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Silver Marches
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Table of Contents
Contents
INTRODUCTION . . . . . . . . . . . . . . . . 3
The Far Forest. . . . . . . . . . . . . . . . 25
Masulk’s Tomb . . . . . . . . . . . . . 25
Taerymdoom . . . . . . . . . . . . . . . 26
Frost Hills . . . . . . . . . . . . . . . . . . . 26
Black Raven Camp . . . . . . . . . . 26
Castle of Illusion . . . . . . . . . . . . 26
Dungeon of the Ruins . . . . . . . 26
Fell Pass . . . . . . . . . . . . . . . . . . . 27
Mithral Hall . . . . . . . . . . . . . . . 27
The High Forest . . . . . . . . . . . . . . 27
Citadel of the Mists . . . . . . . . . 27
Elven Port . . . . . . . . . . . . . . . . . 27
Grandfather Tree . . . . . . . . . . . 27
Hellgate Keep . . . . . . . . . . . . . . 28
Lost Peaks . . . . . . . . . . . . . . . . . 28
Lothen of the Silver Spires . . 28
Mhiilamniir . . . . . . . . . . . . . . . . 29
The Nameless Dungeon. . . . . . 29
Noanar’s Hold . . . . . . . . . . . . . . 29
Olostin’s Hold . . . . . . . . . . . . . . 29
Reitheillaethor. . . . . . . . . . . . . . 29
The Star Mounts. . . . . . . . . . . . 30
Stone Stand . . . . . . . . . . . . . . . . 31
Turlang’s Wood . . . . . . . . . . . . . 31
The Unicorn Run . . . . . . . . . . . 31
The Ice Mountains . . . . . . . . . . . . 32
The Ice Spires. . . . . . . . . . . . . . . . . 32
The Lurkwood . . . . . . . . . . . . . . . . 32
River Surbrin . . . . . . . . . . . . . . . . . 32
The Spine of the World . . . . . . . . 32
Tholvarr . . . . . . . . . . . . . . . . . . . 33
The Lands Against the Wall . 33
Dark Arrow Keep . . . . . . . . . . . 33
The Underdark . . . . . . . . . . . . . . . 35
Araumycos` . . . . . . . . . . . . . . . . 35
Blingdenstone. . . . . . . . . . . . . . . 35
The Darklake . . . . . . . . . . . . . . . 36
The Fardrimm. . . . . . . . . . . . . . 36
Gracklstugh . . . . . . . . . . . . . . . . 36
Menzoberranzan. . . . . . . . . . . . 37
Yathchol . . . . . . . . . . . . . . . . . . . 37
Deadsnows. . . . . . . . . . . . . . . . . . . . . . 73
Everlund . . . . . . . . . . . . . . . . . . . . . . . 74
Mithral Hall . . . . . . . . . . . . . . . . . . . 78
Quaervarr . . . . . . . . . . . . . . . . . . . . . . 79
Newfort . . . . . . . . . . . . . . . . . . . . . . . . 81
1: THE LAY OF THE LAND . . . . 5
A Brief History of the North . . . . . . 5
Geographic Overview . . . . . . . . . . . 7
Lands and Features. . . . . . . . . . . . . 7
The Arn Forest . . . . . . . . . . . . . . . . 8
Graevelwood . . . . . . . . . . . . . . . . . 8
The Cold Wood . . . . . . . . . . . . . . . . 8
Thradulf’s Camp . . . . . . . . . . . . . 8
The Cold Vale . . . . . . . . . . . . . . . 9
Tulrun’s Tent . . . . . . . . . . . . . . . . 9
The Druarwood . . . . . . . . . . . . . . . . 9
The Moonlands . . . . . . . . . . . . . . . 10
Beorunna’s Well . . . . . . . . . . . . 10
The Lonely Tower . . . . . . . . . . 11
The Moonwood . . . . . . . . . . . . . . . 11
Claw Hollow. . . . . . . . . . . . . . . . 11
The Herald’s Holdfast . . . . . . . 11
The Mouth of Song . . . . . . . . . 12
One Stone . . . . . . . . . . . . . . . . . . 12
Nether Mountains . . . . . . . . . . . . 12
Baraskur . . . . . . . . . . . . . . . . . . . 12
Dalagar’s Dagger. . . . . . . . . . . . 12
Ladypeak . . . . . . . . . . . . . . . . . . 13
Moon Pass . . . . . . . . . . . . . . . . . 13
Morueme’s Cave . . . . . . . . . . . . 13
Doomspire . . . . . . . . . . . . . . . . . 14
Silverymoon Pass . . . . . . . . . . . 14
The Thousand Maws . . . . . . . . 15
Telkoun’s Tower . . . . . . . . . . . . 15
Tombs of Deckon Thar . . . . . . 15
Turnstone Pass. . . . . . . . . . . . . . 15
The Night Trees . . . . . . . . . . . . . . 15
Old Delzoun . . . . . . . . . . . . . . . . . . 15
Auvandell . . . . . . . . . . . . . . . . . . 16
The Fork . . . . . . . . . . . . . . . . . . . 16
Sundabar Vale . . . . . . . . . . . . . . 16
Wolmad’s Camp . . . . . . . . . . . . 16
Rauvin Mountains . . . . . . . . . . . . 17
Dead Orc Pass . . . . . . . . . . . . . . 17
The Goblin Holds . . . . . . . . . . . 18
Rauvin Vale . . . . . . . . . . . . . . . . . . 18
Everlund Pass . . . . . . . . . . . . . . 19
Jalanthar. . . . . . . . . . . . . . . . . . . 19
River Rauvin . . . . . . . . . . . . . . . 20
The Silverwood . . . . . . . . . . . . . . . 21
Vordrorn Forest . . . . . . . . . . . . . . 21
The Border Areas . . . . . . . . . . . . . . . 22
Anauroch . . . . . . . . . . . . . . . . . . . . 22
Delimbiyr Vale . . . . . . . . . . . . . . . 22
The Evermoors . . . . . . . . . . . . . . . 23
The Fallen Lands . . . . . . . . . . . . . 24
Stormkeep. . . . . . . . . . . . . . . . . . 24
Witchfire . . . . . . . . . . . . . . . . . . 25
4: PEOPLE OF THE SILVER
MARCHES. . . . . . . . . . . . . . . . . . 83
Life and Society. . . . . . . . . . . . . . . . . 83
Economy. . . . . . . . . . . . . . . . . . . . . 83
Law and Order . . . . . . . . . . . . . . . 85
Adventurers . . . . . . . . . . . . . . . . . . 86
Defense and Warcraft . . . . . . . . . . . 87
Strategies and Tactics. . . . . . . . . . 88
The Muster of the North . . . . . . 89
Armies and Militias . . . . . . . . . . . 90
The Knights in Silver. . . . . . . . 91
The Spellguard. . . . . . . . . . . . . . 92
The Uthgardt Tribes. . . . . . . . . . . . . 93
5: POLITICS AND POWER . . . . . 98
Recent History. . . . . . . . . . . . . . . . . . 98
Articles of Confederation . . . . . . . . 99
Enemies and Threats . . . . . . . . . . . 102
The Arcane Brotherhood . . . . . 102
People of the Black Blood . . . . . 102
King Obould Many-Arrows . . . 103
Other Humanoids. . . . . . . . . . . . 104
House Dlardrageth . . . . . . . . . . . 104
The Drow . . . . . . . . . . . . . . . . . . . 106
The Giants . . . . . . . . . . . . . . . . . . 106
The Shades . . . . . . . . . . . . . . . . . . 107
Minions of Evil Deities. . . . . . . 108
6: HEROES OF THE NORTH . 109
Giant-Killer . . . . . . . . . . . . . . . . . 109
Hordebreaker. . . . . . . . . . . . . . . . 110
Knight-Errant of Silverymoon . 112
Orc Scout . . . . . . . . . . . . . . . . . . . 113
Peerless Archer . . . . . . . . . . . . . . 114
Wild Scout . . . . . . . . . . . . . . . . . . 116
2: EXPLORING THE WILDS . . 38
Animals and Plants. . . . . . . . . . . . . . 38
Flora . . . . . . . . . . . . . . . . . . . . . . . . 38
Fauna . . . . . . . . . . . . . . . . . . . . . . . . 41
Wyrms of the North . . . . . . . . 41
Wilderness Encounters . . . . . . . . . . 42
Weather: The Invisible Enemy . . . 47
Natural Hazards . . . . . . . . . . . . . . 48
Random Weather . . . . . . . . . . . . . 52
7: MONSTERS OF
THE MARCHES . . . . . . . . . . . . . . 119
Animal (deer, elk, red tiger) . . . 119
Branta . . . . . . . . . . . . . . . . . . . . . . 119
Giant Raven . . . . . . . . . . . . . . . . . 120
Rock Wyrm . . . . . . . . . . . . . . . . . 121
Snowcloak . . . . . . . . . . . . . . . . . . . 122
8: ADVENTURES
IN THE NORTH . . . . . . . . . . . . . 124
Black Fury . . . . . . . . . . . . . . . . . . 124
Dead Orc Pass . . . . . . . . . . . . . . . 129
Telkoun’s Tower . . . . . . . . . . . . . 133
Blood and Gold . . . . . . . . . . . . . . 138
3: CITIES OF THE SILVER
MARCHES. . . . . . . . . . . . . . . . . . 54
Silverymoon, Gem of the North . . . . 54
Sundabar . . . . . . . . . . . . . . . . . . . . . . . 65
Citadel Felbarr . . . . . . . . . . . . . . . . . . 68
Citadel Adbar . . . . . . . . . . . . . . . . . . . 70
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elcome to the Silver Marches! This is
a land like no other in Faerûn. Home
to a diverse population of folk dedi-
cated to carving prosperity and order from the forbidding
wilderness, the area remains a little-explored and largely un-
conquered territory inhabited by war-hungry orc hordes, hos-
tile giants, and an array of bloodthirsty monsters.
The inhabitants of this northern land share their terri-
tory with dangers that lurk in every forest, alpine valley,
and mountain passes. Folk who leave the shelter of the city
walls must go armed and go carefully, lest they fall victim to
one of the many horrors waiting to claim its next victim.
And hanging over every tavern meal and every merchant’s
bargain is the unspoken fear that this might be the day that
King Obould Many-Arrows or some other great orc chief de-
cides to hurl his army of warriors out of the mountains
against the cities and homesteads of the Marches.
Feral savages and prowling monsters are not the only
perils of this land. Ice and snow and howling winds cold
enough to freeze the marrow of a red dragon’s bones wait to
claim the lives of the unprepared or unwary. In the foothills
of the Nether Mountains, a pleasant spring day can become
a raging blizzard in the blink of an eye, while strength-sap-
ping frosts can settle over the depths of the Moonwood
overnight. The weather is often a traveler’s worst enemy in
these northerly lands, and those who fail to give nature the
respect that is her due soon find themselves at her mercy.
As if these dangers were not sufficient, the Silver Marches is
under daily threat from foes that its citizens cannot easily see.
Minions of evil organizations such as the Arcane Brotherhood,
the People of the Black Blood, and the Church of Shar have
wormed their way into the very heart of the confederation’s
greatest cities. These spies seek to bring about the downfall of the
Silver Marches for reasons that they do not share with outsiders.
Some merely desire conquest and power, while others have
age-old grudges to settle with the new Speaker of the Marches,
the High Lady Alustriel herself. Travelers must exercise due
caution, for they cannot know whether the jovial merchant
they’ve just met is what he seems, or an agent for a ruthless power
intent on bringing down what the defense pact has wrought.
Yet despite all these dangers, there is still hope that the
Silver Marches may one day be free from the host of dan-
gers that beset the land. The civilized inhabitants of this land
are determined to fight for their survival, and the continua-
tion of their dream, despite the odds stacked against them.
Many are committed to making the Silver Marches a haven
for like-minded folk, and have dedicated themselves to pre-
serving what they have already achieved.
To this end, Lady Alustriel strives to ensure that the
leaders of the confederation maintain their focus on re-
solving its mutual problems and concerns. Meanwhile her
allies strive to deal with the most pressing dangers arrayed
against the cities, combing the wilderness for clues and
hints to King Obould’s intentions and other, unseen threats
lurking in the wilds. The power of the dwarfholds grows
steadily, and their kings are well aware of the orc threat
poised to sweep down upon them.
How to Use this Book
in Your Campaign
This book gives you everything you need to explore the
Silver Marches in your own F ORGOTTEN R EALMS campaign.
The Lay of the Land : This chapter introduces the Silver
Marches as a geographic entity. It details the area’s major
features, from the Cold Wood to the Nether Mountains. The
chapter also examines the border areas surrounding the
Silver Marches, including the Evermoors, the High Forest,
and the Spine of the World.
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Introduction
Exploring the Wilds : The Silver Marches is not to be trav-
eled lightly. All manner of dangers and threats lurk in its dense
forests, rolling hills, and steep mountain passes. This chapter
details the flora and fauna of the area, and also examines how
the inhospitable climate of the Silver Marches affects charac-
ters and their activities. Random encounter tables and weather
tailored specifically to the region are included here.
Cities of the Silver Marches: This chapter takes a look at
the six members of the confederation (Silverymoon, Sunda-
bar, Citadel Felbarr, Citadel Adbar, Everlund, and Mithral
Hall). It also covers three smaller settlements that enjoy the
league’s protec-
tion, or at least
its benign neg-
lect: Deadsnows,
Quaervarr, and
the Zhent settler
town of Newfort.
People of the
Silver Marches :
This chapter is
about living, work-
ing, and adventur-
ing in the Silver
Marches. It fea-
tures a detailed
look at the area’s
recent history
and a discussion
on the agree-
ment that formed
the league.
Politics and Power :
How did the Silver
Marches become a polit-
ical entity? What are the
details of the confedera-
tion, and how is it enforced?
Who are the allies and ene-
mies of the Silver Marches? This
chapter answers these questions
and provides detailed information on
the forces attempting to ensure that the
confederation does not achieve its goals.
Heroes of the North: This chapter pres-
ents six new prestige classes common to the
Silver Marches: the giant-killer, the horde-
breaker, the knight-errant of Silverymoon, the
orc scout, the peerless archer, and the wild scout.
Monsters of the Marches: Four new monsters and three
varieties of animal common to the Silver Marches are pre-
sented in this chapter, including deer, elk, red tiger, branta,
giant raven, rock wyrm, and snowcloak.
Adventures in the North : The last chapter in this sourcebook
contains four adventures. “Black Fury” describes Claw Hollow, a
secret stronghold of the People of the Black Blood. “Dead Orc
Pass” deals with the dangers of Dead Orc Pass and the Torn-
skulls orcs who lurk there. “Telkoun’s Tower” details the hidden
vale of High Thorog and Telkoun, its sinister master. Finally,
“Blood and Gold” is a longer adventure set in the town of Dead-
snows. It consists of several significant sites and threats in the
vicinity of Deadsnows for heroes to explore and confront.
Poster Map : The foldout map shows the Silver Marches
and some of the surrounding territory at a scale of 30 miles
to the inch. It also includes inset maps of several key region-
al locations, including Silverymoon, Sundabar, Everlund,
Citadel Adbar, Citadel Felbarr, and a guide to Underdark
sites in the vicinity.
W HAT Y OU N EED TO P LAY
This sourcebook assumes that you own the three core rule-
books of the D UNGEONS & D RAGONS ® game: the Player’s
Handbook, the D UNGEON M ASTER ’s Guide, and the Mon-
ster Manual. In addition, you will find the F ORGOTTEN
R EALMS Campaign Setting necessary for descriptions
of some of the characters and creatures of the Silver
Marches.
Finally, we recommend Monster Compendium:
Monsters of Faerûn. A number of the creatures men-
tioned in this sourcebook can be found there;
the list appears below. If you do not have
Monsters of Faerûn, substitute the ap-
propriate monster from the Monster
Manual (given in parentheses).
Aarakocra (giant eagle); aballin
(gray ooze); abishai, green (barbazu
[devil]); abishai, white (osyluth
[devil]); asabi (troglodyte);
baneguard (wight); bat, night
hunter (dire bat); bat, sinister
(half-fiend dire bat); behold-
erkin, eyeball (shocker
lizard); chitine (etter-
cap); choldrith (drider
Clr4); crawling claw
(Tiny zombie); dark
tree (shambling
mound); darken-
beast (fiendish dire
bat); deepspawn
(fiendish 14 HD
otyugh); dragon,
fang (blue dra-
gon); dragon,
shadow (black
dragon); dragonkin
(half-dragon ogre); dread warrior
(mummy); dwarf, arctic (dwarf with cold
subtype); ghost, doomsphere (beholder ghost); giant, fog
(cloud giant); goblin, Dekanter (bugbear); gulguthydra
(twelve-headed hydra); helmed horror (shield guardian);
hybsil (centaur); ibrandlin (young red dragon); ice serpent
(medium air elemental); leucrotta (displacer beast); nishruu
(fiendish will-o’-wisp); nyth (will-o’-wisp); peryton (fiendish
giant eagle); planetouched, fey’ri (tiefling); planetouched,
tanarukk (half-fiend orc); quaggoth (bugbear); spectral pan-
ther (half-fiend leopard); tall mouther (athach); werebat (ce-
lestial dire bat).
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Dark Arrow Keep
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ost Faerûnians think of the North as a
savage, untamed wilderness of shrieking
blizzards, snow-capped mountains, and
trackless forests, haunted by terrible mon-
sters and marauding hordes of bloodthirsty orcs. In hundreds
of blood-curdling tales of danger and hardship, the North is
a cold, lawless, and vast landscape no one will ever tame.
Grim dwarfholds, proud barbarians, and half-legendary elf
realms may stand for a short time in these fierce lands, but
none will last. An orc horde or a flight of dragons could
sweep them all away tomorrow . . . leaving nothing but mile
upon unmapped mile of wilderness.
Or so say the folk of the South. Roads and soaring cities
and prosperous hedge-walled farms may be scarcer in the
Savage Frontier than in warmer lands, but to say that the
area is uncivilized and always has been is simply a mistake.
If the North has always been a howling wilderness, who
delved all those abandoned mines, and who raised all those
ruined towers?
everywhere, and orcs rose in the northernmost peaks and glaciers.
Humans, too, lived in the North. They learned magic
from elves, and humans and orcs fought over the ruins left
when the great elf kingdoms made war upon each other. The
first human realm of note was Illusk, now little more than
an echo in the city of Luskan. Illusk lay along the Sword
Coast, though its true extent is only guesswork now. Where
the dwarf realm of Delzoun reached its southeast border,
Netheril began. This mighty empire, the second great human
land in the North, grew about the Narrow Sea between
–4,000 and –3,000 DR. In their arrogance, the humans of
Netheril thought to work greater, more reckless magics than
the elves had ever dared to master.
The wizards of Netheril harnessed the very power of the
Weave itself, using its unbelievable might to give life to
wonders and terrors never before seen in Faerûn. Even as
the wizards of Netheril feuded, the phaerimms—the secret
enemy of Netheril—crafted a dire sorcery and poisoned the
heart of the human realm with a magical desert. Netheril’s
catastrophic end came in –339 DR, the Year of Sundered
Webs, when the archwizard Karsus attempted a spell that
would transform him into a god—but failed, and in his fall
destroyed Mystryl, the goddess of magic, and any great work
sustained by the Art.
The survivors of Netheril scattered as orcs swept out of
mountains everywhere in the North in numbers never seen
before or since. The ancient dwarf realm of Delzoun fell in
–100 DR. Alone among the realms of the North, the elf
realm of Eaerlann held against the orc tide. Some of the de-
scendants of the Netherese founded or occupied the north-
ern holds that would become Ascalhorn, Silverymoon,
Everlund, and Sundabar. Others sank into barbarism,
mingled with the Illuskans, and became the Uthgardt peoples.
of the North
The lands that now comprise the Silver Marches looked very
different thousands of years ago. In those days, there was no
Anauroch desert yet. All lands but the coldest mountains and
rocky moors were covered in deep forest, split by rivers running
very much where they do today. Deep in the mists of dawn,
elves raised their first and mightiest realms in this area: Ary-
vandaar, in the depths of the High Forest; Illefarn, along the
northern Sword Coast; and Miyeritar, which is now the blasted
High Moor. For many thousands of years these realms endured.
The dwarves of Delzoun conquered mountains and caverns
from the Spine of the World to the Narrow Sea, where the
western edge of Anauroch now lies. Goblins flourished
5
M
A Brief Histor y
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