Adventures in Arcadayn
The Dalemen
By Tim Emrick


The Dalemen are a race of hill tribes found in the Dales (now part of Visala) and throughout Riversmidst. They are found in small enclaves throughout the rest of Visala, and many people in Visala--even in the urban areas--have Daleman blood in their veins. Dalemen tribes in Visala and Riversmidst pledge at least nominal fealty to the rulers of the nation in which they dwell. The only "capital" of the Dalemen is Avden, the ancient seat of those tribes which still dominate County Dales.

Symbol/Arms: (no overall device; many tribal banners).


Culture Level: Barbarian.

Currency: Dalemen use either the currency of Riversmidst or Visala, or (more often) trade in barter.

Divisions: Visalan Dalemen consist of several major tribes based in the Dales; all other communities in Visala trace kinship to these clans. (Some of the dominant tribes are: Artemas, Diona, Kirak, Penavden.) Riversmidst has eight clans, one corresponding to each barony.

Government Type: Tribal government is usually patriarchal, with the national form superimposed above this level.

Languages: Daelic (M/A), Sivian (Visala and Riversmidst, M/A).

Population: [TBD]

Racial Stock: True Dalemen are the direct descendants of the eastern branch of the ancient Anidel race, tall (+1" average height) and fair-complected, with red or yellow hair and blue or green eyes. Many tribes intermarried with the Krithian people who colonized modern-day Visala; these are fair or nearly so, with black and brown hair and brown and gray eyes added to the list above. Riversmidst is more evenly mixed, but the Daelic strain remains pronounced.


Geography & Climate: See Riversmidst and Visala.

Agriculture & Resources: See Riversmidst and Visala.

Religions: The most common religions among the Dalemen are the Elemental Faiths and Druidism. Some tribes still maintain the ancient Bloodletter Cult, while the tribes with mixed blood have adopted other faiths common to Riversmidst or Visala. Some Dalemen in Sivia revere the Quadralunic saint Merlessa, but few formally worship the Quadralunic gods. Demon Cultists are avoided by other Dalemen, and such worship is explicitly illegal in Visala.

Daelic names for some of these gods are: Natuna (Morovira), Diu Bannuag (literally, "horned god"; Canthor), Vaeman (Yanira), Murdigen (Drumagira).

Military: The Dalemen do not usually maintain armies as such, but nearly all able men (and many women) are trained in fighting skills. Most hillmen warbands are Light Infantry (LI), with a few Medium Infantry (MI) (armored troops) and Irregular Infantry (II) (specialists). Horsemen are Light Cavalry (LC) or Irregular Cavalry (IC).

Nonhumans: Within the tribes proper, some weres are possible: swanmays, werebears and weredeer. A rare few Dalemen may be elfkin, descended from the tribes' faerie allies during the Aelfhild.

Daleman Cultural Skills: Tribal weapon skills include: Axe/Mace (axe, hammer, mace), Axe Throwing, Bow (regular or long), Broadsword (including club), Knife, Shield, Sling, Spear, Spear Throwing, Staff, Two-Handed Sword. Other cultural skills include: Animal Handling, Bard, Boating, Dancing, Fishing, Herbalism, Meteorology, Riding (horse), Running, Singing, Stealth, Survival (mountains, woodlands), Tracking.

Hillmen who retain the most traditional ways are TL2 (Iron Age), but those who accept non-Dalemen craftsmanship have normal TL3. In both cases, they do not make armor heavier than chainmail and scale mail. In the parts of Visala not dominated by the tribes, hillmen are minorities (10-point Social Stigma). In Riversmidst, the tribes are more integrated (no stigma). Outside these two nations, hillmen are considered barbarians (15-point Social Stigma).

Torcs worn around the neck are used to indicate status: gold for nobles (2+), silver for scholars, smiths, mages and priests (1+), and bronze for the heads of free families (0+).

Special Groups:

Bards must have Charisma and/or Voice, and usually have Language Talent and Musical Ability. They gain Bardic Immunity within Dalemen lands. Most have a Duty or Sense of Duty, or some personal Code of Honor. Usual skills include Area Knowledge, Bard, Bardic Lore, History, Musical Instrument (bagpipe, clarsach [a small harp] or hunting horn), Poetry, Savoir-Faire, Singing.

There is no "Bardic College" as such, but bards frequently meet for competitions, training, and exchange of news at "bardic circles." Thus news of the treatment of their fellows travels quickly.

Healers know Astronomy, Diagnosis, First Aid, Fortune Telling, Herbalism (rarely Physician) and Poisons. A few are mages with Healing spells, while others may have Faith Healing, but neither ability is required.

Rangers are wilderness warriors in the service of their tribal chief, the local baron (Riversmidst), or the King (Visala). (Treat this service as some level of Duty, perhaps with a Patron.) All are very fit (ST, DX and HT 12+, Combat Reflexes) and have Acute Senses. Many have Absolute Direction, Animal or Plant Empathy, and/or Danger Sense. Rangers have Military Rank 1+ if part of a standing army, or Status 0+ if a tribal warrior. Typical skills are Animal Handling, Naturalist, Stealth, Survival (any one), Tracking, and at least one melee weapon and one ranged weapon. Almost any animal or outdoor skill is suitable, as are many athletic skills. A rare few rangers are mages with Animal or Plant spells and possibly animal familiars.

Smiths know Armoury (many specialize), Blacksmith, Merchant, Metallurgy and the combat/weapon skills to use the arms they forge. Skills are at either TL 2 or 3 (see above). A handful of master smiths in each generation are proficient with Enchantment spells. Being taught the craft is considered a great honor, and smiths (who are Status 1 minimum) are frequently leaders within their communities.

Mages among the hillmen are almost exclusively bards, healers, or smiths. Magic is distrusted by most hillmen, but wizards of proven good deeds are welcomed, and priests are always respected. (However, many of the rulers assimilated into the local governments are fascinated by magic and seek out its practitioners.)

History: The Dalemen are descended from a group of Anidel men who settled northeast of the Great Sea after the Cataclysm. See "History of the Kingdom of Visala" for the tribes' history since contact with Krithian Empire.

Names: Daelic names are Celtic in flavor. Standard name order is a given name first, a "son of" (math) or "daughter of" (maev) connector, then the father's name (patronymic).


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This page last updated 11/5/2003 by Timothy E. Emrick. | Copyright 1998-2003 Timothy E. Emrick.