D&D 3.5 SILVER MARCHES PDF

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Silver Marches

Text and images are copyrighted by the original publisher. Hard by the armory are six large wood-frame buildings surrounded by another low wall. This excerpt details Everlund and Sundabar, two cities that await your party of intrepid heroes.

Roads lead straight in from Rivergate westEastgate eastand Turnstone Gate southeast to a central location in the heart of the city known simply as the Circle. This double-walled, circular fortress city is famous for its miners, master smiths, and woodcarvers. The dwarf keep was abandoned in DR as the onslaught against Delzoun grew too great to allocate soldiers to the protection of a distant river crossing.

This group is always composed of the people holding the most prominent positions in the city, although from time to time debate breaks out over whether another civic figure is important enough to merit a position on the council. Notable Businesses Visitors will find over a dozen superb woodcarvers and carpentry shops around the Circle.

Sundbarr survived the fall of Delzoun’s vast Underdark realm in the Year of the Black Unicorn by turning the awesome power of the Everfire to the city’s defense. The members of the Council of Six Elders meet here regularly. Built by a master dwarf engineer almost two hundred years ago, this keep of black, hard stone is one of the foremost Harper holds of the North.

The dwarves of Sundabar give the Everfire plenty of room now, and raise no permanent workshops or foundries too close to the rift. Temples to most deities in the dwarven pantheon, particularly Moradin, can be found in the hidden halls of the undercity. Famed for wood and metal exports, it serves as the military bulwark of civilization in the North.

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The dwarves of Delzoun built a great underground city here sometime around DR to take advantage of the Everfire, a volcanic rift in the Underdark. Brief History In the days of the dwarf kingdom of Delzoun, Sundabar was a mighty dwarf citadel. The place is evidently one of the older buildings in Everlund, but parts of the keep have been recently reinforced and repaired.

Sawmills and paddocks lie outside the walls, but caravans need not form up or disperse unprotected: Perhaps emboldened by the growing rumors of war between King Obould and the cities of the North, orc raiding parties have been striking hard at southbound caravans, and the depredations of giants based in the Evermoors now depopulated of its former inhabitants, the trolls have increased to the point where caravans are taking extra guards on journeys to and from the city.

Finally, Sundabar’s deep coffers are frequently used to hire mercenaries and adventurers whenever necessary. Sundabar is well provisioned against a siege of many months, as vast granary caverns lie near the Everfire, and deep city wells tap the clear, fresh subterranean lake Anfarra. Beyond the Shieldsar stand the city’s numerous dwarf allies, stout warriors from the Fardrimm beneath the Everfire.

Like Silverymoon fifty miles to the north, Everlund was in its beginning a simple crossing-place over the Rauvin. Everlund has always been close to Silverymoon, its neighbor to the north.

The humans rebuilt the surface keeps and strongholds, and went on to raise mighty walls around their city.

Silver Marches – Rulebooks – D&D Tools

Caravans assemble in the Circle, and if an orc horde should attack, local shepherds can drive their herds into the Circle, so the city will have food enough to withstand a siege. Like many of the communities in the Silver Marches, Everlund traces its origins to a time before the ruin of previous civilizations.

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The Stone Shields police the city under the command of the Watchblade, which also oversees a shadowy network of spies known to citizens as the Watchful. It rises from one of the higher knolls near the center of Everlund, visible from almost any part of the city.

It’s a harsh, treeless place, characterized by one visitor as “all stone and suspicion. The sight of soldiers constantly moving in and out of the buildings, and drilling in the courtyard, marks this as the city’s main barracks. Armor, clay wares mostly pipes and tilescopper, furniture, gold, lumber, pelts, silver, tools, weapons. Safe behind walls of molten metal, the master founders isolated themselves from the lands about. The local house of Helm, this building is both austere and imposing. Over time, the Council of Six Elders became the true rulers of the city.

Snow heaped high in the streets melts in the sun and seeps into the stones and the earth beneath. While Helm has taken many steps toward simplifying Sundabar’s confusing scheme of customs, regulations, and duties, he still must contend with hundreds of scheming guildsfolk who hope to legislate some small advantage for their craft or trade through his offices. At any time anywhere from five to fifteen Harpers may be in residence, attended by a loyal staff and a garrison of twenty elite guardsmen.

As more people have returned to the Rauvin Vale and Old Delzoun, both cities have grown. Next are the city’s capable and well-armed defenders, the Shieldsar, a standing army two thousand strong.