D&D General Reasons I Love the Dalelands as a Campaign Location

TheSword

Warhammer Fantasy Imperial Plenipotentiary
With 5.5e Adventures in the Forgotten Realms set to release in just a few months, I was thrilled to learn that the Dalelands will be one of the five featured regions. It feels like coming full circle—one of the first D&D products I ever bought was the AD&D Forgotten Realms Campaign Setting, and the first adventure I ran was Beneath the Twisted Tower. Shadowdale was richly detailed, with a labyrinth of adventure sites beneath it. Fifteen years later, I revisited the same location in Shadowdale: Scouring of the Land, flipping the narrative and exploring familiar places from a new angle.

To me, the Dales evoke a distinctly English sensibility—pastoral, independent, and steeped in folklore—just as the Moonshaes channel Gaelic romanticism.

Rich Lore and Depth
The Dalelands are among the most thoroughly documented regions in the Realms. Across editions, at least four major products—including a Volo’s Guide—have explored them in detail. The 3e Campaign Setting offers a particularly strong write-up. If you're looking for a blank slate, Shadowdale might not be your best bet. But several of the other Dales remain lightly sketched, offering room for creativity.

War with the Zhentarim
As a die-hard Witcher fan, I’m drawn to settings where the threat of invasion looms large. The Dales share that tension. Daggerdale, for instance, is under Zhent occupation in Doom of Daggerdale (2e) and again in Scouring of the Land (3e). Zhentil Keep mirrors Nilfgaard—militaristic, authoritarian, and always pressing against the freedom-loving Dales.

But authoritarianism can also bring order. Some Dalesfolk might even welcome it, especially if Shadowdale were removed from the equation. In line with 5e’s trend toward moral nuance, the Zhents needn’t be cartoonishly evil. Their goals—securing supply lines, stabilizing conquered territories—can be pragmatic. Meanwhile, Randal Morn’s resistance channels a classic Robin Hood energy that I absolutely love.

Elven Tensions and Myth Drannor
Once a hub of elven civilization, the Dalelands now simmer with post-retreat tensions. Humans want lumber; elves defend the forests. The Dales Compact is broken. The Eldreth Veluuthra push for direct conflict, while Drow incursions—often blamed on surface elves—fuel mistrust.

Myth Drannor looms ominously nearby, its wild magic and ancient ruins threatening to spill into the surrounding lands. Human adventurers, poking around elven tombs and disturbing the mythal, could easily destabilize the region. I love the idea that the Dales, though seemingly tranquil, are far more dangerous than they appear.

Internal Politics and Intrigue
The Dales are a patchwork of twelve independent realms, each ruled by its own lord or lady and represented in the Dales Council. Their visions for defense and diplomacy vary wildly. Sembia infiltrates economically, Cormyr offers protection in exchange for fealty, and Moonsea cities fund uprisings and espionage.

Attempts to unify the Dales have failed twice, but ambition still simmers. Wizards advise rulers—or seize power outright—and Harpers work behind the scenes to keep the peace. It’s a perfect setup for political intrigue and shifting alliances.

Small-Scale Heroism
Unlike sprawling city-states on the Sword Coast, the Dalelands are made up of small communities where individual heroes can truly matter. In a village of 500, an adventuring party might be the difference between survival and ruin. They could become trusted advisors, local legends, or even rulers. The scale makes the stakes feel immediate and personal.

Adventure Awaits
The Dalelands are bursting with iconic locations:
  • Eagle’s Eyrie
  • The Underdark beneath the Twisted Tower
  • Hapstone Hill
  • Galeth’s Roost
  • Moander’s Trail
  • The Flaming Tower
  • Tethyamar
  • The Temple in the Sky
  • Shraevin’s Tomb
  • The Grinding Gulf
  • Myth Drannor
  • And deep below, the ruined Drow city of Maerimydra
It’s a treasure trove for adventurers.

Of course, it’s not all smooth sailing. Some drawbacks to the Dalelands as currently portrayed include…

Overwhelming Lore
For some, the sheer volume of detail can be stifling. Personally, I treat the lore as optional—my version of the Dales is the one that matters. But for those who feel bound by canon, it can be restrictive.

High-Level NPCs
Shadowdale is home to heavy hitters like Elminster, Storm Silverhand, and Dove Silverhand. These DMPCs can overshadow player agency. Thankfully, it’s easy to sideline them—send them off on errands, capture them, or even impersonate them with lesser wizards. Bounded accuracy in 5e makes this more manageable than in earlier editions. I can tolerate Storm or Dove, but Elminster? He’s got to go.

Post-3e Timeline
The Dalelands took a beating in some areas of post-3e lore. Myth Drannor was restored, then obliterated again by Thultanthar. The arrival of 50,000 sun elves didn’t do the region any favors. However aside from this the Dales were largely left untouched by 4e. Personally, I think the sweet spot is around 1372 DR—the Year of Wild Magic. It preserves the best of AD&D while embracing 3e’s developments, like the rise of the Drow and the Zhentarim’s renewed aggression under Bane.

Final Thoughts
What would you do with the Dalelands in 5e, now that they’re stepping back into the spotlight? What do you love—and what drives you mad—about this storied region?
 

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I think it is no accident that the best drawn out and most interprets in the original FR are Shadowdale and Waterdeep, considering that those are the home bases for Ed Greenwood's (still ongoing) long running home campaigns.

In terms of the weight of decades of lore and NPC overload...I expect the presentation in the new books will be balanced for use at tables that just use the new book.
 

Definitely. Interestingly I think the conflicts I mentioned above are largely untapped. Other than the repeated Zhent invasions of Daggerdale.

Most of the products and ideas - Myth Drannor, the drow takeover of the Elven Court, Tethyamar, The Dales Council, Sembian Influence in Archenfale, Randal Morns freedom fighters etc remain largely unresolved. The idea is there but no one has yet done it.
 

Juat about the only thing we do know for certain about the Dalelands section of the new book is that it is being positioned in-universe aa being narrated by Alias, and we saw some key art with Alias (wearing more...modern...chainmail) and Dragonbait. So they are definotelgoijg for some deep cuts here.
 

When I first picked up the 3E Forgotten Realms Campaign Setting two decades ago, I think I had a bit of a prejudice against the Dalelands (and Waterdeep) specifically because I knew they were Ed Greenwood's primary areas. Not that I had anything against Ed... but I think in the back of my mind those were "Ed's places" for adventuring, and I'd have a place that was more "mine" (considering the shear breadth and width of Faerun.) Getting the Silver Marches setting book provided that.

But now... several decades later and having read and run adventures up and down the Sword Coast... the idea that you, @TheSword , provide here about the scope of the Dalelands makes me think that I should indeed perhaps think more in-depth about the area. As you say... with twelve different dales and the myriad of different adventuring sites within those dales would make for a lovely adventuring area were I to run another game in the Realms at some point. I've considered Cormyr before for this, knowing almost nothing about that area... but the Dalelands would be another wonderful option.
 
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When I first picked up the 3E Forgotten Realms Campaign Setting two decades ago, I think I had a bit of a prejudice against the Dalelands (and Waterdeep) specifically because I knew they were Ed Greenwood's primary areas. Not that I had anything against Ed... but I think in the back of my mind those were "Ed's places" for adventuring, and I'd have a place that was more "mine" (considering the shear breadth and width of Faerun.) Getting the Silver Marches setting book provided that.

But now... several decades later and having read and run adventures up and down the Sword Coast... the idea that you, @TheSword , provide here about the scope of the Dalelands makes me think that I should indeed perhaps think more in-depth about the area. As you say... with twelve different dales and the myriad of different adventuring sites within those dales would make for a lovely adventuring area were I to run another game in the Realms at some point. I've consider Cormyr, knowing almost nothing about that area... but the Dalelands would be another wonderful option.
I mean, Ed Greenwood was always extremely supportive of people using other areas, and eager to provide more hooks for that...but you can really tell when reviewing the early FR products, as I did for the first time the last couple of years, where the actual campaigns had been prepped and played.
 

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This is an awesome sourcebook and adventure location that received its own boxed set. It’s really worth a look for anyone looking for an Adventuring location. I particularly like the details like the missionaries of Lathander trying to rekindle a revival of the city and sponsoring adventuring parties. I would definitely make that a major goal of the church of Lathander in the Realms.

 

I've only been running games in the Realms since 5e 2014, but of course I played the video games in to 80s and have been vaguely aware of it for coming up on 40 years.

My Vault of the Dracolich game here on ENWorld takes place in Battledale, but otherwise I am mostly unfamiliar with the Dalelands. I can see how I would like them, though!
 

I'm also a big fan of the Dalelands for all of the listed reasons! And for many years now, Myth Drannor has been something I've wanted to use in a campaign, but I felt the Ruins of Myth Drannor lacked details for me as a DM to run. It had tons of details, but a lot of it was focused on the groups around Myth Drannor - good info but not enough to prep the feel of the city itself.

But the idea stuck in my head for many years. I know Myth Drannor was restored during the D&D 4th Edition era, but then during the Sundering the City of Shade floated over from the Anauroch and crashed into it. This bit of details, tantalizingly small from the Sword Coast Adventurers Guide, was enough for me to want to dig into it more. So I did! I just finished writing up a Myth Drannor supplement for DMsGuild that provides details, magic, and monsters for using the now shadow-filled ruins of Myth Drannor in a campaign. I've got 20 power groups with their interests laid out in the city, and a map with hexes for exploration. I use the Journey rules from the DMG with encounters and flavor text, and I've got a Danger Rating system for escalating tension in the ruins. Here's the map I worked up in Inkarnate for it!

I'm hoping to get this supplement out by the end of the year, but I want to put my paws on the new Forgotten Realms book to adjust to any new or changed lore for the Myth Drannor region. I think the timeline moves up to 1501 DR for the new books too, so I want to accommodate that.
 

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I ran a great campaign set in Mistledale that ran up and down the Dalelands, plus above and below (using an inverted version of Monte Cooks Banewarrens and City of the Spider Queen).

Along those lines, I'll just drop this here for fun:

 

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