdale is liable to be summoned back to the Dale due to an emergency, but the likelihood is only 5% every three months. In this case, it is a major threat to the Dale, which has prompted the constables to send out the assembly call to all active or retired militiamen. Aided by the concerted effort of Harrowdale’s priests and mages, the Call, when it comes, instantly teleports the Harrowdalesman back to the mustering grounds no matter where in the Realms he might be. This does not cross planar boundaries however.

High Dale

Base Requirements

  • Races: Human, Half-Elf, Gnome
  • Classes: Any
  • Ability Requirements: Aim 12
  • Alignments: Any
  • Starting Cash: By class
  • Bonus Languages: Cormanthan
  • Recommended Languages: Tharian

Proficiencies

  • Weapon Slots: By class
  • Non-weapon Slots: By class
  • Available Categories: By class
  • Bonus Weapon Proficiencies: Longbow or Shortbow
  • Bonus Proficiencies: none
  • Required Proficiencies: none
  • Recommended Proficiencies: Air-borne Riding, Bowyer/Fletcher, Survival

Overview: High Dale is the southernmost Dale, and it is home to a proud and isolated people. The High Dale, a land noted for pleasant terraces and gentle farms, is also remarkable because some of Faerûn’s most skilled assassins have grown up there. This is not because of any cultural emphasis on violence or crime but rather a result of the skill that its citizens traditionally have with the bow. There is not a child in this land who didn’t learn to use a bow as soon as he was strong enough to draw back an arrow.

Special Abilities:

  • All Dalesman gain a +2 bonus to morale checks when they are engaged in battle anywhere in the Dalelands. In addition, each Dalesman gains a +1 to attack rolls and saving throws when fighting in defense of his home Dale.
  • When a character from this region employs a bow of any sort in combat, he is able to add his missile attack adjustment (as dictated by his Aim score) to both his attack and damage rolls.
  • These characters make excellent snipers. Whenever they fire on an unsuspecting target with a bow, the attack is treated as a Backstab: The character receives a +4 bonus to his attack roll and deals double damage (more if the character has the thief’s Backstab ability). When making this sort of attack, the character does not have to be behind his target to gain the benefits of a backstab.
  • High Dalesmen may learn the Airborne Riding and Bowyer/Fletcher proficiencies for 1 slot each, regardless of their class or proficiency groups.

Special Disadvantages:

  • Because High Dalesmen try to avoid close combat they lack the ability to wear any form of armor.
  • Because of their strong cultural emphasis on archery, High Dalesmen may not gain proficiency in any ranged weapons (including thrown weapons) other than Bows, and may only gain proficiency in small melee weapons (size S). High Dalesman warriors must spend 2 additional weapon proficiency slots (instead of 1) to gain specialization in any weapon that is not in the Bows group.
  • Like Harrowdale’s Grey Riders, High Dalesmen may find themselves needed for the defense of the Dale. There is a flat 20% chance per month that there will be such a need, requiring the archer to report back immediately. Once the crisis passes, however, a month passes before the likelihood needs to be checked again.

Mistledale

Base Requirements

  • Races: Human, Dwarf, Half-Elf, Halfling, Gnome
  • Classes: Any
  • Ability Requirements: Balance 12
  • Alignments: Any
  • Starting Cash: By class
  • Bonus Languages: Cormanthan
  • Recommended Languages: Espruar

Proficiencies

  • Weapon Slots: By class
  • Non-weapon Slots: By class
  • Available Categories: By class
  • Bonus Proficiencies: Animal Handling, Land-based Riding
  • Required Proficiencies: none
  • Recommended Proficiencies: none

Overview: The towns of Mistledale are rustic places with a reputation for hauntings and other macabre goings-on. As dismal as this sounds, it is actually taken quite lightly by the inhabitants and often romanticized to a great extent. The ghosts of Mistledale are actually few and far between. The area’s reputation for such things comes, like its name, from the mists that rise out of the Ashaba to cover the area in rippling, white vapor. Mistledale is a peaceful Dale peopled by friendly folk. Mistledale’s Riders are the mounted constabulary and army for Mistledale. They also are augmented by a well-trained mounted militia.

Special Abilities:

  • All Dalesman gain a +2 bonus to morale checks when they are engaged in battle anywhere in the Dalelands. In addition, each Dalesman gains a +1 to attack rolls and saving throws when fighting in defense of his home Dale.
  • Each Mistledalesman starts out with a free light riding horse, a suit of chain mail, a spear, and a short sword.
  • Mistledalesmen are exceptionally stealthy. A Mistledalesman can gain a bonus to surprise opponents, but only if he is not in metal armor. Even then, he must either be alone, or 90 feet or more away from his party to gain this bonus. If he fulfills these conditions, he moves so silently that opponents suffer a -4 penalty to their surprise die rolls. If the Mistledalesman must open a door or screen to attack, this penalty is reduced to -2. If the Mistledalesman gains this ability from another source (such as being a Halfling or Thief), the surprise penalty increases by 2.

Special Disadvantages:

  • In return for full gear and training, the disciplined and well-equipped militia of Mistledale demands three months of service per year for ten years from its citizens. The player and the DM should work out the details for this service, possibly even using it as an adventure hook. Alternately, a Mistledale PC can purchase his way out of the militia, at the cost of 1,000 gp per year of service remaining. Note that when the character is first created, no more than the first year of militia service is completed.
  • Having a natural affinity for animals in general and horses in specific, Mistledalesmen are quick to anger when they see someone mistreating a mount or notice that a horse shows signs of neglect. Whenever this happens, such characters must make a Willpower check or be compelled to confront the owner of the animal with his misdeeds. More than one Mistledalesman has found himself trying to explain to the city watch exactly why he lost his temper and launched a magic missile at one of the town’s citizens.
  • Mistledalesmen are used to working under cover of darkness, fog, or some other concealing factor. When such protection is not available, they feel exposed and vulnerable. This is especially true in melee combat, where they must face their enemy on even terms and, therefore, suffer a -2 penalty to all attack rolls when not invisible or in fog or darkness. The only exception to this are backstab attacks, which is made with the normal chances of success.

Scardale

Base Requirements

  • Races: Human, Half-Orc, Halfling
  • Classes: Any
  • Ability Requirements: Leadership 12
  • Alignments: Any
  • Starting Cash: By class
  • Bonus Languages: Cormanthan, Easting
  • Recommended Languages: Tharian

Proficiencies

  • Weapon Slots: By class
  • Non-weapon Slots: By class
  • Available Categories: By class
  • Bonus Proficiencies: Disguise, Read Lips
  • Required Proficiencies: none
  • Recommended Proficiencies: none

Overview: Scardale does not exist as an independent dale at the present time. It has been occupied by several different factions since the end of Lashan’s war over a decade ago. Although Scardale is officially under the leadership of a local governor, few believe that he holds any true power. Instead, the people of Scardale live their lives under the control of one occupying garrison or another. For some, this condition is insulting, for others it is almost intolerable.

Special Abilities:

  • All Dalesman gain a +2 bonus to morale checks when they are engaged in battle anywhere in the Dalelands. In addition, each Dalesman gains a +1 to attack rolls and saving throws when fighting in defense of his home Dale.
  • Scardalesmen, whether for or against Lashan, have had to exert a great deal of influence in order to attain the goals they desired. This has forced them to develop forceful personalities, granting them a +2 bonus to their starting Leadership scores.
  • All Scardalesmen automatically start out with 2d6 x100 experience points, which represent their training and exposure to open warfare.

Special Disadvantages:

  • Scardalesmen receive no attack or damage bonuses for a high Muscle score and no missile attack adjustment for a high Aim score. Penalties for low scores in these ability ratings are still recorded normally.
  • Many people in the Dalelands have not forgotten, nor will forget, Scardale’s attempt at empire-building, courtesy of the leadership of Lord Lashan. Consequently, a Scardalesman suffers a -4 reaction penalty when dealing with Dalesmen from any of the other Dales.
  • The strength of conviction of Scardalesmen can cause them to appear as fanatics and blind them to compromises and similar solutions. All characters built with this kit suffer a -2 penalty to their starting Intuition scores (minimum 3).

Shadowdale

Base Requirements

  • Races: Human, Elf, Half-Elf, Halfling, Gnome
  • Classes: Any
  • Ability Requirements: Appearance 12
  • Alignments: Any
  • Starting Cash: By class
  • Bonus Languages: Cormanthan
  • Recommended Languages: Any

Proficiencies

  • Weapon Slots: By class
  • Non-weapon Slots: By class
  • Available Categories: By class
  • Bonus Proficiencies: Spellcraft
  • Required Proficiencies: none
  • Recommended Proficiencies: Modern Language (any), Survival

Overview: For such a quiet, pastoral dale, Shadowdale has attracted quite a few powerful personalities. Home to countless adventurers and to that most worthy of individuals, Elminster the Sage, Shadowdale is residence to far more than its share of heroes and, sadly, villains. Of course, the latter tend to keep a very low profile, often passing themselves off as champions of good while in the area. The children of this land grow up hearing tales of epic adventure and learning lore that those in other lands never hear of. It is only natural that children so raised would long to follow in the footsteps of the heroes they worship.

Special Abilities:

  • All Dalesman gain a +2 bonus to morale checks when they are engaged in battle anywhere in the Dalelands. In addition, each Dalesman gains a +1 to attack rolls and saving throws when fighting in defense of his home Dale.
  • Shadowdalesmen have learned much from the countless heroes they grew up around. The cautionary tales these folk pass on, especially those with missing limbs and other proof of the importance of their lessons, tend to remain with a person throughout his life. To reflect this, players running characters born and raised in Shadowdale gain a +2 bonus to any two saving throw categories of their choice (breath weapon and death spell, for example). Once selected these adjustments may not be changed.
  • The natural aplomb of Shadowdalesmen makes it easy for such characters to build reputations for themselves and raises their attractiveness in the eyes of all observers. As soon as someone learns that a given adventurer is from Shadowdale, his impression of that character is immediately improved. All characters created with this kit receive a +2 bonus to their starting Appearance scores.

Special Disadvantages:

  • While Shadowdalesmen have the advantage of hearing countless stories growing up, they suffer somewhat from the fact that many of these are exaggerations and often outright lies. The character must choose two categories of saving throws, and suffers a -2 penalty on such saves. He must choose different categories from those in which he receives his bonus (the modifiers may not cancel each other out).
  • With all their style and panache, adventurers from Shadowdale tend to make themselves obvious targets for persecution. This isn’t to say that characters of this type are dumb; they just tend to forget when to shut up. In game terms this bravado is reflected in a -2 penalty to the character’s starting Willpower score (minimum 3).
  • There are quite a few factions and folk who carry a grudge against Shadowdale, more due to the forces of good it harbors than anything it might represent. Thus, a Shadowdalesman suffers a -4 reaction penalty when dealing with denizens of the Underdark, Wizards of Thay, the Black Network, the Zhentilar, the Cult of the Dragon, or the Red Plumes of Hillsfar. In addition, members of the above factions will single out Shadowdalesmen in combat, to the exclusion of opponents from other locales (“You’re from Elminster’s town? Die, you Harper-loving dog!”).

Tasseldale

Base Requirements

  • Races: Human, Elf, Dwarf, Half-Elf, Half-Orc, Half-Ogre, Halfling, Gnome, Mongrelman, Tiefling
  • Classes: Any
  • Ability Requirements: Stamina 12
  • Alignments: Any
  • Starting Cash: By class
  • Bonus Languages: Cormanthan
  • Recommended Languages: Any

Proficiencies

  • Weapon Slots: By class
  • Non-weapon Slots: +2 slots
  • Available Categories: By class
  • Bonus Weapon Proficiencies: Light Crossbow, Pike, or Shortsword (pick 1)
  • Bonus Proficiencies: Heraldry, Persuasion
  • Required Proficiencies: none
  • Recommended Proficiencies: none

Overview: There are many who say that Tasseldale is the most cosmopolitan of all the Dales. There are others who point out that such a statement is roughly equivalent to being the smartest kobold in the raiding party—that is, it’s no great honor. Still, the folk here take pride in their reputation and make use of their position as a crossroads to keep informed about the news of the world. It is for this reason, many have supposed, that Tasseldale produces more bards than any of the other Dales. Tasseldale has a militia composed of every able-bodied resident between the ages of 15 and 64.

Special Abilities:

  • All Dalesman gain a +2 bonus to morale checks when they are engaged in battle anywhere in the Dalelands. In addition, each Dalesman gains a +1 to attack rolls and saving throws when fighting in defense of his home Dale.
  • Every Tasseldalesman starts out with a free choice of a pike, short sword, or light crossbow, and a corresponding bonus weapon proficiency.

Special Disadvantages:

  • The people of Tasseldale have a natural thirst for knowledge and information that rivals even the most inquisitive of bards. Whenever such a character encounters a mystery or intriguing puzzle, he must make a Willpower check. On a failed check the character is compelled to pursue the mystery and won’t abandon it without very good cause. This doesn’t mean that he will go racing off into the night at the first hint of an enigma, only that once he begins an investigation of some sort he will be dogged and relentless in his efforts to solve it.
  • Militia duties may recall an adventurer from anywhere in the Realms back to Tasseldale, but the likelihood is only 5% every three months. In this case, it is a major threat to the Dale, which has prompted the Mairshars—Tasseldale’s constables—to send out the assembly call to all active or retired militiamen. Aided by the concerted effort of Tasseldale’s priests and mages, the Call, when it comes, instantly teleports the Tasseldalesman back to the mustering grounds no matter where in the Realms he might be. This does not cross planar boundaries however.

Return to Homelands.

Dales Homelands

Ruins of Adventure Brand_Darklight Brand_Darklight