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The Far Forest...... 25 Deadsnows...... 73 Masulk’s Tomb ...... 25 Everlund ...... 74 Contents Taerymdoom ...... 26 Mithral Hall ...... 78 INTRODUCTION ...... 3 Frost Hills ...... 26 Quaervarr ...... 79 Black Raven Camp ...... 26 Newfort...... 81 1: THE LAY OF THE LAND . . . . 5 Castle of Illusion...... 26 A Brief History of the North...... 5 Dungeon of the Ruins ...... 26 4: PEOPLE OF THE SILVER Geographic Overview ...... 7 Fell Pass ...... 27 MARCHES...... 83 Lands and Features...... 7 Mithral Hall ...... 27 Life and Society...... 83 The Arn Forest ...... 8 The High Forest ...... 27 Economy...... 83 Graevelwood ...... 8 Citadel of the Mists ...... 27 Law and Order ...... 85 The Cold Wood ...... 8 Elven Port ...... 27 Adventurers ...... 86 Thradulf’s Camp ...... 8 Grandfather Tree ...... 27 Defense and Warcraft ...... 87 The Cold Vale ...... 9 Hellgate Keep ...... 28 Strategies and Tactics...... 88 Tulrun’s Tent ...... 9 Lost Peaks ...... 28 The Muster of the North ...... 89 The Druarwood ...... 9 Lothen of the Silver Spires . . 28 Armies and Militias ...... 90 The Moonlands ...... 10 Mhiilamniir ...... 29 The Knights in Silver...... 91 Beorunna’s Well ...... 10 The Nameless Dungeon...... 29 The Spellguard...... 92 The Lonely Tower ...... 11 Noanar’s Hold ...... 29 The Uthgardt Tribes...... 93 The Moonwood ...... 11 Olostin’s Hold ...... 29 Claw Hollow...... 11 Reitheillaethor...... 29 5: POLITICS AND POWER. . . . . 98 The Herald’s Holdfast ...... 11 The Star Mounts...... 30 Recent History...... 98 The Mouth of Song ...... 12 Stone Stand ...... 31 Articles of Confederation ...... 99 One Stone ...... 12 Turlang’s Wood...... 31 Enemies and Threats ...... 102 Nether Mountains ...... 12 The Unicorn Run ...... 31 The Arcane Brotherhood . . . . . 102 Baraskur ...... 12 The Ice Mountains ...... 32 People of the Black Blood . . . . . 102 Dalagar’s Dagger...... 12 The Ice Spires...... 32 King Obould Many-Arrows . . . 103 Ladypeak ...... 13 The Lurkwood ...... 32 Other Humanoids...... 104 Moon Pass ...... 13 River Surbrin ...... 32 House Dlardrageth...... 104 Morueme’s Cave ...... 13 The Spine of the World...... 32 The ...... 106 Doomspire ...... 14 Tholvarr ...... 33 The Giants ...... 106 Silverymoon Pass ...... 14 The Lands Against the Wall . 33 The Shades ...... 107 The Thousand Maws ...... 15 Dark Arrow Keep ...... 33 Minions of Evil Deities...... 108 Telkoun’s Tower ...... 15 The ...... 35 Tombs of Deckon Thar ...... 15 Araumycos` ...... 35 6: HEROES OF THE NORTH . 109 Turnstone Pass...... 15 Blingdenstone...... 35 Giant-Killer ...... 109 The Night Trees ...... 15 The Darklake ...... 36 Hordebreaker...... 110 Old Delzoun ...... 15 The Fardrimm...... 36 Knight-Errant of Silverymoon . 112 Auvandell ...... 16 Gracklstugh ...... 36 Scout ...... 113 The Fork...... 16 Menzoberranzan...... 37 Peerless Archer ...... 114 Sundabar Vale ...... 16 Yathchol ...... 37 Wild Scout ...... 116 Wolmad’s Camp ...... 16 Rauvin Mountains ...... 17 2: EXPLORING THE WILDS . . 38 7: MONSTERS OF Dead Orc Pass ...... 17 Animals and Plants...... 38 THE MARCHES...... 119 The Goblin Holds ...... 18 Flora ...... 38 Animal (deer, elk, red tiger). . . 119 Rauvin Vale ...... 18 Fauna...... 41 Branta ...... 119 Everlund Pass ...... 19 Wyrms of the North ...... 41 Giant Raven ...... 120 Jalanthar...... 19 Wilderness Encounters ...... 42 Rock Wyrm ...... 121 River Rauvin ...... 20 Weather: The Invisible Enemy . . . 47 Snowcloak...... 122 The Silverwood ...... 21 Natural Hazards ...... 48 Vordrorn Forest ...... 21 Random Weather ...... 52 8: ADVENTURES The Border Areas ...... 22 IN THE NORTH ...... 124 Anauroch ...... 22 3: CITIES OF THE SILVER Black Fury ...... 124 Delimbiyr Vale ...... 22 MARCHES...... 54 Dead Orc Pass ...... 129 TheSample Evermoors ...... 23 Silverymoon, Gem of the North. . . . 54 Telkoun’s fileTower ...... 133 The Fallen Lands ...... 24 Sundabar ...... 65 Blood and Gold ...... 138 Stormkeep...... 24 Citadel Felbarr...... 68 Witchfire ...... 25 Citadel Adbar ...... 70

2 elcome to the Silver Marches! This is Wa 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- caution, for they cannot know whether the jovial merchant conquered territory inhabited by war-hungry orc hordes, hos- they’ve just met is what he seems, or an agent for a ruthless power tile giants, and an array of bloodthirsty monsters. intent on bringing down what the defense pact has wrought. The inhabitants of this northern land share their terri- Yet despite all these dangers, there is still hope that the tory with dangers that lurk in every forest, alpine valley, Silver Marches may one day be free from the host of dan- and mountain passes. Folk who leave the shelter of the city gers that beset the land. The civilized inhabitants of this land walls must go armed and go carefully, lest they fall victim to are determined to fight for their survival, and the continua- one of the many horrors waiting to claim its next victim. tion of their dream, despite the odds stacked against them. And hanging over every tavern meal and every merchant’s Many are committed to making the Silver Marches a haven bargain is the unspoken fear that this might be the day that for like-minded folk, and have dedicated themselves to pre- King Obould Many-Arrows or some other great orc chief de- serving what they have already achieved. cides to hurl his army of warriors out of the mountains To this end, Lady Alustriel strives to ensure that the against the cities and homesteads of the Marches. leaders of the confederation maintain their focus on re- Feral savages and prowling monsters are not the only solving its mutual problems and concerns. Meanwhile her perils of this land. Ice and snow and howling winds cold allies strive to deal with the most pressing dangers arrayed enough to freeze the marrow of a red dragon’s bones wait to against the cities, combing the wilderness for clues and claim the lives of the unprepared or unwary. In the foothills hints to King Obould’s intentions and other, unseen threats of the Nether Mountains, a pleasant spring day can become lurking in the wilds. The power of the dwarfholds grows a raging blizzard in the blink of an eye, while strength-sap- steadily, and their kings are well aware of the orc threat ping frosts can settle over the depths of the Moonwood poised to sweep down upon them. 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. How to Use this Book As if these dangers were not sufficient, the Silver Marches is under daily threat from foes that its citizens cannot easily see. in Your Campaign Minions of evil organizations such as the Arcane Brotherhood, This book gives you everything you need to explore the the People of the Black Blood, and the Church of Shar have Silver Marches in your own FORGOTTEN REALMS campaign. wormed their way into the very heart of the confederation’s The Lay of the Land: This chapter introduces the Silver greatest cities. These spies seek to bring about the downfall of the Marches as a geographic entity. It details the area’s major SilverSample Marches for reasons that they do not share with outsiders. features, from the Cold Wood to thefile Nether Mountains. The Some merely desire conquest and power, while others have chapter also examines the border areas surrounding the age-old grudges to settle with the new Speaker of the Marches, Silver Marches, including the Evermoors, the High Forest, the High Lady Alustriel herself. Travelers must exercise due and the Spine of the World.

3 Introduction

Exploring the Wilds: The Silver Marches is not to be trav- “Blood and Gold” is a longer adventure set in the town of Dead- eled lightly. All manner of dangers and threats lurk in its dense snows. It consists of several significant sites and threats in the forests, rolling hills, and steep mountain passes. This chapter vicinity of Deadsnows for heroes to explore and confront. details the flora and fauna of the area, and also examines how Poster Map: The foldout map shows the Silver Marches the inhospitable climate of the Silver Marches affects charac- and some of the surrounding territory at a scale of 30 miles ters and their activities. Random encounter tables and weather to the inch. It also includes inset maps of several key region- tailored specifically to the region are included here. al locations, including Silverymoon, Sundabar, Everlund, Cities of the Silver Marches: This chapter takes a look at Citadel Adbar, Citadel Felbarr, and a guide to Underdark the six members of the confederation (Silverymoon, Sunda- sites in the vicinity. bar, Citadel Felbarr, Citadel Adbar, Everlund, and Mithral Hall). It also covers three smaller settlements that enjoy the WHAT YOU NEED TO PLAY league’s protec- This sourcebook assumes that you own the three core rule- tion, or at least books of the DUNGEONS & DRAGONS® game: the Player’s its benign neg- Handbook, the ’s Guide, and the Mon- Illustration by Richard Sardinha lect: Deadsnows, ster Manual. In addition, you will find the FORGOTTEN Quaervarr, and REALMS Campaign Setting necessary for descriptions the Zhent settler of some of the characters and creatures of the Silver town of Newfort. Marches. People of the Finally, we recommend Monster Compendium: Silver Marches: Monsters of Faerûn. A number of the creatures men- This chapter is tioned in this sourcebook can be found there; about living, work- the list appears below. If you do not have ing, and adventur- Monsters of Faerûn, substitute the ap- ing in the Silver propriate monster from the Monster Marches. It fea- Manual (given in parentheses). tures a detailed Aarakocra (giant eagle); aballin look at the area’s (gray ooze); abishai, green (barbazu recent history [devil]); abishai, white (osyluth and a discussion [devil]); asabi (troglodyte); on the agree- baneguard (wight); bat, night ment that formed hunter (dire bat); bat, sinister the league. (half-fiend dire bat); behold- Politics and Power: erkin, eyeball (shocker How did the Silver lizard); chitine (etter- Marches become a polit- cap); choldrith (drider ical entity? What are the Clr4); crawling claw details of the confedera- (Tiny zombie); dark tion, and how is it enforced? tree (shambling Who are the allies and ene- mound); darken- mies of the Silver Marches? This beast (fiendish dire chapter answers these questions bat); deepspawn and provides detailed information on (fiendish 14 HD the forces attempting to ensure that the otyugh); dragon, confederation does not achieve its goals. fang (blue dra- Heroes of the North: This chapter pres- gon); dragon, ents six new prestige classes common to the shadow (black Silver Marches: the giant-killer, the horde- dragon); dragonkin Dark Arrow Keep breaker, the knight-errant of Silverymoon, the (half-dragon ogre); dread warrior orc scout, the peerless archer, and the wild scout. (mummy); dwarf, arctic (dwarf with cold Monsters of the Marches: Four new monsters and three subtype); ghost, doomsphere (beholder ghost); giant, fog varieties of animal common to the Silver Marches are pre- (cloud giant); goblin, Dekanter (bugbear); gulguthydra sented in this chapter, including deer, elk, red tiger, branta, (twelve-headed hydra); helmed horror (shield guardian); giant raven, rock wyrm, and snowcloak. hybsil (centaur); ibrandlin (young red dragon); ice serpent Adventures in the North: The last chapter in this sourcebook (medium air elemental); leucrotta (displacer beast); nishruu contains four adventures. “Black Fury” describes Claw Hollow, a (fiendish will-o’-wisp); nyth (will-o’-wisp); peryton (fiendish secretSample stronghold of the People of the Black Blood. “Dead Orc giant eagle); planetouched, fey’rifile (); planetouched, Pass” deals with the dangers of Dead Orc Pass and the Torn- tanarukk (half-fiend orc); quaggoth (bugbear); spectral pan- skulls who lurk there. “Telkoun’s Tower” details the hidden ther (half-fiend leopard); tall mouther (athach); werebat (ce- vale of High Thorog and Telkoun, its sinister master. Finally, lestial dire bat).

4 ost Faerûnians think of the North as a Msavage, untamed wilderness of shrieking blizzards, snow-capped mountains, and trackless forests, haunted by terrible mon- sters and marauding hordes of bloodthirsty orcs. In hundreds everywhere, and orcs rose in the northernmost peaks and glaciers. of blood-curdling tales of danger and hardship, the North is Humans, too, lived in the North. They learned magic a cold, lawless, and vast landscape no one will ever tame. from elves, and humans and orcs fought over the ruins left Grim dwarfholds, proud barbarians, and half-legendary when the great elf kingdoms made war upon each other. The realms may stand for a short time in these fierce lands, but first human realm of note was Illusk, now little more than none will last. An orc horde or a flight of dragons could an echo in the city of Luskan. Illusk lay along the Sword sweep them all away tomorrow . . . leaving nothing but mile Coast, though its true extent is only guesswork now. Where upon unmapped mile of wilderness. the dwarf realm of Delzoun reached its southeast border, Or so say the folk of the South. Roads and soaring cities Netheril began. This mighty empire, the second great human and prosperous hedge-walled farms may be scarcer in the land in the North, grew about the Narrow Sea between Savage Frontier than in warmer lands, but to say that the –4,000 and –3,000 DR. In their arrogance, the humans of area is uncivilized and always has been is simply a mistake. Netheril thought to work greater, more reckless magics than If the North has always been a howling wilderness, who the elves had ever dared to master. delved all those abandoned mines, and who raised all those The wizards of Netheril harnessed the very power of the ruined towers? 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 A Brief History heart of the human realm with a magical desert. Netheril’s catastrophic end came in –339 DR, the Year of Sundered of the North Webs, when the archwizard Karsus attempted a spell that The lands that now comprise the Silver Marches looked very would transform him into a god—but failed, and in his fall different thousands of years ago. In those days, there was no destroyed Mystryl, the goddess of magic, and any great work Anauroch desert yet. All lands but the coldest mountains and sustained by the Art. rocky moors were covered in deep forest, split by rivers running The survivors of Netheril scattered as orcs swept out of very much where they do today. Deep in the mists of dawn, mountains everywhere in the North in numbers never seen elves raised their first and mightiest realms in this area: Ary- before or since. The ancient dwarf realm of Delzoun fell in vandaar, in the depths of the High Forest; Illefarn, along the –100 DR. Alone among the realms of the North, the elf northern Sword Coast; and Miyeritar, which is now the blasted realm of Eaerlann held against the orc tide. Some of the de- HighSample Moor. For many thousands of years these realms endured. scendants of the Netherese foundedfile or occupied the north- The dwarves of Delzoun conquered mountains and caverns ern holds that would become Ascalhorn, Silverymoon, from the Spine of the World to the Narrow Sea, where the Everlund, and Sundabar. Others sank into barbarism, western edge of Anauroch now lies. Goblins flourished mingled with the Illuskans, and became the Uthgardt peoples.

5 The Lay of the Land

Surviving elves of Illefarn, dwarves, Netherese descen- the armies of the west temporarily exterminated the dants, and Northlanders banded together against the attacks tuskers in southern lands, and reduced them to a few of the reaver-races in 523 DR to form the short-lived realm broken bands in the remote North. While the orcs licked of Phalorm, also known as the Realm of Three Crowns. The their wounds, the shield dwarves of the North mustered for Fallen Kingdom, as it came to be known, held back the orcs a campaign aimed at recovering their long-lost lands. The and goblins, only to be swept away by the Horde of the first generation of dwarf warriors born after the Thunder- Wastes in 615 DR. Phalorm’s warriors and mages spent their ing of 1306 DR grew to adulthood, took up arms, and dying days lashing out against all the reavers they could swelled the ar- reach, depleting the ranks mies of the stout of the giants and goblinkin folk. The first for some centuries. significant dwarf In 882 DR, the haughty conquest of this wizard-lords of Ascalhorn great effort came brought about the city’s in 1356 DR, Illustration by Jeff Easley doom. First lured into dark- when Bruenor ness by a secret incursion of Battlehammer devils, the mighty wizards slew the shadow summoned demons to fight dragon Shimmer- off the threat within, and gloom, drove out the city fell to the demons. its servant duer- The demons overran the gar, and pro- city’s neighbors, the elf claimed himself realm of Eaerlann, and the the Eighth King dwarf realm of Ammarin- of Mithral Hall. dar. With Eaerlann’s fall, Yet reavers the old realms of the North never ceased to were no more. Of the old raid. As summer lands, only Evereska and a drew down in few of the dwarf citadels sur- 1367 DR, a horde vived, isolated fortresses in a of one hundred hostile wilderness. fifty thousand But new realms were rising orcs under King in place of the old. Near the Greneire charged mouth of the Dessarin, Wa- down from the terdeep rose swiftly to northern ranges become the anchor of the and struck at the North. From it, settlers re- Citadel of Many claimed the Dessarin and Arrows, held by King lower Delimbiyr valleys and Obould. For four settled Secomber, Loudwa- months the two orc ter, Llorkh, Triboar, and armies clawed at each Longsaddle. Silverymoon, other, until Obould slew founded in 574 DR at a fly- Greneire in single combat, speck river crossing, grew breaking his horde. Dwarves of Clan steadily into the Gem of the Warcrown, bolstered by troops from Sil- North. Roads, trails, and trading verymoon, attacked the exhausted Many patterns were established, and the Arrows orcs and seized the Citadel. North opened up. Obould fled north to hide in the Spine Like their predecessors, these new cities and of the World, and King Emerus War- kingdoms also struggled against the hostile hordes crown was enthroned in triumph in the Citadel, and monsters plaguing the region. In 1235 DR, a restored to its old dwarf name of Felbarr. huge orc horde swept down from the north- In the hard winter of 1368 DR, troll at- ernmost peaks south over all the lands to Dire bears are best avoided tacks on the town of Nesmé grew wild and fre- Calimshan, besieging Waterdeep and plun- quent. Something was driving the trolls out of dering all other settlements in their path. Armies and wiz- the moors. That something proved to be warbands of fog ardsSample hastily gathered to put a halt to the horde’s giants, cloud giants, and hill giants,file themselves displaced depredations before Calimshan was swept away. Though the from their homes in the Spine of the World by (among civilized hosts prevailed, orc raids continued across western others) Obould’s orcs. Later that year came the bold capture Faerûn until 1241 DR. In a year of determined orc-slaying, of Hellgate Keep by the Blue Bear Uthgardt tribe.

6