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1 SILVERYMOON Gem of the North Wil Upchurch and Joseph D. Carriker Jr. Credits Additional Design and Development: Gary Lubben Editor-in-Chief: Wil Upchurch Contributors: Henrik Harksen, Lance Kearns, Scott Stoecker, Kat Theriault, Paul D. Uhde, Margaret Vining Layout Design, Graphics & Typesetting: Wil Upchurch Project Manager & Founder: Joseph D. Carriker Jr. Website Design: Wil Upchurch Special Thanks: Bree, who “doesn’t mind watching me type….really….” For weekly updates, product news, and useful links, visit us at www.mageweb.com/silverymoon Sources for this work include the new Forgotten Realms campaign setting by Ed Greenwood, Sean K. Reynolds, Skip Williams, and Rob Heinsoo; Monsters of Faerun by Rob Heinsoo; The North box set and Volo’s Guide to the North by Ed Greenwood; The Chanter and Whistler were adapted by Wil Upchurch from The Complete Bard’s Handbook by Blake Mobley. Based on the original Dungeons & Dragons rules created by E. Gary Gygax and Dave Arneson, and the new Dungeons & Dragons game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker and Peter Adkinson. Dungeons & Dragons, DM, Dungeon Master, and Forgotten Realms are registered trademarks owned by Wizards of the Coast, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.

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SILVERYMOONGem of the North

Wil Upchurch and Joseph D. Carriker Jr.

CreditsAdditional Design and Development: Gary Lubben

Editor-in-Chief: Wil UpchurchContributors: Henrik Harksen, Lance Kearns, Scott Stoecker, Kat Theriault, Paul D. Uhde, Margaret

ViningLayout Design, Graphics & Typesetting: Wil Upchurch

Project Manager & Founder: Joseph D. Carriker Jr.Website Design: Wil Upchurch

Special Thanks: Bree, who “doesn’t mind watching me type….really….”

For weekly updates, product news, and useful links, visit us at www.mageweb.com/silverymoon

Sources for this work include the new Forgotten Realms campaign setting by Ed Greenwood, Sean K.Reynolds, Skip Williams, and Rob Heinsoo; Monsters of Faerun by Rob Heinsoo; The North box set andVolo’s Guide to the North by Ed Greenwood; The Chanter and Whistler were adapted by Wil Upchurch

from The Complete Bard’s Handbook by Blake Mobley.

Based on the original Dungeons & Dragons rules created by E. Gary Gygax and Dave Arneson, and thenew Dungeons & Dragons game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker

and Peter Adkinson.

Dungeons & Dragons, DM, Dungeon Master, and Forgotten Realms are registered trademarks owned by Wizards of the Coast, Inc.All Wizards characters, character names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc.

This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.

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TABLE OF CONTENTS

Chapter 1: Introduction……...……..….4Overview………………………………...…4History……………………………………...4 Early History…………………………….4 Era of the High Mages…………………..5 Recent History……………………..……5Life in Silverymoon………………………..6

Religion…………………………………..6 Commerce………………………………..6

Culture...…….………….………………...7 Politics…....……………………...………8 People……………………………………8 Other Notables…………………………..8

Adventurers in Silverymoon……………..9

Chapter 2: Tour of the City…..………10Overview……………………………….…10Goodman’s District………..……………...10 Bright Blade Brandished……………….10 Hammer and the Helm……….…………11 Beggar’s Alley……………….…………11 Dekalb’s Fine Wares……….…………...11Hunter’s District…………………………..11 Treant’s Hall……………………………11 Scriptorium……………………………..12 Wynderfayne’s Wonderful Wynds……..12 Rockhaven………………………….. …12Old City……………………………….. …12 Maiden’s Crossing………………….. …13 Four Corner Square……………………..13 The Docks………………………………13 The Moonbridge……………………. …13New City…………………………………..13 Mielikki’s Glade………………………..13 Vault of the Sages………………………14 Arken’s Invocatorium…………………..14 The Shining Scroll……………………. .14 Lady’s College………………………….15 Miresk’s School of Thaumaturgy………15Palace District………………………….….15 High Palace……………………………..15 The Market……………… ……………..16 Utramm’s Conservatory………………...16 Star Court……………………………….16City Defenses……………………………...17

Chapter 3: Organizations………….…18Overview…………………………………..18Knights in Silver…………………………..18Shining Host……………………………... 18The Order of Moonknights………………..19The Circle of Silver……………………….19Spellguard…………………………………19

Silver Wardens……………………………19

Chapter 4: The University….….……..20Overview………………….………………20History…………………….………………20Colleges…………….……………………..21Students……………………..………….....22The Spell Lectures………………….……..23Faculty and Staff…………………………..23University Training………………………..24Foclucan…………………………………...25 History………………………………….26 Education……………………………….27

Chapter 5: New Game Rules……..…..28New Feats…………………………………28 Foclucan Bard…………………………..28 Lay Clergy……………………………...28 Legacy of the Catseye...……………….. 28 University Alumni……………………. .29 Weave Ward……………………………29New Spells………………………………...29 Detect Lycanthropes……………………29 Detect Ward…………………………….30 Enlarge Ward…………………………. .30 Moonbow……………………………. . .30 Protection from Wards………………….31 Reveal Ward……………………………31 Suppress Ward………………………….31 Unravel Ward…………………………...31New Magic Items……………………….…32 Bowfinger………………………………32 Lightsteel Case………………………….32 Shoes of Dancing……………………….32 Splitter…………………………………..32 Staff of Thaumaturgical Might…………32 Violin Bow of Precision………………..33 Xxystlin……………………………....…33New Monsters……………………………..33 Golem, marble………………………….33Class Tools and Skill Kits…………………34 Runestone Bandolier……………………34 Spell Component Bandolier…………….34 Spell Component Pouch………………..34 Spell Component Sashling… …………..34 Spell Scribe’s Kit……………………….34Ward Magic……………………………….35 Weaving Wards……………..…………..35 The Ward Pool………………………….35 Ward Tokens……………………………36 Destroying a Ward……………………...36 Wards of Silverymoon………………….36

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Chapter 6: Prestige Classes………..…38Chanter……………………………………38Moonknight……………………………….41Spellbinder………………………………...42Spellguard…………………………………44Summoner…………………………………46Whistler……………………………………47

Chapter 7: NPCs……………………..50Amianna Brightsun………………………..50Cael Mueller………………………………51Chraessa Lurienn………………………….52Dylar Stargazer……………………………53Emery Oaksun…………………………….54Evressa Nightingale……………………….56Fashael Sunspinner………………………..57Merik Thornridge………………………….58Reginald Valurian…………………………59Vrajk Scorlsun…………………………….60

Appendix I: University Courses….….62Essential Studies…………………………63Electives………………………………….63Advanced Studies………………………...64Linguistic Studies…………………. .……66Master Studies……………………………66

Appendix II: Optional Rule: MaterialComponent Units………….….….67

Appendix III: Characters fromSilverymoon……………….….….69

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Chapter One:INTRODUCTION

Overview

Silverymoon, the Gem of the North, is a legendary city

skirting the Savage Frontier; a beacon of culture and civilizationshining forth from some of Faerun’s most dangerous anduncivilized lands. It has recently become the capital of thenation of Luruar, and its former ruler Alustriel Silverhand leadsthe governing council of the Silver Marches. Its beautifularchitecture, ranging from the vaulted steeples of the city’smany temples to the gilded domes of the palace itself, drawscomparisons to some of the greatest living cities of Faerun, andeven to cities long since passed into dust and ruin. Bards fromacross the continent flock to the University and the newlyreopened Foclucan Conservatory, and the city hosts the SpringFestival, a huge gathering of performers of all types, in the finaldays of Mirtul each year.

History

Early HistoryOriginally a holy site dedicated to Mielikki and Lurue

the Unicorn, the bend in the river that is now known asSilverymoon was a pilgrimage spot for many of the local tribesof the area. One of these tribes built a wood and rope bridgeover the shallower bend in the river used by those tribes to fordthe rushing waters of the Rauvin. Eventually that simple spanwas replaced with a mighty bridge of dwarven stonework.Decorated with stonework unicorns and called SilverymoonFord in honor of Lurue, this bridge formed the foundation forwhat would one day become the Moonbridge.

A short time after the building of Silverymoon Ford, asmall inn catering to travelers and wayfarers sprung up – theMoonsilver Inn. Slowly but surely, others came to settle in thisplace until the name Silverymoon referred to the town ratherthan the bridge that was its center.

According to local legends, Mielikki and Lurue theUnicorn, in the guise of a female ranger and her mount, visitedSilverymoon Town. The two goddesses fell in love with thesmall town and its folk, who sought always to live in accord

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the Lady’s Library (the predecessor to the Vaultof the Sages), and burned the Mystran temple tothe ground.

The most recent such period occurred inthe Year of the Long Watch (1230 DR), whenthe High Mage Orjalun left the ceremonialsymbol of office, the Staff of Silverymoon, in thehands of his apprentice Sepur. Shortly after thisthe High Mage disappeared, and Sepur revealedhis perfidy by raiding the magical treasury ofSilverymoon and abandoning the city. Thoughhe is believed to have died shortly thereafter, thisdid not stop some two dozen mages from vyingwith one another for the title of High Mage, acontest that slowly grew more heated until openspellbattle broke out in the streets of the city.This event, called Spellsfall, led to the electionof a merchant as Silvermayor. Theomel Scalsongreatly contributed to the prosperity and growthof the city during his tenure. More importantly,perhaps, he also founded the Spellguard.Despite his accomplishments as Silvermayor,Scalson was deposed by the petty and graspingwarlord Khallos, who used the imminent threatof a confederation of orc hordes as a dubiousmandate for seizing control of the city.

SilverymoonMetropolis; Pop: 37,073 Silveraen (citizensof Silverymoon)Gold Piece Limit: 100,000 gpTotal Wealth: 185,365,000 gpCaptain of the Guard: MethrammarAerasumé (LG male half-elf Ftr12/Wiz8),Shining Guard & General of the ShiningHost

Full Time Guards: 370 Knights in Silver,plus 50-75 Shining Host

Conscriptable Individuals: 1,853Power Centers:

The Lady Hope Alustriel, a chaoticgood wizard who, in addition to beingthe former High Mage and sitting onthe Council of Peers, holds a largeamount of influence among all thepeople in the city, from the highestcouncilor to the lowliest peasant(Magical);

The High Mage, a lawful good wizardwho by tradition rules the city(Magical);

The Council of Peers, a neutral goodcouncil of representatives that make upthe ruling body of the Silver Marches(Conventional);

The University of Silverymoon, agathering of magical schools under oneaegis that wields much influence in thecity (Magical);

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h nature rather than using it for their owns. That same legend claims that the goddessesssed the Moonsilver Inn with their power,mising protection to all folk who kept suchdness in their hearts. Though the Moonsilver has long since fallen, builders seeking top the favor of Silverymoon’s patrons havee incorporated the stones of its walls into thels of the city itself.

of the High MagesSilverymoon was ruled in its early years

valiant warriors who kept the folk of the city from the dangers that surrounded them. By DR, however, Silverymoon was no longersidered a mere town and it elected Ecamaneesilver, who sought to turn Silverymoon into sister civilization of Myth Drannor, as itst High Mage. Under the High Mages,erymoon slowly transformed from aping, hunting and lumbering community into

lace of art, learning and magic.Silverymoon has been without a High

ge only a few tumultuous times in its history. most notable of these was caused by thechery of the warlord Lashtor, whoghtered every wizard in Silverymoon, razed

Khallos proved incapable of defendingthe walls of Silverymoon, however, and the citywas nearly overrun by the orcs. Though thegreedy Spellguard captain Shaloss Ethenfrostproclaimed himself High Mage during this siege,it wasn’t until Alustriel Silverhand and her sisterStorm led a force of Harpers against the orchordes that the city would be free. After breakingthe siege and fortifying the walls, the band gavechase to the orcs while Alustriel entered the city.High Mage Ethenfrost saw this newcomer as athreat to his power and attacked her; so, whileStorm and the Harpers fought the Battle ofTumbleskulls against the remnants of the orchordes, Alustriel fought for her life in amagnificent spellbattle against Ethenfrost and histwo apprentices. In the end, Alustriel stoodtriumphant and the people of Silverymoonunanimously elected her as High Mage in 1235DR.

Recent HistoryAlustriel ruled the city fairly and wisely

as High Mage until 1369 DR, when a councilwas convened among the settlements of theNorth. At the end of a week of discussion,Alustriel was asked to rule the fledgling nationof Luruar, or the Silver Marches.

After a tenday of contemplation, sheacquiesced, stepping down as High Mage of

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The Edict of the High Mage“Let it be known that though our noble city may bask i

gods, our people are as different as the stars in the sky.“Let none ever limit or restrict the worship of another.

another. Let none question the spiritual worth of another’s rever“Know, however, that should any faith seek to limit th

be censured, even if their reasons for doing so are just and goodbrought before the High Mage, who shall judge that faith as all

“Know, though, that should any faith be found guilty osacred rites, let its faithful be cast out from the city, its altars shharmed.”

Silverymoon so that she would not favor any onecity over another in this new alliance. The Staffof Silverymoon was passed to Taern“Thunderspell” Hornblade, the captain of theSpellguard and one of Alustriel’s advisors. Taernhas proven himself a capable ruler in the yearsthat followed.

The pair both rule from the High Palace– Taern over Silverymoon, and Alustriel over theSilver Marches as a whole. The two are greatfriends; though the occasional rumors make therounds about Taern and Alustriel being lovers,nothing concrete is known. It is known thatTaern reveres Alustriel in a chivalric fashion; hehas done much in the name of his Lady in thepast, and will undoubtedly do so again.

Life in Silverymoon

ReligionSilverymoon’s extravagant temples and her

citizens’ pious devotion to the city’s patrondeities leave many with the impression that thetown is dominated by religion. To a point this istrue, as the gods have blessed very few places onFaerun as they have the Gem of the North. Onthe other hand, religion is only one of manyfactors that drive the social circles of noble andcommoner alike, and it ranks no higher than thepursuit of art, commerce, and magic in the mindsof most Silveraen.

Though Silverymoon remains remarkablyopen about individual religious observations,there is still a single restriction that must beobserved: the Edict of the High Mage. As aresult of this edict, decreed by High MageOrjalun, no faiths may carry on any warfare withany other in the bounds of the city, nor may anyfaith use any religious practices that bring harmto another. This edict applies equally across alllines – priests of Torm are forbidden fromattacking priests of Cyric just as the faithful ofMalar are bound against harming druids.

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Coins of Silverymoon

Silverymoon mints a crescent-shaped, shining blue coincalled an "electrum moon."They are worth 1 gp inAlustriel's lands and 5 spelsewhere.The other major currency is alarger, round coin called the"eclipsed moon;" they stampthe shining blue crescent of anelectrum moon together with adarker silver wedge tocomplete a round coin, and itis worth 2 gp in the city and 1gp outside the city.

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n the favor of one or a handful of the

Let none cast aspersions on the faith ofences.

e doings of another faith, that faith shall. Let the ill-doings of other faiths befolk of Silverymoon are judged.f murder or destruction as part of itsattered, its riches doled out to those it has

erceSilverymoon exports a number of rare

ensive items throughout the Realms. Hererchant caravans bring coveted works of

other fine products all throughout thewhere they are snatched up by otherts and sent to places as far flung as

, Aglarond and a hundred other distant

Silverymoon is known for her lumber,ken from the Moonwood to the north,supplies the massive shadowtop andod trees, coveted across Faerun for theirin and strength. The massive, straight

are also used to build ships’ masts allout the North, and even as far away asan.Silverymoon is also known as a bastion

ork and fine crafts – merchants theover clamor for the fine musical

ents, statuary, woodcarving, glassworkser pieces of artwork that come out ofoon.Indeed, Silverymoon is also known as

he few places where one can get the fine both elves and dwarves without havingirectly with those reclusive folks in theirved places.

places such as Citadel Adbar and

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Sundabar sell dwarven arms and armor aplenty,it is rare to find those dwarven craftsmen willingto sell their leather works, jewelry and othersmall “trinkets.” Likewise, elven jewelry, glassand other works of art are eagerly sought after.

Despite all of this, Silverymoon isperhaps best known as a haven of bards, scholarsand wizards. In many ways, it might be said thateducation and music are its finest products, forfolk come from far and wide in order to benefitfrom the University, the Vault of the Sages,Foclucan and other such institutions. Indeed, ithas been posited that Silverymoon has the largestnumber of sages of any city in the Realms. Whilethis may or may not be true, it certainly has farmore than cities of like size elsewhere in theRealms and rivals the number of sages found incities much larger than the Gem of the North.

This frequency of magical lore andtraining also means that Silverymoon sometimeshas minor magical items for sale. These arerarely something as simple as walking into ashop and purchasing something from a case,however – the sale of magic items, even items ofminor power, is viewed as a very special affair.More likely, these items are put up for auction ormade to order. Some shops, however, have beenknown to have a prize piece that they are willingto sell, usually traded to them by an adventuringband or wizard in return for services rendered.

CultureArt and music are the living soul of

Silverymoon, and the Silveraen are providedwith ample opportunity to enjoy both. Thetemples of Silverymoon are works of artthemselves, and they house some of the greatestsculptures and paintings of the North. Music canbe enjoyed any time in the taverns ofSilverymoon, and the constant recitals ofFoclucan provide another source ofentertainment for concertgoers. Storytellers andpuppeteers amuse children in the parks, whilealmost every daughter in the city learns to playan instrument in order to entertain guests of thefamily.

Owing to the long winters and rainy springs,the Silveraen take full advantage of summer toenjoy their beautiful surroundings. The SpringFaire at the end of Mirtul signals the beginningof the festival season, although most of theSilverymoon’s festivals are held during the peakmonths of Kythorn, Flamerule and Eleasis.Ceremonies such as marriages are commonduring this time as well. Not surprisingly, then,Ches and Tarsakh are the most common months

for birthdays in the city. During the summermonths the streets are full of performers andartists of all kinds, and every day marks a new orongoing festival.

Midsummer Riverfest is another largefestival for the city. Only artists are allowed toset up tents and booths along the river during thistime, though they often rent out part of theirspace to local merchants on a commission basis.Musicians wander the festival and play on thedozen stages set up along the river. A premiereconcert is given on the third night of the festivalin which the musicians play from theMoonbridge while members of the Spellguardcause the waters of the Rauvin to spray up indazzling patterns and illusionists fill the air withcolored lights. The festival culminates with aritual bathing in the river that signifies thecommonality of all of the city’s denizens. Eachcitizen then plants a seed in the Garden ofSilvanus, whose winter fruits and vegetables areused to feed the city’s poor.

Since summer is the best time of year tovisit Silverymoon, visiting nobility anddignitaries are treated to lavish parties during thistime. The temples of the Palace Quarter oftenthrow celebrations designed to attract patronagefrom believers from around the Realms. Theegalitarian tradition of Silverymoon’s templesdemands that they exclude none from theseparties, so they are usually all day affairs. Thenobility attend the temple parties during the daywhen most commoners are plying their tradesand move to private gatherings in the evening asthe less fortunate begin to show up. Most of theworking folks wouldn’t have it any other way.

Silverymoon’s culture doesn’t die out duringthe winter months, it just, like most things, goesinside. Taverns and homes are ablaze with musicand many of the city’s merchants retreat to theUndermarket1, where the harsh andunpredictable weather will not interrupt the flowof trade. Many Dwarven festivals also take placeat this time, their timing designed so as not toconflict with the surface celebrations. AllSilveraen are invited into the Underhome forthese festivals, and many oblige. The largest ofthese festivals is the Brewfest in early Nightal,

1 The Undermarket is built almost directly beneathSilverymoon’s open marketplace. It serves as a marketplacefor the Dwarves of Underhome, as they call the cavernsunderneath Silverymoon where they live. During the wintermonths, many of the human and Elven merchants of the cityproper move their stalls here, something that enriches thecity’s diversity as well as the coffers of the Dwarvenlandlords.

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where the best spirit-makers in the city competefor the title of Brewmaster. Brewers, vintnersand distillers all compete in their own categories,and the three winners then compete for the grandprize, the Golden Goblet. The Golden Gobletitself is a prized piece of artwork that is castdifferently each year. Smiths and artists from farand wide compete each year to turn in thewinning proposal that will eventually be madeinto the cup.

PoliticsWith Taern taking over the mantle of High

Mage, the city has rejuvinated itself in the lastfew months. The Star Court has begunstreamlining its procedures so that civil matterscan be cleared up in the least amount of time,and the Spellguard have stepped up their effortsto keep the city clean and safe. Although thepeople of Silverymoon do not choose theirleaders, there is a sense of participationnonetheless. All official positions are nominatedand accepted by general acclimation of the otherleaders, and citizens may protest actions ordecisions they find unjust. This serves to keepthe leaders accountable to the people whileinsuring a stable and trustworthy government.

PeopleSilverymoon has gained a reputation as a

place of learning, culture and unexpectedelegance in the brutal and untamed SavageNorth. The folk of Silverymoon considerthemselves to embody the best of both worlds.They feel that they are still practical folk, asmost frontiersmen are, and they are accutelyaware that just beyond the glittering silvery-white walls of the Gem of the North lie untamedwilds lethal to most folk. Only the hardiest ofsurvivors prospers here.

By the same token, however, the citizens ofSilverymoon take pride in their city. The Gem ofthe North is no rough frontier town with rough-hewn log buildings and equally coarse citizens.They know that they are hailed across the Northas a bastion of culture and civilization, a worthyheir to fallen Myth Drannor.

Two things have been part of the spirit ofSilverymoon – and thus, part of its people –practically since its founding: the patronage ofMielikki and Lurue, and the practice andlearning of wizardry. This has led to a folk thatare, for the most part, unfazed by most things.Talking animals, magical motes of light andsound, wizardly duels and divine manifestations

interest and concern the folk of Silverymoon, butdon’t necessarily frighten them. Surrounded byarcane threats within the city and by moreworldly threats outside of the city, citizens ofSilverymoon are best summed up by the wordsof the bard Therian Tunesilver:

“Honest, civil and open, with anunderstanding that this is the right way tobehave with proper company. Whencompany behaves improperly – be theydivine messengers, arrogant archmages,high and mighty elves or would-be pettytyrants, pretty manners are set aside andtroubles are dealt with. When the dustclears, we get along with a shrug and anapology for the necessity of it all, and goback to living our lives.”

Other NotablesThe Brothers Aerasumé: Though not everyoneknows the precise roster of these near-legendarymen, it is known that they are the half-elven sonsof Alustriel. They are known to have silvery hairand to stand at very impressive heights. Perhapsthe three best known of the Brothers Aerasuméare:• Marthammar the Silver Guard (LG male

half-elf Ftr12/Wiz8)• Tarthilmor Aerasumé (CG male half-elf

Ftr10/Wiz7), Spell-Captain of theSpellguard

• Uoundeld of the Lady’s College (NG malehalf-elf Wiz15/Ftr4), the instructor forTactical and Strategic Spellcasting at theLady’s College

The Brothers are best known, apart from theirdistinctive appearances, for being warriors andspellcasters, as well as for their pegasi mounts.

Major Domo Culiathryn Silvergaze: CuliathrynSilvergaze (LG male half-elf Ari13/ Wiz3), socalled for his silvery-blue eyes, serves Alustrieland Taern as the Major Domo of the HighPalace. It is generally agreed that the dread mostpeople feel upon realizing they must seekaudience with the High Mage or the Lady ofLuruar has little to do with dealing with eitheraugust personage – that's the easy part. The hardpart is getting by Culiathryn, who is fastidious toa fault in his ideas of decorum, propriety andetiquette. He is scathingly critical, perceptive asa hawk and utterly, unswervingly loyal toAlustriel and Taern.

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Mythros Syllantham: Mythros (NG male half-elfBrd8) is a roguish cad, given to flirting withevery woman he meets, regardless of socialstanding, attractiveness or “availability.” Anyonewho spends any time with the charmer knowsthat Mythros simply flirts out of hand as a habit.Those who know him well know that this issimply part of his act – he is a Harper sworn,though currently “off-duty.” Although he led themovement to see Foclucan reopened, he is nowcontent to allow those with more time and fewerduties to finish the job.

Adventurers in SilverymoonAs in many places in the Realms,

adventurers are looked upon with no smallcuriosity; after all, the average person does notwillingly put themselves in danger time andagain for the benefits of wealth, fame andmagical power, however much the averageperson may dream about doing so.

For the most part, adventurers are seenas somewhat crazy and reckless, though certainlyexciting. The arrival of an adventuring band to atavern or inn is always something of interest tothose within, who will often buy a round ofdrinks for the band, especially if they are tellingtales of their latest expedition or showing offtheir souvenirs.

Unlike many places in the Realms, folkhere don’t automatically assume the worst ofadventurers. The Savage Frontier has a longhistory of heroes and intrepid adventurers cuttinga swath for civilization, and the folk of theSilverymoon (and the North in general, usually)respect that “hero’s tradition.”

However, Silveraen are not fools, either– they know true heroes are few and far betweenand that many adventurers are simplymercenaries, cutthroats and sell-swords.Silveraen have learned to judge the band by thecompany they keep; most Silveraen try toidentify any clerics or paladins within the groupto get a hint as to the overall nature of thatcompany.

They also know that many adventurersare only too willing to engage in sword or spell-play at the slightest provocation; therefore, mostSilveraen clear out when an adventuring bandgets its “knickers in a twist,” if only to summonthe Knights in Silver or Spellguard. MostSilveraen also know that the first folk usually tostand up against bullying adventurers are likely

to be other adventurers and are only too happy toshow their gratitude appropriately.

A note to those who would misuseSilveraen hospitality: many of those everydaycitizens with whom one interacts have hadtraining in battle or spell themselves. Few arethose in the North who do not find themselves insituations where the knowledge of how to wielda sword or cast a spell would not come in handy.With the number of adventurers about, it is notuncommon to find the barkeep who has learnedto use the broadsword he keeps above the bar orthe shop-keep who is able to use a cantrip orthree to make his job easier – or that of a would-be burglar more difficult.

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Chapter Two:TOUR OF THE CITY

Overview

The River Rauvin divides Silverymoon in two as it wends

its way towards the Evermoors. The older portions of the cityrest on the north bank, while the New City dominates thesouthern shore. The two sections are joined by the Moonbridge,a span of magical force whose translucent, silvery luster canonly be seen by the light of the moon. In addition, the city isdivided into five districts: Goodman’s District, Hunter’sDistrict, Old City, New City, and Palace Ward. Demarcated bynatural landmarks, roads, and the huge open market, each ofSilverymoon’s districts presents a distinct personality andexperience to visitors and citizens alike.

Goodman’s District

The Goodman’s District tends to attract the city’srougher elements – most of the city’s poor live here, and thebuildings are more ramshackle than those in the rest of the city.The name is a source of amusement to more refined citizens,and much like the Hunter’s District it no longer reflects thecharacter of its inhabitants. Despite this, the Goodman’s Districtis hardly the typical slum that so many large cities seem todevelop. For all their seeming poverty, the folk of theGoodman’s District take pride in keeping their streets clean andthere is rarely, if ever, unchecked violence -- for the Knights inSilver are always in attendance here, especially at the guard-postin the Moorgate.

Bright Blade BrandishedThis tavern is favored by adventurers because of its

tolerance of the strange conditions and company that they oftenfind themselves in. Service is attentive without being intrusive.None of the workers bother the patrons, but will gladly see toany requests no matter how strange. Because of the diverseclientele, the workers are accustomed to odd requests andmannerisms, and look upon these with nothing more thanprofessional concern. They are aided by resident wizards, whouse magical items with telekinesis abilities to whisk drinks toand from the thirsty over the heads of folk, and to snatch awaysuddenly drawn weapons or spoil spellcasting before trouble canget properly underway. The main taproom is modestlyfurnished, though more comfortable booths are available incurtained off alcoves ringing the tavern. These alcoves also

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serve as convenient meeting places for those whowould conduct their business out of sight andearshot of the other patrons. There is a smallstage in one corner, but it is rarely used.

The serving maids are very goodlisteners and often have a great deal ofinformation about goings on in the city. A visitorseeking information or “special order” itemswould do well to make this their first stop.Conveniently located in the poorer section oftown, the Bright Blade Brandished is anexcellent place to make underworld contacts orhire adventurers.

Hammer and the HelmThis tavern was established by Ethendal

Arohannon (NG male human Ftr6) as a meetingplace for off duty Knights in Silver. It quicklybecame popular as a stopover for paladins andgood-natured warriors of all types. The patronslove to swap stories of past prowess, hear talesfrom outside the city from passing adventurers orjust complain about the previous day’s duties.Monks and militant clerics of many faiths like tojoin in on occasion as well. The warriors acceptthem as brothers in arms but love to harass themjust the same. Tests of strength and prowess arecommon in the tavern. Fighting is not allowedand disagreements rarely degenerate into such.

The rowdy and course nature of theplace is quite suitable to dwarven and humantemperament, and these make up the majority ofthe tavern’s patrons. Bards entertain here often,and they come to hear stories and tales as muchas to sing them.

Beggar’s AlleyMade up of several alleys and buildings

despite its name, this notorious section of theGoodman’s District is home to the city’s thievesguild. All manner of unscrupulous characters canbe found lounging about in Atenman’s BilliardHall or gambling on the street. Adventurers thatneed to make quick, quiet transactions ordiscover information not available to the generalpopulace should look here first. They would dowell, however, to watch their backs when dealingwith those in Beggar’s Alley.

Dekalb’s Fine WaresOften jokingly called “Dekalb’s Fine

Spares”, this would-be outfitters shop and

general store is not much more than a secondhand shop. Stocked mainly from battlefieldscavengings and left over gear from overloadedadventurers, one rarely finds quality items in thefront of the shop.

In reality, though, Dekalb is a collectorof antiques and historic items and relics.Someone searching for lore on a lost item woulddo well to visit Dekalb if they can identify himas a knowledgeable collector. Bards around thecity tell tales of lost artifacts and adventurersdescribe in painstaking detail the loot theycollected on their latest journeys, so Dekalb hasno shortage of leads to follow. He pays localyouth to slink about the city collecting storiesand information of this sort, and indiscreetadventurers may find themselves the targets ofhis acquisitive obsession. On the other hand,anyone asking about for information about lostor historic items may receive a note from ananonymous benefactor, giving them clues as tothe last known whereabouts of interesting pieces.In this way, Dekalb is able to maintain his lowprofile and insure a steady flow of interestingbits into the city.

Hunter’s District

The Hunter’s District could very well be theworking class district of any large city, save forthe singular architecture and glittering whitestone that Silverymoon is famed for. Though abit more crowded and hectic, the Hunter’sDistrict is similar to the Old City – the folk hereare simple, happy people who are appreciative ofone another and the good lives that their hardwork brings.

Treant’s HallFive interconnected buildings in the

shape of a pentagon form the structure of thispopular tavern. The central area is an open yardfilled with several varieties of trees, including afew rare specimens of chime oak from thestarwood of Cormanthor. Rangers and druidsfind themselves at home here and can always befound here in great numbers. Elves also favorthis tavern above most because of its ambienceand a menu featuring many elven dishes, such asthe delicious Neverwinter soup that has made theplace a culinary attraction. Another specialty isthe silver milk, a blend of milk and silver honey

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from enchanted bees that are housed in a secretapiary on the outskirts of the city.

The tavern takes its name from agigantic oak in the center of the yard. Grinningbards will tell you that this is indeed an ancienttreant, given to long periods of hibernation, whogathers information from the guests thatcongregate in the yard. While this is not true, theowner of the establishment, Garolen the SadEyed (NG human male Rng5 of Silvanus), willgive a hearty laugh and conspiratorial wink toany who mention the legend in his presence.

In recent weeks, one of the buildingshas been closed down and construction hasbegun inside, though the final result of all thework remains a mystery. Boarn Blackbeard hasbeen seen coming in and out of the constructionsite lately, and many are wondering about theone-eyed dwarven merchant’s interest in theproject.

ScriptoriumThis parchment shop sells a variety of

both magical and non-magical writings andaccessories. The proprietor, an eccentric half-elfnamed Luscor, is obsessed with finding new inksand dyes used in the creation of magical scrolls.Located just inside the Hunter’s District andfacing the Market, the Scriptorium does a briskbusiness year round, and much of theUniversity’s faculty buys exclusively from thisshop. Underneath a trapdoor in the shop’s backroom is the secret meeting place for the Readersof Infinity.

The Readers of Infinity are an elitegroup of students within the University ofSilverymoon. Their bizarre club started onlymonths ago with three naive students and oneterrified faculty member. They believe in aconspiracy called "Rune's Twist" or "TheReverse Freeze". Apparently, Library MasterMenry the Reader came across a startling seriesof coincidences when reviewing several historiesof Faerun that he was trying to classify. He isnow convinced that there is a malicious groupfrom the future plotting to take over all of Faerunfrom the past. He believes that history ischanging and that the end is near unless he cando something about it. The group has grown inthe last four years and there are now over adozen students and librarians involved, as well asLuscor himself.

Wynderfayne’s Wonderful WyndsThe cheerful gnome, Thaddeus

Wynderfayne (CG male gnome Exp8), sells avast array of instruments to the bards andmusicians of Silverymoon. Although he isknown for the incredible quality of hishandcrafted wind instruments, he also carriesbrass and percussion from his cousin’s store inWaterdeep. A clangletrombenhorn adorns thewindow in front of his shop. This peculiargnomish instrument resembles a French horn inshape but has valves and keys like a trombone. Itis nearly impossible for anyone larger than agnome to play because the valves and keys haveto be manipulated with several body partssimultaneously. Thankfully, Thaddeus rarelydusts it off to play.

RockhavenThis popular dwarven tavern is evident

only by a small entrance structure, whichconceals stairs leading to an underground cavern.Visiting dwarves are immediately pointed in thisdirection and word of its hospitality has spreadthroughout Faerun by wandering shield dwarvesof the North. Dwarves unfamiliar or unknown inthe Underhome can introduce themselves by wayof this tavern, gaining contacts and introductionsto the stout folk who live underneathSilverymoon.

A Thur-dek, a large acoustic cavernfavored by dwarven chanters and drummers, sitsjust off the large common room andperformances are frequent. The natural acousticsof the cavern are enhanced with the grim stonevisages of dwarven heroes that have been carvedinto the walls. Those who have neverexperienced a dwarven drum recital are in for along, and sometimes headache inducing, eveningof storytelling and sound.

Old City

The north bank of the Rauvin hosts thelarger segment of the city, containing the OldCity, a quarter that was once the sum total of thecity as well as those areas that have sprung uparound it. The Old City, like much ofSilverymoon, is resplendent with curving,graceful stonework in the spectacular whitegranite and marble that seems to glitter under thestars, taken from the quarries near the NetherMountains. Most of the buildings in the Old Cityare fairly venerable, some of them even datingback to the city’s founding.

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The Old City is known for its relaxed, scenicatmosphere – the bards who choose to play inpublic here are likely doing so simply to relaxand entertain, rather than to garner pay. Thechances of the folk of Old City allowing the bardto go without some kind of monetaryappreciation is simply unheard of, however.Children run and play in the wide, clean streetsand the shops here are likely to be the shops ofgenuine artisans and master craftsmen.

Maiden’s CrossingThis shrine to Selûne is set on the banks

of the Rauvin and is one of the most visited spotsin the city. It sits adjacent to the Moonbridge andas the bridge itself begins to glow under themoon, stained glass murals alight with dancingpatterns of color. It is said that drinkingtidewater here during the full moon will cure thedrinker of lycanthropy2.

Four Corner SquareA small square nestled inside a ring of

shops and houses, Four Corner Square is one ofSilverymoon’s best kept secrets. Bards andentertainers of all kinds can be found here at anytime of the day or evening, plying their trade toan appreciative local crowd. There are four smallstage areas set up here and it is from these thatthe square draws its name.

Chellios the Entertainer (CG malehuman Brd4/Com3) has been telling stories andperforming minor magics here for almost fiftyyears, and he is beloved by almost all Silveraen.He has seen many things in his years here, buthis only joy lies in the delight he sees on thefaces of the children he entertains with hisstories. Chellios cares little for money, but he isstill willing to give aid in the form ofinformation to those with good intentions.

The DocksUnlike the dock district in most cities,

Silverymoon’s docks are fairly well kept anddevoid of criminal activity. Although the usualruffians and scoundrels may work the docks,they prefer to slink away to the Goodman’sDistrict and its more suitable environs after theday is done. Though extremely large ships do notsail this far into the Rauvin, travelers of all sortscan find transportation here. Pontoon caravans(groups of up to a dozen small boats lashed 2 The drinker is entitled to a new saving throw against theaffliction with a DC of 20. If successful, the drinker is curedof lycanthropy.

together with a barge in the middle filled withgoods) are quite common on this part of the riverand a boat full of adventurers is almost alwayswelcome on such trips. Small boats can also bebought for a reasonable price.

The MoonbridgeThis famous span connects the New

City with the rest of Silverymoon. It is composedentirely of magical energy akin to a wall of force,and is similarly indestructible. The bridge isalmost completely invisible by day (Spot DC 25)but at night it shimmers with a silverytranslucence under the light of the moon.

In times of need the middle of thebridge can be dispelled, preventing invadersfrom crossing or enabling ships with tall masts topass easily beneath. There are only three knownmethods for effecting this defense: a mentalcommand given by Lady Alustriel, the commandof the wielder of the Staff of Silverymoon(currently Taern Hornblade), or the will of theWatch Captain stationed at the bridge’s northernbase. The Watch Captain is empowered thuslyby a special ward token that he keeps on hisperson at all times.

New City

New City, lying south of the River Rauvinand across the Moonbridge, resembles the PalaceDistrict in many ways. It is beautifully wrought,with tall spires and sweeping white stonework.However, it seems somehow less frivolous. Mostagree that this is because New City is seen as a“scholar’s district,” an outlook bolstered as it isby the presence of the newly opened Universityof Silverymoon as well as the Vault of Sages.

New City is indeed as elegant as the PalaceDistrict, but the folk of New City – who tend tobe either scholars or those that cater to scholars –come across as serious and dedicated. Those whovisit here from the bustle of the Hunter’s Districtor from the exuberance of the Palace Quartertend to feel that New City is a calmer, morerestrained place. The tranquility of Mielikki’sGlade, a grove of trees holy to Mielikki andLurue, the patronesses of Silverymoon, no doubtgreatly contributes to this.

Mielikki’s GladeThis site was the original worship site

for Mielikki and Lurue in the city and remains animportant place of worship to this day. Nestledamidst the largest Knights in Silver garrison in

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the city, this open meadow is under the auspicesof Ladyservant Tathshandra Tyrar (NG humanfemale Clr10). Her faith recently rejuvenated bya conference with Jeryth Phaulkon of Everlund,Tathshandra has been more actively recruitingnew servants and followers to the Lady of theForest.

The church of Mielikki itself hasundergone a resurgence throughout the SilverMarches in the last two years, thanks greatly tothe work of Jeryth Phaulkon. Widely rumored tobe a Chosen of Mielikki, this powerful andcharismatic leader has been sending clerics out toactively recruit new followers. What his arrivalmeans for the city and the Silver Marches as awhole remains a mystery for now.

He has also been working with LadyAlustriel to curb the expansion of the HighForest by Turlang. The treant’s territory has beengrowing ever closer to Everlund, and there is fearthat the humans and treants will soon come intoconflict.

Vault of the SagesIn a city where many try to remember

the ideals of lost Myth Drannor, the greatestreminder to all is the Vault of the Sages. It issaid to be the largest library and greatestcollection of knowledge in the Realms, thoughthe monks of Candlekeep may beg to differ. TheVault houses a priceless collection of tomes andscrolls from Myth Drannor, these being donatedto the city by Ecamane Truesilver, first HighMage of Silverymoon, and Consort Elenaril,princess of Myth Drannor.

The Vault truly lives up to its name,being a five story, horseshoe shaped buildingmade of dwarven worked granite from theRuathym Mountains. There are few windowscarved into the building’s exterior save for thegalleries on the first two floors. The galleries area favorite meeting spot for commoners, nobles,merchants and adventurers alike. News fromaround the Realms is posted here, with newsfrom the Silver Marches, the Sword Coast, andthe Lake of Steam regions posted on the firstfloor and word from the rest of Faerun posted onthe second.

Early in the year 1372 DR, DerricusArenth took over as Keeper of the Vault.Traditionally the naming of the new Keeper wasa matter of great import in Silverymoon, butKeeper Arenth’s naming was oddly subdued. Aformer adventurer who many felt was an oddchoice for Keeper, he has quickly proven himselfwith his political acumen and knowledge of the

history of the North. Taern Hornblade has eveninvited him to sit on his council of peers andthere are whispers that he is being groomed toreplace Taern as High Mage.

Arken’s InvocatoriumHaving recently relocated across the

river, this famous magic school is now housed inone of Silverymoon’s newest buildings. A high,vaulted entrance made of purple granite greetsstudents and visitors alike, giving it quite adifferent look from the surrounding temples andhomes. Arken the Icy (CG human male Evo15)has not enjoyed his new position as MagusEvoker nearly as much as he thought he would.The bureaucracy has worn this already impatientman’s nerves thin, and many think he is gettingready to retire. He is also seen as stubborn for hisrefusal to accept the new revelations in magictheory that caused the school of Invocation to besubsumed under the mantle of Evocation.Though he has accepted the title of MagusEvoker, he has scoffed at all who suggestedrenaming his school.

The Shining ScrollThis lavish teahouse and bookstore was

until recently a small neighborhood business.The influx of young students to the newUniversity brought success to the small shop andit has since had to expand. They offer a quietreading environment and a wide selection of teasand other drinks from around Faerun. Studentspost all manner of announcements and queries onthe “Big Board of News” at the front of the shop.Here one may find graduation announcements,party invitations, and the occasional humorous“Apprentice Mage for Hire” ad.

The owners of the establishment areNorlus and Melba Velgarian (NG human maleand female Com4), an old couple who reallydon’t know what to make of their success. Theirson, Norlus II, is an instructor of Abjuration andenstarment at the University. He can be foundhelping his parents with their shop on his daysoff, a far safer pastime than his youngeradventuring days3.

3 Young Norlus enjoyed some renown as a sage many yearsback, and his studious and attentive answers led many anadventuring band to glory and riches. Tired of being the“brains behind the operation” as he put it, Norlus decided toseek out a great treasure on his own. After severalembarrassing failures, he decided to fashion a cloak ofprotection for himself. Unfortunately, his penchant for wildsurges in his magic garnered him less than stellar results.After several more debacles while wearing his Robe of

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Lady’s CollegeThis prestigious institution is housed in

several small buildings with one centraladministration building. Many of the buildingsare still in their original form, but theadministration building has recently been rebuiltconcurrent with the dedication of the University.It now features a white marble atrium that shineswith the midday sun thanks to the manywindows along the walls and ceiling. A grandfountain adorns the middle of the atrium anddepicts the goddesses Mielikki and Luruelounging by the Rauvin. This was a gift to theUniversity from dwarven craftsmen of theUnderhome in appreciation for the College’swork with the sorcerers and wizards of theThunder Generation.

The Lady’s College was founded in 821DR by the young mage Elué Dualen withLynnasha “Lynx” Nharimlur, sister to High LadyMage Amaara Nharimlur. The Lady’s Collegewas the first open school for mages inSilverymoon that did not force apprenticeshipson its students, instead accepting a term ofservice defending the city for a period equalingthe amount of time spent studying at the school.It sought to teach the history of magic and thenatural harnessing of the Weave as well as themore traditional arcane studies. While manytraditional scholars and teachers scoffed, theschool continued to produce fine practitioners ofthe Art, whether bard, sorcerer or wizard.

As the core of the new University, theLady’s College handles much of itsadministration. Headmaster Vihuel (NG humanmale Wiz20) has hired several assistants of amore bureaucratic nature than he to fill this role,as he prefers to spend his time teaching anddoing research. Being of a more scholarly andtechnical bent himself, Vihuel would like to seethe school move closer to the more traditionalcurriculum of a Miresk’s School ofThaumaturgy. Tradition and the watchful eye ofthe senior faculty (including many of theinstructors at Foclucan, the college’s sisterschool) have thus far thwarted his attempts.

Miresk’s School of ThaumaturgyThis important school was one of the

largest in Silverymoon even before it became thepremiere specialist school (Transmutation) at theUniversity. Lady Alustriel chose Miresk as Variable Defense, Norlus quietly retired to Silverymoon tohelp his parents with their shop.

Magus Senior for the entire University not onlyfor his skill and knowledge, but also for hisbelief in maintaining balance and restraint in theuse of magic. He promotes the use of minormagic as a tool for creating better lives for thosearound him, and looks with disdain upon thosewho use flashy or powerful magic whenunnecessary.

The school is still housed in its originalbuilding, though Miresk has moved his personalquarters and laboratory elsewhere to make roomfor the expanded student body. Though Mireskhas many duties as Magus Senior, he still findsthe time to teach higher level classes as well aslead private instruction. Most students cringeupon finding out they are to be under him, as hishaughty attitude and impatience with failure arenear legendary among the student body. Still,one learns a great deal about magic as well as thephilosophy of its use under him, and studentsthat can endure the brutal courseload turn out thebetter for it.

Palace District

The eastern portion of the city is the PalaceDistrict. Separated from the rest of the city bythe Market, the Palace District is, along with theNew City, the place for the rich and noble. Thesights that greet a visitor to this splendid area areworth seeing, to be sure. Finely dressed nobilityseeking to out-do one another in gentility, witand fashion, powerful mages and respectedpriests walking side-by-side, or the Shining Hostor Knights in Silver riding by, reassuring theircharges of their vigilance and protection.

Upon the hill that dominates the PalaceDistrict, and thus, all of Silverymoon, sits theHigh Palace, which sets the standard for all thearchitecture in the area. Sweeping archways,intricate sculpture and glittering white stoneworkabound. Illuminating residences with continualflame spells has become all the fashion,following fast on the heels of the leaded, stainedglass windows that seem to be everywhere thesedays. The Palace District is home to the templesof the city, lending a reverent air to thesometimes overwhelmingly decadence thatnobles tend to bring.

High PalaceThis incredible castle of white marble is

the most impressive sight in Silverymoon, and itdominates a low hill just east of the market.Rearing unicorns and beautiful maidens adorn

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the walls of the castle and its tallest spiresparkles under the light of the moon. Grassyfields surround it on all sides, and pools of freshwater burst in patterns at regular intervals. Thesefields are a favorite place for picnics during thespring and summer, and brightly colored tentscan be found here during the city’s festivals.

This building is the capitol of bothSilverymoon as well as the Silver Marches, andthe annual gathering of the Council of Peers isheld here in late summer. It is the most heavilyprotected fortress in the North and its walls havenever been breached. In addition to housing theSpellguard and the High Guard, the palace’sprivate force, the interior of the building isprotected by powerful wards. Only the bearer ofa special ward token can cast spells within itswalls, and magic items fail to function as well.

The dungeon levels beneath the HighPalace are steeped in local legend and fabledlore. The first few levels hold prisons, winecellars, private libraries, and other closelyguarded areas. Below that is rumored to be theCrypt of the High Mages, the final resting-placeof the great rulers of the past. These famed rulersdo indeed lie beneath the High Palace, thoughtheir remains have been turned to stone andguarded with powerful wards to prevent their restfrom being disturbed. Below these levels lie theprivate library and treasure chamber of LadyAlustriel herself. The High Mage’s Vault isknown to exist by only a half dozen people andcontains the largest collection of Netherese andMyth Drannan artifacts in the known world,many of which came from the ruins of HellgateKeep, which Lady Alustriel helped to destroy.The magical caches of each High Mage arestored here as well.

In order to accommodate the newdivision of rulership, the High Palace is currentlyundergoing an expansion. Part of the eastern wallof the city has been knocked down and masterarchitects are supervising the beginning of theexpansion. Part of the garrison has also beenmoved outside the city temporarily, this toprovide space for the raw materials used in theaddition’s construction as well as to defend thebreached wall. Famed Silveraen architect VallisHornblade (CG human male Exp9) has beentapped to lead this project and he has called inresources from as far away as Amn. Dwarvenminers are busy constructing the basement andsub-basement rooms, though this project ishushed for security reasons. The expansionshould be done by late next year and the official

celebration is scheduled for the opening of theSpring Faire of 1374 DR.

MarketThe market of Silverymoon is the most

diverse commercial district in the North outsideof Waterdeep. Merchants of many races freelyinteract in the splendid environment of thePalace District, and goods both mundane andmagical are bought and sold each day. This is anexcellent place for adventurers to unload theirexcess treasure as well as hear rumors from thefar ends of Faerun. Visitors are well advised tospend their electrum moons here, as they losemuch of their value if taken out of the city.Merchants will always try to swap moons forother coins here, as they know it encourages thecoin to be spent in their shops and those of theirneighbors, sometimes even giving favorabletrade rates to adventurers with large sums of goldand silver brought from recent exploits.

Utramm’s ConservatoryUtramm’s is a traditional music school

that teaches the children of Silverymoon to playinstruments, sing and compose music. UnlikeFoclucan, no magic is taught here as Utramm isonly concerned with music, not bardcraft. Manystudents of Foclucan start here and then move onto the bard’s college to enhance their education.

The building housing the conservatoryis a spectacular site for those visiting the city.Inspired by the syl-pasha’s palace in Calimport,the building is made of golden stone, paintedwith a finish that makes it shine like metal.Flanking the entrance are two columns, eachcovered in thin, brightly colored glass plates.The process used to create these brass platesgives them the appearance of stained glass.These are also placed around the walls on thinrods, allowing them to spin when the windblows. All in all, this is one of the most colorfuland exotic attractions in Silverymoon, if not a bitout of place.

The Star CourtWhile the High Mage receives and

entertains visitors in the High Palace, all lowercourt functions and assemblies take place in thisrather nondescript building in the shadow of thatgreat structure. It is here that new residents of thecity must give their names for the public record.Petitions for land, the establishment of safemagic zones and permanent effects, and tradeagreements are given here as well. Right now the

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Star Court serves this function for the nation ofLuruar and all the Silver Marches, but the newannex to the High Palace will take over for thisas soon as it is complete.

City Defenses

The first line of defense for the mightycity of Silverymoon is her wall. Massiveconstructs of Silverymoon’s ubiquitous silvery-white stone, the walls of Silverymoon have onlybeen breached three times in the history of thecity. Four gates pierce the walls: the Hunter’sGate in the north, the eastern Sundabar Gate, theNew Gate in the south and the Moorgate in thewest.

Local legends have it that these gatesare protected by a variety of wards; some claimthat they detect and identify sources of evil andmalice, while others whisper that these spellslimit the magics that can be worked near them.What is certainly known is that the areas aroundthese gates radiate strong Abjurative auras andthose who examine them too closely bringthemselves under the scrutiny of the Spellguard.

The fair city of Silverymoon spans theRiver Rauvin and the main thoroughfare betweenthe Old and New Cities is also one of its bestdefenses. The Moonbridge, as it is known, is aspan of invisible, magical force that arches abovethe Rauvin. In times of need the middle of thebridge can be dispelled, preventing invadersfrom crossing or enabling ships with tall masts topass easily beneath.

The defenses of Silverymoon do not begin ather gates, however. The Knights in Silver,accompanied by two Spellguard battle-magesand a volunteer cleric (usually of Helm,Lathander or Mystra) venture forth, patrolling alllands within three days’ ride of Silverymoon.These patrols, often called “land-rides”, wereonce far more extensive, but have been scaledback thanks to the formation of the Shining Host,who ride the wilds between the settlements of theSilver Marches. The Knights in Silver andSpellguard now tend to limit themselves to thearea directly around Silverymoon.

Ultimately, though, the defenses ofSilverymoon lie in her inhabitants. In addition toSilverymoon’s potent standing army, the city ishome to many powerful individuals, any ofwhom bear powerful magic, great strength orprodigious skill. All stand ready to bear all ofthat and more – down even perhaps to their lives– in defense of their precious Gem of the North.

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Chapter Three:ORGANIZATIONS

Overview

Silverymoon is home to several unique groups and factions

dedicated to different causes. In addition, many of the better-known organizations such as the Zhentarim and Harpers have astrong, if hidden, presence in and around the fair city. Most ofthe organizations enjoy their public personas, however, and theybenefit from the strong presence of heroic peoples in the region.

The following information outlines several of theimportant organizations found in Silverymoon and the SilverMarches. Information on some groups, such as the People of theBlack Blood, can be found in the Forgotten Realms CampaignSetting published by Wizards of the Coast.

The Knights in Silver

The Knights in Silver are the permanent guardians ofSilverymoon, often encountered riding patrol within the city andits environs. Around seven hundred strong, they received theirname from a ballad penned by Mintiper Moonsilver – as withmany phrases around the Realms first spoken by the LunargentBard, the name simply “seemed right.”

The Knights in Silver are known for their sparklingarmor, firm discipline on and off the field of battle, and theirpoise and decorum. The Knights in Silver are practically a fairy-tale army, with their reputation for being dashing, chivalrousmen and witty, beautiful women. Though certain individuals donot always uphold this lofty reputation, as a whole the Knightstake pride in it and there is strong pressure from within the ranksto maintain this image.

The Shining Host

With the formation of Luruar, Silverymoon donatedhalf of its Knights in Silver to form the core of the Shining Host,the standing army for the Silver Marches. Theirnumbers were augmented by units provided by the othersettlements of the Silver Marches, until the Shining Hostbecame the force to be reckoned with that it is today.

The Shining Host is currently comprised of dwarveninfantry, elite cabals of defender-mages, units of ranger-scouts,

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archers, and silver-clad cavalry. Equipped withthe finest arms and armor, they are prepared todefend any and all of the settlements that makeup the Silver Marches. Magical means ofcommunication (and transport, according tosome whispers) allow for the speedy distributionand reallocation of troops, ensuring that no onesettlement becomes the target of aggression frominvaders, barbarians or orc hordes.

The Order of Moonknights

The Order of Moonknights is a layorder of fighters, warriors, rangers and militantclerics who act as the defensive arm of theSelûnite faith. They are the sworn enemies of thePeople of the Black Blood, a group of Malaritelycanthropes that prowl the Moonwood. Theyalso act as scouts and guides aroundSilverymoon and into the interior of the SilverMarches.

The order is headquartered in theMaiden’s Hall, a barracks style building on thegrounds of the Temple of the Silver Stars.Moonlord Seamus Beál (NG human maleFtr4/Rgr7/Mkn5) oversees the order from thisbuilding and acts as an ambassador for theMoonmaiden at parties and court events inSilverymoon. He works very closely with theclergy of the temple to provide protection fortravelling priests and manage the constant influxof funds from the activities of the knights.

The Circle of Silver

The Circle of Silver is an alliance ofdruidic groves in the Moonlands. Founded in theYear of the Harp (1355 DR) by the ArgentWatchers, the Circle of Silver has grown toinclude druids of many faiths and races. Theelven and half-elven Leaflord’s Host, theCrimson Grove of the Moonwood, the Keepersof the Silverglen in Silverymoon and the halflingWarren Wardens all count themselves asmembers of the Circle, as do a number ofindividual and solitary druids in the areas aroundthe Moonlands. The Circle of Silver worksclosely with the Heralds and the Harpers; indeed,several members of the Circle are known to wearHarper pins beneath their robes.

The membership of the Circle hasrecently been decimated by ruthless attacks froma group of evil Malar-worshipping lycanthropescalling themselves the People of the BlackBlood. The surviving druids have retreated from

the Moonwood to regroup. Rangers and othersare petitioning the High Mage for assistance indealing with this new threat, though Taern hasnot answered their call as yet.

The Silver Wardens

The Silver Wardens are a small force ofrangers and scouts who use their tracking andwilderness skills on behalf of the Knights inSilver when the situation calls for it. Truth betold, many of the Silver Wardens are alsoHarpers, though they are expected to put theirloyalty to the Wardens, the Lady andSilverymoon above that of their Harper duties.The Silver Wardens number between two andthree dozen members at any one time.

The Wardens have established severalwaypoints along the roads of the Silver Marchesand when the Knights have need of their servicesthey leave encoded messages in secretcompartments at these sites. Most rangers in thearea will be aware of these waypoints (thoughnot the secret compartments) and know that theyare excellent places to replenish urgently neededsupplies or rest for the evening.

Spellguard

The Spellguard is an elite cadre ofspellcasters some twenty to thirty in number.Though originally founded as Alustriel’s palaceguard, their duties have gradually expanded overthe years, and now include peacekeeping withinSilverymoon's walls (a vital necessity, given thenumber of mages who dwell within). Thoughthey have always rushed to defend the city whenthe situation warranted it, it wasn’t until veryrecently that they began working closely with theKnights in Silver. Two members of theSpellguard now accompany each patrol ofKnights that rides forth from the city.

Many of the Spellguard serve Alustrielas part of an arrangement with the Lady’sCollege in which promising students whocouldn’t afford to attend the College on theirown were often given training in return for anequal amount of time served with the Spellguard.Alustriel intends to see that this trend continueswith the new University of Silverymoon.

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Chapter Four:THE UNIVERSITY OF SILVERYMOON

Overview

Silverymoon’s new university is the result of the unification

of many of the city’s magic schools by Lady Alustriel. Sheenvisioned one school where students from across Faerun couldbe taught the basics of the Art, school specialization, itemcreation techniques and metamagic theories. She also wanted toprovide a haven for like-minded individuals to congregate andshare their knowledge and experiences. This was to includenatural spellcasters such as sorcerers and bards as well aswizards, and the newly rededicated school of Foclucan was tobe an important part of the new University as well.

History

Although it was dedicated in 1371 DR, the University’sfoundations lie far in Silverymoon’s past. For the first fewhundred years of its existence, Silverymoon’s mages weretaught in the traditional manner: a master would take on anapprentice, sometimes two, and teach them slowly in exchangefor their servitude. Sometimes an apprentice would never evenget formal training, only gleaning what he could from theexperiments and libraries of his master. Soon senior apprenticeswere allowed to take apprentices of their own, and knowledgetrickled down from the top. These were the first “schools” ofmagic in Silverymoon, although one would hardly think to callthem as such.

Soon the idea was taken to the next step, allowing for ahierarchy of apprentices and mentors, all of whom answered tothe head of the school. Formal traditions were established andsome even built new structures to house their students andequipment. Until recently, nearly all of the schools inSilverymoon followed this method.

The exception was the Lady’s College, founded in 821DR. The Lady’s College did not force apprenticeships on itsstudents, instead offering instruction in exchange for service tothe city. Its instructors endeavored to teach a more completevision of the Art, including bardic lore and history. The Lady’sCollege maintained a staff of competent mages who were notnecessarily students of the headmaster. This radical departure

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from the normal method of operationdrew the notice of many. It was alternatelyscorned and praised, but all agreed that theschool’s alumni turned out to be more than merewizards – they were true scholars.

Many famous magic schools werefounded in the next several hundred years andsome exist to this day. Two of the most famous,Arken’s Invocatorium and Miresk’s School ofThaumaturgy, are now thriving within theUniversity system. In 1371 DR, by edict of theHigh Mage Alustriel, the University ofSilverymoon was founded, using the Lady’sCollege as its basis for education.

Colleges of the University

The University of Silverymoon is madeup of a number of institutions, referred to ascolleges. Students are enrolled in a path ofgeneral education until their second year, whenthey would then choose to either remain at theLady’s College or move into one of the specialistcolleges. Foclucan is the exception to this, asbardic training is intensive and must be started atthe earliest possible time. Students of Foclucanbegin there and have increasing access toUniversity courses as their training progresses.

In theory, each of the Colleges is led bya headmaster who takes the title of Magusappropriate for the specialization for that school– Magus Abjurer for the College of Abjuration,Magus Necromancer for the College ofNecromancy and the like. Currently, however,not all of the Colleges have someone capable oflaying claim to that title. As a result, Vihuel, thedean of admissions, acts as the de factoheadmaster of those Colleges. Additionally,Foclucan maintains a Council of Masters ratherthan a single headmaster.

Most instructors are technicallyaffiliated with the Lady’s College and invariablyteach classes among the various colleges. Someinstructors, however, only teach for theirrespective schools. These instructors tend to bespecialist wizards of that college (or bards, in thecase of Foclucan).

College of Abjuration Hall: The Lady’s Playhouse Annex Magus Abjurer: Uoundeld

Tracks of StudyAbjurative FocusAbjurative Mastery

Wards, Glyphs & SigilsMagical FieldsThaumaturgical Disruption & DispellingPlanar Defenses & Bulwarks

College of Conjuration Hall: The Cock and Hound Magus Conjurer: Rordai Erebel (LN male

human Sor9/Sum3)

Tracks of StudyConjurative FocusConjurative MasteryTrans-planar ConvocationsGenesis of Matter & EnergyInterplay of Positive & Negative EnergiesApportation & Summoning

College of Divination Hall: Tower of Balance Magus Diviner: Vihuel

Tracks of StudyDivinatory FocusDivinatory MasteryScryingIdentification of Magical Auras & PropertiesPerusal of Sentience and Spirit

College of Enchantment Hall: The Great Garden Magus Enchanter: Paol Tirin Sionhaehr

Tracks of StudyEnchantment FocusEnchantment MasteryFascination & AllureDomination & Compulsion

College of Evocation Hall: The Evocatorium Magus Evoker: Arken the Icy (NG human

male Wiz12 (Evoker))

Tracks of StudyEvocative FocusEvocative MasteryPyromancyLightning Magics & ElectricityDweomers of SoundCorrosive & Dissolutive SorceriesCryomancyImperceptible ForcesVagaries of Light & Darkness

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College of Illusion Hall: The Twinkling Dome Magus Illusionist: Bricia Glimmereye (CG

gnome female Wiz12 – Illusionist)

Tracks of StudyIllusory FocusIllusory MasteryFalse Sensation & ExperienceGlamoury & PishogueDeception of SentienceProjection of Mental ImageryUmbral MasteryDiscernment & Awareness of Illusory Patterns

College of Necromancy Hall: Dargenfest Hall Magus Necromancer: Vihuel

Tracks of StudyNecromantic FocusNecromantic MasteryAnatomyInterplay of Positive & Negative EnergiesEthereal and Astral EntitiesEthics of Necromancy

College of Transmutation Hall: Hartuk Hall Magus Transmuter: Miresk

Tracks of StudyTransmutational FocusTransmutational MasteryWholesale TransmutationsEssence ShiftingSize and Mass Alteration

College of Bardcraft Hall: Foclucan Master’s Council: Cael Mueller

(performance), Chraessa Lurien (winds),Emery Oaksun (strings), EvressaNightingale (voice), Fashael Sunspinner(magic), Reginald Valurian (composition),Vrajk Scorlsun (lore)

Tracks of StudyAncient and Modern LoreMusical Instrument Construction and CareMusic & MagicMusic & EmotionThe Seven Bardic Traditions

Students of the University

The old apprentice-master system thatexisted before the Lady’s College was foundedleft few options for wizards of moderate powerwho needed to be taught advanced techniquesand knowledge. Similarly, most wizards werefrom affluent families who could afford for a sonor daughter to be away from home for severalyears. The founding of the University haschanged all that. Now, thanks to the pool oftalented instructors and regimented learningsystem, students are free to take courses as theycan. This means poor students can attend schoolbetween the planting and harvesting seasons, andolder mages can take advanced courses bysimply paying a fee and showing up at thedesignated time.

Many wizards from Silverymoon haveother careers to pursue: Spellguard, sages,researchers and adventurers all gain benefitsfrom the classes in Silverymoon. Because of this,the University recognizes two types of students:academics and descryants. Academics are fulltime students who are dedicated to graduatingfrom the University and becoming mages. Theymust take a total of twelve courses per year,though these courses may be split up among thecalendar year as the student chooses. Eachcourse runs for a full season4. Classes take upfour days out of the tenday, with a variablespread throughout that time. Some are dividedevenly throughout the tenday, while others arelumped into either the first or the second half.Classes are never held on the fifth or tenth day,though research and the rare lecture may occuron these days.

Descryants attend lectures and labs on asporadic basis, signing up for single classes orlecture series rather than attending the universityfull time. In truth, most descryants spend most oftheir time doing outside research as assigned bythe instructors in order to fulfill the requirementsof the class. Though this method of slap-shodinstruction is hardly sufficient to make a fullwizard out of the student, those students whotake these courses in order to sharpen theiralready existing abilities swear by it. In order toqualify for descryant status, a student must showexisting magical aptitude or plead a special case.The prerequisites are:Knowledge (Arcana): 4 ranksSpellcaster Level: 2+

4 Three months, or nine tendays.

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The Spell Lectures

The various colleges of magic in theUniversity sponsor a series of spell lecturesthroughout the year. These lectures each focuson a single spell and are broken into threecategories: Apprentice, Journeyman, and Master.The Apprentice Series teaches 1st-3rd level spells,the Journeyman 4th-6th, and the Master 7th-9th.

These spell lectures constitute a majorsource of income for the University, as theselectures aren’t restricted to students. Manywizards come from as far away as Waterdeep toattend some of the Master series lectures.

Lectures are given either by a guestspeaker or by members of the faculty. A facultymember from one of the specialist schoolsgenerally delivers the lectures for their school ofmagic, though spells of the Universal school areconsidered to be the “Magus Senior LectureSeries.”

The University sponsors four lecturesper tenday: two Apprentice, one Journeyman andone Master. The DM may choose which spellsare being lectured at any given time, or he mayroll on Table 4-1 to determine the level of eachspell and then roll on the Arcane Spell Scrollstable (Table 8-24, DMG pg. 200-201) todetermine the specific spells.

The lectures take a number of daysequal to the level of the spell being lecturedabout. Lectures are not held on the fifth and lastday of a tenday, with the exception of the rarelectures on ninth-level spells. These run from thefirst to the ninth day, a grueling ordeal comparedto the other lecture schedules. Lectures are givenby faculty or guest speakers of the College ofthat school of magic; Universal spells areconsidered to be ‘Magus Senior Series Lectures.’

University Faculty and Staff

The University boasts a number offamous and talented faculty and staff members.Tenures range from temporary instructors tolifelong appointments. One finds an assortmentof retired adventurers, sheltered academics andbureaucrats here, and while the pay is low andstudents frustrating, most acknowledge that theyare happy. Among them are:

Magus Senior- Miresk the Thaumaturgist (NGhuman male Wiz17/Acm3): As well known forhis dedication to the Art as for his haughty

acAfdso

DWhitcca

HmmstInd

MWAtmstSM

MhtmHfoa

Table 4-1: Spell Lecture Spell Levels

%Roll Apprentice Journeyman Master

01-50 1 4 7

51-75 2 5 8

76-00 3 6 9

23

ttitude, Miresk’s presence has brought instantredibility and fame to the new University.lthough he disagrees with the “undisciplined”

ocus of the Lady’s College, he remainsedicated to the cause of the University andafeguards it against those who would underminer dilute its interests.

ean of Admissions- Vihuel (NG human maleiz20): Vihuel is an elderly mage that retains

is vibrancy and energy. He fully believes in thedea of the University and often takes on moreasks than anyone thinks he can handle. Heurrently serves as interim headmaster of theolleges of Necromancy and Divination inddition to his administrative duties.

ead Librarian- Merty the Reader (NG humanale Wiz5): Merty is a diligent and pedantican, given to long periods of isolation and

tudy. It was one of these periods that he formedhe theory that drove him to found the Readers ofnfinity. So far his involvement in their plots hasot interfered with his ability to carry out theuties of Head Librarian.

agus Abjurer- Uoundeld (NG half-elven maleiz15/Ftr4): One of the famed Brotherserasumé, Uoundeld has been an instructor at

he Lady’s College for many years. A combatage like his brothers, he specializes in tactical

pellcasting and magical writings. He currentlyeaches the following courses: Spell Tactics &trategy, Cognition & Memory, Literature &usic, and Calligraphy & Spell Transcription.

agus Conjurer- Rordai Erebel (LN maleuman Sor9/Sum3): One of the least likedeachers among the faculty, Rordai is an Amnianage who specializes in summoning creatures.e is fond of summoning different creatures to

ight for his pleasure, a practice that most of thether faculty members detest. Still, his prowessnd knowledge of his school of magic are

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unsurpassed in the North. So, the Universityoverlooks his quirks, even the use of the arena-style tavern, The Cock and Hound, as hiscollege’s training ground. He established thisGoodman’s District tavern upon his arrival inSilverymoon, and holds regular fights for hisappreciative audience. The city’s authoritieshave overlooked this practice as long as he usesnothing but summoned creatures.

Magus Enchanter- Paol Tirin Sionhaehr (LG elfmale Wiz18): Master Paol Tirin Sionaer is theelven second-in-command of the Lady’s College.Not much is known about this man outside hisdedication to the University and his tireless workto ensure the diversity of its student body. He isknown for his careful diligence in teachingSpellcrafting Theorums, Alchemy, andLaboratory Techniques.

Magus Evoker- Arken the Icy (NG human maleEvo12): Arken is one of the most famouswizards of the North, having run one of theoldest schools of magic in Silverymoon for overa hundred years. Despite his age, he remains avital and energetic teacher. He thoroughly enjoysteaching his students to lob fireballs and craftwalls of ice from thin air. Some think hisenthusiasm is beginning to border on insanity,but those that have known him throughout hisyears know that he has always been a little loosewith his spells of mass destruction.

Magus Illusionist- Bricia Glimmereye (CGgnome female Ill12): This diminutive professorwas coerced into taking the position as the headof the College of Illusion when she lost a betwith her good friend Vihuel. Alreadyoverworked, Vihuel was not looking forward toanother year as headmaster of this college. Hewagered that he could see through even thegreatest of Bricia’s illusions. Details are sketchyabout the challenge as it was played out in frontof a private audience at a party in the home ofMiresk the Thaumaturgist. All that is known isthat Vihuel was declared the winner and Briciatook her position at the University the followingyear.

Instructor- Tantyssa Sortann (N elven femaleWiz6): Mistress Tantyssa is a woman jealous ofher power and authority. She is the most severeof the masters, and students loathe to find theyhave her as an instructor. She currently teachesHistory & Culture and Spellcrafting Theorems.

Instructor- Seria (LG human female Sor8):Mistress Seria is a stern woman, though fair andkind unlike Mistress Tantyssa. She is somewhatmatronly and tends to get more emotionallyinvolved with her students than the other facultymembers. She teaches Metaphysics, Ethics ofWizardry, and Meditation.

Instructor- Rhomtal (NG human male Wiz4): Ashort-tempered but brilliant man, Rhomtal isresponsible for teaching Linguistics, History &Culture, and Astrology.

Instructor- Resendast (LG human male Wiz9):Master Resendast is an elderly, balding magegiven to bouts of melancholy. Nonetheless heholds an honored place in the Lady’s College forhis staunch dedication to teaching Metaphysics,Linguistics, History & Culture, Meditation, andCognition & Memory.

Instructor- Gwyffral Hanyk (CG human maleExp11/Wiz4): This manic (some say insane)instructor is known for blackening the skin ofmany a student with his wild experiments andclass work. He can often be seen pacing thegrounds of the Lady’s College talking to himselfand gesturing frantically. He frighteninglyteaches Alchemy and Laboratory Techniques.

Instructor- Tygg Adryl (CG dwarven maleSor12/Exp4): Tygg was one of the first ThunderChildren to reveal his innate talents to theDwarven community of Underhome. Since thattime he has enjoyed near celebrity status bothunder and around Silverymoon. He neverabandoned his father’s trade, though he did takemany years off to learn to better harness theenergies he found within himself. He now holdsan esteemed position at the Lady’s Collegeteaching General and Metallurgical Enstarment.

Instructor- Betynnia of the Staves (CG elvenfemale Wiz12/Exp3): Mistress Betynnia is oneof the most mysterious instructors at the college,and she likes it that way. She teaches her classesin a small corner of the Silver Glen (a forestedshrine to Silvanus near the High Palace) andoften mixes religious messages in with herlectures. She is very close to her elven heritage,and each year the pull to leave Faerun forEvermeet grows stronger within her. For nowshe is content to spread the word of Silvanus andteach Sceptral Enstarment to the students of theUniversity.

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University Training

Learning the Art in a structuredenvironment gives natural advantages tospellcasters lucky enough to engage in suchactivities. The nature, length, and content of thecoursework determines its cost and benefits. Fora list of sample classes available to academicsand descryants, see Appendix I.

Academic Enrollment: Academics sign up fortwo years of general studies training before theymake the choice to stay on at the Lady’s Collegeor move into a specialist’s school. They arerequired to set their course schedules for eachquarter by the midpoint of the current quarter,and they can pay out the annual fee over thecourse of 12 months. The school will not drawout the debt any longer than this.Academic enrollment is not necessary to takeindividual courses or attend spell lectures as adescryant.Duration: one year, broken into four terms, orseasonsCost: 1800gp/year

University Housing: One of the benefits ofbringing schools together into a University iscentralization of the student body. Students aregiven the option of living in dormitory stylequarters (actually an old garrison house) andeating at the school.Cost: 200gp/year

Admittance to Specialist College: In addition toskills testing each student who wants to join aspecialist college after their 2nd year must pay afee to join the school.Cost: 500gp

Circle of Mystery Training: When a charactergains access to a new spell level, he may takethis training to enhance his understanding of themore powerful magics involved.Duration: 1week/caster levelCost: 50gp/week

Skill Training: In its quest to produce scholarsand well-rounded mages, the University offerscourses designed to teach a variety of mundaneskills that are necessary and useful tospellcasters. These courses can be taken at anytime and require the student to do almost allstudy on his own, with materials and acurriculum provided by the school.

Durone Cos

FeaUniprocextrmattDurleveCos

LeawanspelBalaUnitheir

Benautoassoit incopiaddiNotmateDurCos

its rmagstorcomthe f

Table 4-2: Spell Lecture Costs

Level Cost1st 25 gp2nd 100 gp3rd 225 gp4th 400 gp5th 625 gp6th 900 gp7th 1225 gp8th 1600 gp9th 2025 gp

25

ation: (current rank four) weeks, minimumweekt: 50gp/week

t Training: The combined experience of theversity’s faculty can be used to speed theess of learning for its students. Learningaordinary skills and abilities becomes aer of expectation rather than fortune.ation: two weeks + one week/prerequisitel for the feat, minimum four weekst: 50gp/week

rning Spells: Sometimes a wizard simplyts to learn new spells and add them to hislbook. In conjunction with the Tower ofnce and the Vault of the Sages, the

versity offers training in new spells through Spell Lecture Series.

efit: A wizard who attends a spell lecturematically succeeds at all Spellcraft checksciated with learning a new spell and copyingto his spellbook. In addition, the spell ised during the course and it therefore takes notional time to add it to the book.e: the wizard must still provide the specialrials at a cost of 100gp per page.

ation: one day/spell levelt: see Table 4-2

Foclucan

Ever since the Gem of the North gainedeputation as a place of great learning andic, it has attracted a large population ofytellers and musicians. These artists find amon home in the college of Foclucan, one ofinest schools of bardcraft in Faerun.

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HistoryHigh Mage Tanisell5 authorized the

construction of a bardic college in 902 DR as anextension of the works program that included theVault of Sages just two years before. The newschool, christened Foclucan after the Elven wordfor “gathering of artists”, was to be an extensionof the Lady’s College. Unlike the Lady’sCollege, however, those who attended Foclucanwere not expected to lend their talents to thecity’s defense. Instead, their sole task was to addto the ever-growing pool of artistry, music andlore that made Silverymoon the envy of Faerun.

The fall of Ascalhorn6 and subsequentterror of Hellgate Keep had served to reinforcethe idea that Silverymoon was destined to carryon the banner of cultural cooperation andachievement that had been so tragically lost withthe destruction of Myth Drannor some twocenturies past. The new dangers threatening theGem of the North served up a cold contrast to thebeauty and warmth of Silverymoon’s artisticachievements, and Foclucan was established toinsure that the city remained a beacon of light inthe savage North.

For hundreds of years the reputation ofFoclucan grew, until it was finally recognized asthe most prestigious bardic college on thecontinent. Many young bards were enticed tobrave the dangers of the North in order to receivetheir training from the master bards of Foclucan.Disaster struck the college in the Year of theBlack Horde (1235 DR), when orcs overran thecity of Silverymoon and Foclucan was decimatedby the powerful siege engines of the foulcreatures.

Scattered or killed during the siege,most of the bards affiliated with the college wereno longer present to oversee the rebuilding of thefamous college, and as a result it lay in ruins forover a hundred years. Of those bards that stayedin the North, one group resettled in Waterdeepand started a small school that eventually led tothe rededication of the bardic college of NewOlamn in 1366 DR.

Nostalgic for their former reputation,the Silveraen responded to the opening of NewOlamn by calling for Alustriel to allocateresources to rebuild Foclucan, which had beenfurther ravaged by a fire when students from a

5 Also known as the Cloaked Lord of Silverymoon, Tanisellwas a refugee from Ascalhorn whose humble ways andpowerful magic got him elected High Mage in 883 DR,following the death of Lady Wolf.6 In 882 DR

nearby wizards’ school had a ritual go awry inthe ruins. The Spellguard investigated thisincident and found that the ruins of Foclucanwere frequented by students looking for a placeto practice forbidden magic, prompting them torecommend their destruction. Though Alustrielhad kept the ruins of the school intact in hopes ofone day rebuilding the legendary college, shewas busy negotiating the peace treaty that wouldform the nation of Luruar and could not spareattention to the matter.

Months passed as the Spellguardpresented their case before the court, only tohave a sentimental group of Silveraen save thesite with their pleas. After another accidenthappened within the ruins, however, TaernHornblade prepared to order the clearing of theruins as one of his first acts as High Mage. Atthis time, the well-respected Silveraen bardMythros Syllantham petitioned the court to holdon their action.

Mythros proposed to rebuild the schoolas a symbol of the strength of the new nation ofLuruar, a signal to all its enemies that the nationhad not only survived the challenges of the past,but had flourished despite them. The Silveraenrallied around this idea, and Alustriel, who hadrecently returned from visiting her sister inAglarond7, gave the plan her blessing.

With unprecedented cooperation fromthe people of Silverymoon, as well as thegenerous donation of gold by recent nobleimmigrants such as Lady Stelar Neshar8, thebards’ college of Foclucan was re-dedicated onthe 26th day of Mirtul9, 1371 DR.

The re-dedication of Foclucan turnedout to be a large draw for the city, and many ofthe bards stayed after the Spring Festival wasover. This created a temporary glut of talent, andmany have taken to the streets in order to earn 7 Her sister, The Simbul, had asked for a conference todiscuss mysterious movements by her archenemies the RedWizards of Thay. The Red Wizards had pulled many of theirtroops back within their borders and ceased many of theirmilitary operations. The Simbul, fearing another attack uponher country, had convened a council of trusted allies to try todivine the Thayans’ intent.8 A young Waterdhavian noblewoman, she came toSilverymoon with her brother, Lord Khallos Nesher, topursue training in magic and lore. It was her financing thatallowed the early proponents of rebuilding the school to swaypublic opinion to their side. Not surprisingly her brother nowsits on Foclucan’s board of directors, though he has nevershown interest in anything but profit before.

9 The final day of the Spring Festival, an annual gathering ofbards in Silverymoon at which performances of all types arefeatured.

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their living. While the people of Silverymoonhave always had a place in their hearts for bards,the excessive amount of street performers isactually causing some concerns, especially in themarket district.

EducationUsing the eight specialty tracks of the

University as a guideline, Foclucan has brokenup its educational program into seven tracks. Theseven specialties in which bards can train arewinds, performance, strings, magic, composition,lore and voice. Students are always free topursue a more general education as well, andeven students following a specific track havecourse slots open with which to study otherdisciplines.

Foclucan follows the quarterly scheduleof the University, with each session lasting nineweeks. Students are free to choose their pathbased on their interests, but each quarter theymust choose at least one of the Essential Studiesclasses, assuming they have not completed themall. Advanced and Master studies may not bechosen until all the Essentials are completed. Afull course of study is considered taking fourcourses per quarter, three quarters per year.

Two non-concurrent quarters must bespent travelling the land accumulating lore. Eachstudent is expected to provide two recitals beforegraduation, sharing what they learned on theirsojourns with their fellow students. Theserecitals can take the form of musical concerts,storytelling sessions, art exhibits, or any othermethod of relaying what they have learned oraccumulated. In addition to holding two recitals,students are also expected to attend ten recitalsper year.

Private lessons are also a large part ofthe education at Foclucan. Although musicalinstruments are most often the focus duringprivate lessons, lore studies and ancientlanguages can be substituted for less musicallyinclined bards. Students meet with their tutorstwice a week, but are expected to devote a greatdeal of time each day to assigned projects.

Three years of study completes theFoclucan curriculum, totaling twenty eightcourses, two sojourns and sixty-three weeks ofprivate lessons. New students are referred to asBaiters, a slightly derogatory name derived fromCormyrian court history10. Students having

10 A Baiter was a messenger that attempted to lessen theimpact of bad news by entertaining the king and court before

completed at least one year of study are referredto as Apprentices; 3rd years are called Players.

delivering the scroll. They were generally seen as cowardlyand usually were not in the least bit entertaining.

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Chapter Five:NEW GAME RULES

New Feats

Foclucan Bard [General]You studied the bard’s craft at the legendary college of

Foclucan. The rigorous study and musical training that youreceived there have prepared you well for life as a bard.

Prerequisites: Bardic Knowledge, Bardic MusicRegion: SilverymoonBenefits: A character with this feat gains a +2 competencybonus to all Perform checks, and the number of Perform ranksnecessary to achieve the effects of the Bardic Music ability isreduced by one. In addition, the bard gains a +2 competencybonus on all Bardic Knowledge checks.Special: You may only take this as a 1st level character.

Lay Clergy [General]You have taken oaths similar to those of the full clergy.

You are given responsibilities in the temple above those of otherlay worshippers or even many acolytes, yet you cannot performthe sacred rites and observances as a full priest can.

Benefit: You gain the ability to cast three 0-level cleric spellsper day. The exact spells depend entirely on your assignedduties within the temple – a temple defender might learn cureminor wounds, guidance and virtue, a kitchen matron mightlearn create water, detect poison and purify food and drink, or adedicated laborer might learn light, mending and resistance. Inaddition, the lay clergy gains Knowledge (Religion) as a classskill.

Legacy of the Catseye [General]You are of the blood of High Mage Ederan

“Catseye” Nharimlur, who ruled Silverymoon from 719 – 784DR. In his youth, he botched the ritual used to summon afamiliar and ended up with a covering of light gold fur and thegreen, slitted eyes of a cat. You share these feline attributes,though through the generations, the fur has almost entirelydisappeared.

Region: SilverymoonBenefits: You gain a +2 to Charisma-based skill checks withSilveraen and a +2 to Reflex saves. Any animal companions yougain as a result of class advancement, such as a druid’s animalcompanion or a wizard or sorcerer’s familiar, is always a feline

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of some kind. Knowledge (Local: Silverymoon)is a class skill for you.Special: You may only take this as a 1st levelcharacter.

University Alumni [General]You learned your art of casting arcane

spells while attending the University ofSilverymoon, rather than from a single mentor.You have had the benefits of a broad educationin the wizardly arts, including the specializedtraining in the various Colleges of Magic thatmake up the University of Silverymoon.

Benefits: You begin the game knowing morespells than the average wizard. You may add onespell into your spellbooks for every point in theability modifier that corresponds to the ability ofyour school of specialization. If you are ageneralist wizard, you gain one extra spell forevery point in your Intelligence modifier.

The schools and their abilities are:

Abjuration WisdomConjuration ConstitutionDivination Wisdom

Enchantment CharismaEvocation Constitution

Illusion DexterityNecromancy Wisdom

Transmutation Dexterity

Special: You may only take this as a 1st

level wizard character from Silverymoon.

Weave Ward [Item Creation]You can create semi-permanent areas of

magical effect by tying spells to a particularlocation.

Prerequisite: Intelligence 13+, Arcane spell-caster level 5th+Benefit: You are able to tie spells of anabjurative and divinatory nature to locations byimbuing some of your arcane power into astationary focus. The caster must have preparedthe spell and must provide any materialcomponents or focuses the spell requires. Ifcasting the spell would reduce the caster’s XPtotal, he pays the cost upon beginning the ritualin addition to the XP for weaving the ward.Likewise, material components are consumedwhen he begins writing, but focuses are not.

Only stationary objects such as walls,pillars, flagstones, etc. may be warded in thisway. Any size object may be warded, but theobject’s size counts against the radius of theeffect. Thus, a 10’x10’ well could be warded, butone 5’x5’ area would have to chosen as the focalpoint of the ward. Attempting to ward an objectlarger than the ward’s area causes the cleansingritual to fail automatically. Creatures and looseobjects may not be warded, though an objectcould be embedded or buried in the place to bewarded. Should a warded object ever be moved,the enchantment is immediately lost. A ward canbe woven for a base price of total spell levels xcaster level x Ward Pool multiplier x 100 gp (a0-level spell counts as ½ level). The Ward PoolMultiplier has a base value of 1. You must spend1/25 of its base price in XP and use up rawmaterials costing half this base price. The marketvalue of weaving a ward is equal to its baseprice.

Other: A character can create up to fourward tokens at no cost when first weaving award. These tokens may be of any type, althoughonly Spellguard can create the special spellguardtokens. After that it costs 25XP and 100gp inmaterials to create each new token, and up tofour tokens can be created during one four hourritual. There is no limit to the number or type oftokens that can be tied to a specific ward.

New Spells

Detect LycanthropesDivinationLevel: Clr 1, Mkn 1, Sor/Wiz 1Components: V, S, M/DFCasting Time: 1 actionRange: 60 ft.Area: Quarter circle emanating from you to theextreme of the rangeDuration: Concentration, up to1 minute/level (D)Saving Throw: NoneSpell Resistance: No

You can sense the presence of lycanthropeswithin the spell’s area. This spell detects bothafflicted and natural lycanthropes but it cannotdistinguish between the two, nor can it identifythe lycanthrope’s species. The amount ofinformation gained depends on how long youstudy a particular area or subject.

1st Round: Presence or absence oflycanthropes.

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2nd Round: Number of lycanthropes inthe area and the condition of the healthiestlycanthrope.

3rd Round: The condition and locationof each individual present. If a lycanthrope isoutside your line of sight, then you discern itsdirection but not its exact location.

Conditions: For purposes of this spell, thecategories of condition are as follows:

Normal: Has at least 90% of original hitpoints, free of disease.

Fair: 30% to 90% of original hit pointsremaining.

Poor: Up to 30% of original hit pointsremaining, afflicted with a disease, or sufferingfrom a debilitating injury.

Weak: 0 or fewer hit points remaining,afflicted with a disease in the terminal stage, orcrippled.If a creature falls into more than one category,the spell indicates the weaker of the two.

Note: Each round you can turn to detect things ina new area. The spell can penetrate barriers, but1 foot of stone, 1 inch of common metal, a thinsheet of lead, or 3 feet of wood or dirt blocks it.

Arcane Material Component: One hair from alycanthrope.

Detect WardDivinationLevel: Sor/Wiz 2Components: V, SCasting Time: 1 actionRange: 60 ft.Area: Quarter circle emanating from you to theextreme of the rangeDuration: Concentration, up to 1 minute/level(D)Saving Throw: NoneSpell Resistance: No

You can sense the presence of an active wardwithin the spell’s area. The amount ofinformation gained depends on how long youstudy a particular ward.

1st Round: Presence or absence of award.

2nd Round: Area of effect of the ward.3rd Round: The relative condition of the

ward. This reveals the relative current strength ofthe ward, but not its actual strength.

Conditions: For purposes of this spell, thecategories of condition are as follows:

Normal: Has at least 90% of originalstrength.

Fair: 30% to 90% of original strengthremaining.

Poor: Up to 30% of original strengthremaining.

Note: Each round you can turn to detect things ina new area. The spell can penetrate barriers, but1 foot of stone, 1 inch of common metal, a thinsheet of lead, or 3 feet of wood or dirt blocks it.

Enlarge WardTransmutationLevel: Sor/Wiz 3Components: V, S, FCasting Time: 1 full roundRange: PersonalArea: 1 wardDuration: 1 round/level (D)Saving Throw: NoneSpell Resistance: No

This spell temporarily enlarges the area affectedby a ward. A ward’s can be enlarged by 10’/2levels of the caster. So an 8th level caster couldenlarge a ward’s radius to 70’.

This effect does not stack with itself or any otherenlarging effect.

Focus: The caster must have a ward token keyedto the ward he wishes to enlarge.

MoonbowEvocation [Light]Level: Mkn 2Components: V, S, DFCasting Time: 1 actionRange: 0 ft.Duration: 1 round/levelEffect: Creates 1 bowSaving Throw: NoneSpell Resistance: No

This spell creates a crystalline bow only thecaster can use. The bow has all the attributes ofa shortbow or longbow, as chosen by the casterduring the casting. A thin beam of silvery lightserves as the bowstring, and when it is drawnback a shimmering, silver arrow made ofpositive energy appears. When the bow is fired, astream of moonlight trails each shaft as it flies

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along its path. The bow can fire a maximum oftwo arrows per round, and a successful rangedtouch attack is required to hit the target.

The effects of a successful hit vary according tothe type of target:

• Dispels magical darkness of 4th level orlower.

• Deals 1d8 damage/2 levels to livingcreatures.

• Deals 1d8 damage/level to undead orlycanthropes.

If the caster releases the bow for any reason, itfades into a cloud of luminescence that dancesfor 1d4+1 rounds and then vanishes intonothingness.

Protection from WardsAbjurationLevel: Sor/Wiz 7Components: V, S, FCasting Time: 1 actionRange: TouchEffect: Creature TouchedDuration: 1 round/levelSaving Throw: NoneSpell Resistance: No

The character is completely protected from allward effects and spells. He is considered to havean unbeatable SR against any effect or spellgenerated by a ward (even those channeled by aSpellguard using the Share Ward ability).

Focus: The recipient must carry a gem of at least750gp value for the duration of the spell. If thisgem is lost, the spell ceases to function.

Reveal WardDivinationLevel: Sor/Wiz 3Components: V, SCasting Time: 1 full roundRange: PersonalEffect: Reveals strength and total spell levels ofa ward.Duration: InstantaneousSaving Throw: NoneSpell Resistance: No

The character can determine specific propertiesof a ward in which he is standing. After thecasting is complete, the caster immediately

knows the current strength of the ward as well asthe total number of spell levels it has. Individualspells and abilities are not revealed, nor is thebreakdown of levels (i.e. 1 0-level spell, 2 1st-level spells, etc.).

Suppress WardTransmutationLevel: Sor/Wiz 4Components: V, SCasting Time: 1 full roundRange: YouArea: 1 wardDuration: Concentration, up to 1 round per levelSaving Throw: NoneSpell Resistance: No

The character can suppress the abilities of a wardhe currently occupies. He makes a caster levelcheck (1d20 + caster level) against the currentstrength of the ward. If he succeeds hesuppresses one power level for every point bywhich he exceeded the ward’s current strength,starting with the weakest powers and movingtoward the strongest. Powers cannot be partiallysuppressed, so if there are not enoughsuppression points left to completely overcomethe next ability, it remains intact.

For example, Shazzad the Red isattacking his archenemy’s stronghold. Hisenemy, the Ogre Mage wizard Gha’Farrah, haswarded the drawbridge to his castle. The wardhas a current strength of 11 and contains detectmagic, protection from elements, and spellturning. Realizing that Gha’Farrah will be nearlyunstoppable with these protections, Shazzaddecides to try to suppress the ward. He casts thespell and makes a caster level check with a resultof 19. He successfully suppresses the ward’sdetect magic (0-level) and protection fromelements (3rd-level), but since he only beat theward’s strength by eight points he doesn’t haveenough power left to suppress the spell turning(7th-level).

Unravel WardDivinationLevel: Sor/Wiz 8Components: VCasting Time: 1 actionRange: PersonalArea: 1 wardDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

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This powerful spell allows the formula for aparticular ward to be undone, thus permanentlydestroying the ward. The caster must make acaster level check (1d20 + caster level) againstthe full strength of the ward (not its currentstrength) in order to affect the ward in thismanner. Success completely and permanentlydestroys the magic in the ward focus. Thatparticular focus can never be used again, even ifit is put through the cleansing ritual.

New Magic Items

BowfingerThis light crossbow of speed +2 is the

favored weapon of Reginald Valurian, the masterof composition and chief of operations atFoclucan.

Each time this crossbow is fired, itautomatically reloads itself with an identicalmissile, effectively doubling its wieldersammunition supply. It even mimics enhancementbonuses and specially magicked bolts. It cannot,however, duplicate the effects of poison or othernon-magical enhancements.

Caster Level: 7th; Prerequisites: Craft MagicArms and Armor, haste, mirror image, minorcreation; Market Price: 90,000gp;

Figurine of Wondrous Power: ElectrumUnicorn

The electrum unicorn has all theabilities of a standard unicorn when it isanimated. In addition, it will allow its bearer toride it as a mount. In this case, the unicorn canteleport its rider when using its teleport withouterror ability. The unicorn can only be used onceper week, for a maximum of 8 hours per use.Once this time has elapsed or the command wordis spoken, the unicorn again becomes a tinystatuette.

Caster Level: 13th; Prerequisites: CraftWondrous Item, animal messenger, teleportwithout error ; Market Price: 18,000gp;

Lightsteel CaseThese fine metal cases have been

specially enchanted to protect the delicateinstruments within. Each case must becommissioned to fit a particular instrument,much like full plate mail armor.

A lightsteel case weighs the same as abackpack and confers a +4 bonus to savingthrows against damaging it and its contents.

Caster Level: 5th; Prerequisites: Craft WondrousItem; Market Price: 2000gp; Weight: ½ lb.

Shoes of DancingThese shimmering pointe shoes are very

rare and treasured prizes among performers.Wearing them can be disconcerting at first asthey seem to have their own strength of will, andwill pull a dancer’s feet into the proper positions.Only a trained dancer (at least one rank inPerform (Dance)) can benefit from these shoes,adding a +10 competency bonus to his Performcheck when dancing. Wearing these shoes without beingproficient in dancing can be quite embarrassing,as the wearer is reduced to ½ movement whiletrying to control the shoes, who can’t quitefigure out what they are supposed to be doing.

Caster Level: 5th; Prerequisites: Craft WondrousItem, unseen servant, cat’s grace; Market Price:2000gp; Weight: ½ lb.

SplitterThis longspear +2 was at one time the

possession of the champion of the Bulpha tribe.It held great significance to the nomadic peoplewho lived near the Spine of the World until itscurrent wielder, Vrajk Scorlsun, was banishedfrom the tribe by the chieftain, who alsohappened to be his father. Since that time, Vrajkhas used the spear with great effectiveness.

Splitter confers the Improved Sunderfeat upon its bearer, even if he does not normallymeet the prerequisites for that feat.

Caster Level: 4th; Prerequisites: Craft MagicArms and Armor; Market Price: 17,000gp.

Staff of Thaumaturgical MightThis staff is crafted of duskwood and

set with numerous thin circles of silver,decorated with cycling motes of starry light. Inthe center of the series of circles is a glass-likesphere that contains the image of Mystra’ssymbol.

This staff is a potent item of magic for aspell-wielder, as it allows its wielder to cast hisspells through the staff, empowering them andaugmenting them metamagically. Though thestaff itself casts no spells, it allows spells to be

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cast through it and effected by one or more of thefollowing metamagic feats, at the listed cost.Spells must still be cast as normal, they simplyinclude use of the staff as a focus.

Empower Spell (1 charge)Enlarge Spell (1 charge)Extend Spell (1 charge)Heighten Spell (1/2 levels added as

charges)Maximize Spell (2 charges)

Caster Level: 10th; Prerequisites: 10th level,Craft Staff, any four metamagic feats; MarketPrice: 108,000 gp

Violin Bow of PrecisionThis exquisite bow is made of

hornwood from deep within the Forest of Tethyr.It is strung with hair from the tail of a willingunicorn, which causes the bow to glow slightlyas the intensity of the music grows. Thisincredible instrument never needs to be tightenedand the hairs never diminish. When used to playa stringed instrument it gives the wielder a +10competency bonus on his Perform check.

Caster Level: 5th; Prerequisites: Craft WondrousItem, cat’s grace; Market Price: 2000gp;Weight: ½ lb.

XxystlinThis legendary longbow was present at

the defense of Myth Drannor during theYugoloth invasion. It was long rumored lost tothe evil horde, but the bow resurfaced over threehundred years later in the hands of the Elvenhero Thraximas. After many great deeds theaging hero retired to the Elven kingdom ofEvermeet, and once again Faerun was bereft ofthis powerful force for good.

Fashael Sunspinner is the current ownerof this ancient weapon though how he came towield it is unknown. It is spoken that the spirit ofan Elven demon hunter resides within the bow,and if this proves to be true it is certainlypossible that it was Xxystlin that brought Fashaelback to the continent of Faerun and not the otherway around.

The spirit of Xxystlin does indeedreside within the bow, and he oftencommunicates telepathically with the bow’swielder. He gave his life in defense of MythDrannor and he will not rest until Faerun is safefrom the plague of demonkind that destroyed thecity. Perhaps the promise of Silverymoon and the

unity of the Silver Marches attracted thiscrusading spirit, coming to defend the newalliance from the remnants of Hellgate Keep, orworse, some as yet unknown threat.

This Mighty Bow +3 gives its wielder severalabilities.

First, it confers the Point Blank Shotand Rapid Shot feats upon its wielder.

Second, it has a special purpose to slaydemons. Any demon struck by an arrow firedfrom the bow must make a Will save (DC 14) orbe held as the hold monster spell for 1d4 rounds.

Finally, the bow automatically dispelsmagical darkness in a 15’ radius (treat as asuccessful dispel magic) and gives the wielderSR 13 (23 vs. Demons).

Only a Chaotic Good elf or elf-friendmay wield this minor artifact.

Xxystlin: Int 18, Wis 16, Cha 10, Ego 19, AL:CGPersonality: Xxystlin chooses its wielders wiselyand with purpose, so it rarely feels the need tocommunicate with them. When it does speak, itswielder’s are generally wise enough to heed itswords. Its incredible force of personality allowsit to control its destiny, though it has rarely beenforced to resort to “convincing” its owner.

Caster Level: 18th.

New Monsters

Golem, MarbleLarge Construct

Hit Dice: 16d10 (88 hp)Initiative: -1 (Dex)Speed: 30 ft. (can’t run)AC: 28 (-1 size, -1 Dex, +20 natural)Attacks: Horn +22 meleeDamage: 2d10+10Face/Reach: 5’x10’/10’Special Attacks: Gore 4d10+20Special Qualities: Construct, Magic Immunity,

damage reduction 40/+2Saves: Fort +5, Ref +4, Will +5Abilities: Str 31, Dex 9, Con --, Int --,

Wis 11, Cha 1

Climate/Terrain: Any landOrganization: Solitary or gang (2-4)Challenge Rating: 12Treasure: NoneAlignment: Always NeutralAdvancement: 17-23 HD (Large), 24-48

(Huge)

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A marble golem is 10 feet tall and weighs closeto 2500 pounds. Its body is composed of thesilvery-white marble that is found all overSilverymoon, and is shaped to resemble aunicorn.

These golems are found inert in severalplaces around Silverymoon, one even forming amagnificent centerpiece for a fountain in theSilver Glen. Once called to action, however, theycan quickly turn the tide of any battle.

Gore (Ex): Any time a marble golemcharges in combat, it uses its horn to impale itsopponent. In addition to the normal benefits ofcharging, the marble golem can make a singleattack dealing 4d10+20 damage.

Magic Immunity (Ex): A marblegolem is immune to all spells, spell-like abilities,and supernatural effects, except as follows. Atransmute rock to mud spell slows it (as the slowspell) for 2d6 rounds, with no saving throw,while transmute rock to mud heals all of its losthit points. In addition, and spell with the moondescriptor heals 1d8 points of damage per spelllevel. A stone to flesh spell does not actuallychange the golem’s structure but makes itvulnerable to any normal attack for the followinground (this does not include spells, except thosethat cause damage).

A marble golem’s body must be carvedfrom a single block of white marble, weighing atleast 3500 pounds.

The golem costs 100,000 gp to create,which includes 2500gp for the body. Assemblingthe body requires a successful Craft (sculpting ormasonry) check (DC 19).

The creator must be at least 16th leveland be able to cast arcane spells. Completing theritual drains 1800 XP from the creator andrequires geas/quest, limited wish, polymorph anyobject, and slow.

For general information on golems of all types,please refer to the Monster Manual.

Class Tools and Skill Kits

Runestone BandolierCost 15 gp, Weight 6 lbs (full)

This handy item was also based off thegnomish tool bandoliers, though the Dwarveswould never admit this fact. This bandolierallows a runecaster to keep several activatedrunestones at the ready for ease of use. The

bandolier holds 4 runestones in place by meansof small latches that are loosened by theapplication of pressure to the stone being held.Retrieving a runestone from a bandolier is a freeaction. The bandolier hangs from shoulder to hipand two pouches (including spell componentpouches) can be hung from the hip.

Spell Component BandolierCost 10 gp, Weight 4 lbs (full)

A gnomish innovation, the bandolier isbased off the design of the gnomish toolbandoliers. In this case, however, the bandolierholds a number of small pockets perfect for thestoring of spell components. The bandolier holds40 units of material components (see AppendixII for optional material component rules) at theready. The bandolier hangs from shoulder to hipand two pouches (including spell componentpouches) can be hung from the hip.

Spell Component PouchCost 5 gp, Weight 3 lbs (full)

As described in the PHB, a spellcomponent pouch is a small, watertight leatherpouch with numerous compartments and pocketsfor the storing of spell components. Each of thebasic component pouches contains enoughmaterial components to cast 20 spells requiringmaterial components, as long as the componentsdon’t have a listed cost. Each time a spell is castthat requires such material components, a single“unit” is used.

Spell Component SashlingCost 15 gp, Weight 1 lb (full)

The sashling is an elven innovation thathas found its way into the hands of the rest of theworld. Made up of a wide sash of sturdy cloth, itcontains a number of small, handy pockets onthe inside of the belt, perfect for storing smallitems like coins or spell components. Those whosearch someone wearing a sashling must make aSearch roll (DC 18) in order to spot thecompartments on the belt; it is much harder (DC28) to discern that a belt is actually a sashling bysight alone. A sashling can hold 10 units ofmaterial components, in addition to functioningas a normal belt for hanging other pouches uponit (including other spell component pouches).

Spell Scribe’s KitCost 500 gp, Weight 1 lb.

This kit consists of various special inks,quills, nibs, waxes, illuminating utensils and

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other advanced tools used in the recording ofspells into spellbooks. This kit is simply acollection of the above materials. Many alsopurchase an actual waterproof kit to store thesematerials in (costing 5gp). Each spell scribe’s kithas ten units of materials – scribing a spell takesup a number of units equal to its level, plus one.Cantrips take up but one unit.

Ward Magic

Recalling the powerful Elven high magic thatcreated the legendary mythals, the Spellguard ofSilverymoon has developed the ability to createlasting magical effects tied to specific areas.They hope that one day their research will leadthem to rediscover the secrets of the mythals, butfor now they are content to help guard their citywith these persistent dweomers.

In order to weave a ward, the charactermust know the Weave Ward feat found inChapter Five.

Weaving WardsA ward is first created by ritually preparing theobject to be warded and then creating a WardPool. The Ward Pool is a storehouse of magicalenergy from which the ward draws its power.After selecting the object to be warded, the magemust cleanse it of any arcane essences it maypossess. This could be spell residue from anearby battle or current enchantments. Anymagical essence or impurity will cause the wardweaving to fail; thus magic items cannot bewarded in this way. This cleansing requires onefull day and many costly components, regardlessof the size of the object. The mage may donothing else strenuous during the cleansingritual. Spellcasting, combat, and other suchactivities cause the cleansing to fail and thematerial components to be wasted, although theXP cost does not have to be paid. Cleansedobjects retain their suitability for ward weavingindefinitely, but if a spell or spell-like ability isused within 100’ they pick up faint traces of thearcane energies used and are rendered unusable.

The mage then determines the specificpowers he would like the ward to have and theward’s size. This is known as the endowment.The following spells can be tied to a ward:0- detect magic, detect poison, resistance1- alarm, comprehend languages, detect

undead, endure elements, protection fromchaos/evil/good/law

2- detect thoughts, protection from arrows,resist elements, see invisibility

3- nondetection, protection from elements,tongues

4- detect scrying, dimensional anchor5- dismissal, rary’s telepathic bond6- analyze dweomer, antimagic field, gate seal,

lesser ironguard, repulsion, true seeing7- banishment, sequester, spell turning8- mind blank, protection from spells9- foresight

Spells protect the warded area and anyoneholding an appropriate ward token. Therefore, awarded bridge with Protection from Elementswould be guarded from a mage’s fireball aswould be the bridge captain that carried theward’s token, but anyone else on the bridgewould suffer the full effect of the spell even ifthey were within the ward’s area. In the case ofDivination spells such as detect thoughts ortongues, the abilities can be transferred to allwilling token bearers within the warded area.

A ward’s area is set to a 30’ radius fromthe focal point. This radius can be increased in30’ increments, but each such increase adds +1to the character’s Ward Pool Multiplier.

The Ward PoolAfter the cleansing ritual and the

endowment have been performed, the mageimbues the object with arcane energies to sustainand power the ward’s effects. These energies areknown as a Ward Pool. In order to function, award must draw magical energy from its WardPool at all times. A Ward Pool has an initialstrength equal to the level of the characterweaving the ward. This may be increased by anumber equal to the character’s level, at a cost of+1 to the Ward Pool Multiplier for every suchincrease. Thus, an 8th level character could createa ward with a strength of 24 for +2 to his WardPool Multiplier.

The Ward Pool strength affects itsability to protect the warded area as well as itsresistance to dispelling attempts. Any dispelcheck made against the ward uses its currentstrength instead of your caster level to determinethe DC of the check. A successful dispel checkdoes not completely destroy the ward, however,it only suppresses it for 1d4 rounds and drainsfive strength points from the Ward Pool.

If a Ward Pool’s strength is drained tozero or less for any reason the ward becomesinert. If it is not recharged above zero within oneround it will collapse and be forever destroyed.

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There are several ways in which a Ward Pool’sstrength can be drained:

• Conferring an ability or protection: 1strength point per spell level (0-level spellscount as ½ level, but a ward drops anyremainders at the end of each day)

• Activating a greater ability*: 5 strengthpoints

• Being targeted by a successful dispel magic:5 strength points

• Upkeep: 1 strength point per spell effect (notspell level) and 2 strength points per greaterability per week.

*Greater abilities are discussed under theSpellguard prestige class entry.

A Ward Pool can be recharged byanyone holding a spelltoken keyed to that ward.It is a standard action that does provoke attacksof opportunity. The token bearer must touch thewarded object and will the arcane energieslocked in his mind into it. He may transferstrength points to the Ward Pool by sacrificingprepared spells. The Ward Pool is given onestrength point for each sacrificed spell level, andthe mage may transfer a maximum number ofspell levels equal to his class level in each round.There is no limit to the total amount of transfer,although a wizard or sorcerer cannot transfermore spell levels than he currently hasmemorized.

Ward TokensWard tokens are specially inscribed stones ormetal discs that establish a mental link between award and the token’s owner. A token must bebound to its owner upon creation, and thereaftercan never be used by another creature. There aretwo types of ward tokens commonly in use bythe defenders of Silverymoon, although rumorsof more powerful tokens are spoken inknowledgeable circles.

Waretokens are the more mundane typeof ward tokens and are generally given to gateguards and the Knights in Silver who patrol theareas around each ward. These are generallymade of flat bronze discs formed in the shape ofan oval and imprinted with arcane writing. Awaretoken has three primary abilities. The first isto alert the bearer when one of the ward’sdetection spells has been triggered. This functionhas a range of one mile per current strength pointof the Ward Pool. The second is to allow the

bearer to determine the ward’s current strength.Activating this ability requires one full round ofconcentration while within the ward’s area. Thethird is to confer limited access to the spellprotections of the ward. Waretoken bearers mayactivate any of the following abilities, if present:comprehend languages, endure elements,protection from arrows, protection fromchaos/evil/good/law, protection from elements,resistance, resist elements, see invisibility,tongues, and true seeing

Spelltokens, the other type, allow theirwielders much more power over the ward, butthey may only be used by arcane spellcasters.These tokens are generally made of thin strips ofsilver wrapped with bands of electrum. Likewaretokens, these small devices alert the bearerwhen one of the ward’s detection spells has beentriggered and allow the bearer to monitor theward’s strength. They also allow the bearercontrol over any magical effects stored in theward. Thus, the bearer of a spelltoken couldtarget a gate seal or utilize a detect thoughts.Finally, a spelltoken grants its bearer immunityto any active greater abilities of the ward. Thus,the bearer could still cast Evocation spells evenif there was an active Evocation Ban.

Destroying a WardA ward can be permanently destroyed bycompletely draining its Ward Pool, as notedabove. Spells like Limited Wish, Miracle,Mordenkainen’s Disjunction, Unravel Ward andWish will all destroy a ward if the warded objectis targeted. Also, moving the warded objectoutside the ward’s protected area willimmediately drain it of all magical properties.The warded object can be freely moved aroundthe warded area as long as it does not leave it,but this does not change the warded area’s sizeor location.

Wards of Silverymoon

Silverymoon has the most complete system ofwards in all of Faerun, which is fitting since thetechniques for their creation were discoveredhere. The Spellguard dedicates much of its timeto maintaining the city’s wards and researchingnew techniques in order to improve theircreation. They hope one day to be able to weavewards that rival the power of the mythals of lostcities such as Myth Drannor and Myth Nantar.

There are six major wards protectingthe city of Silverymoon. Every six months the

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wards are rewoven to keep enemies guessingwhich powers each ward has. If a ward takesmajor damage or is used in a large battle, it maybe rewoven as a security measure, rather thanbeing recharged normally.

Typically there will be one waretokenand one spelltoken bearer in the proximity of award at all times. In times of trouble this numbercan double or even triple and will also include atleast one member of the Spellguard.

In addition to the wards describedbelow, minor wards also protect many abodesand businesses within Silverymoon. The city isfull of mages, who not only protect their ownthings but also sell their services to eagerpatrons. Very few of the temples and shrineswithin the city are protected by wards, however,as the clergy prefer to rely on their own vigilanceand the blessings of their deities to defend theirproperty.

Moorgate WardThis ward protects the gate leading west

out of the city and is adjacent to the Goodman’sDistrict. The presence of a large contingent ofthe Knights in Silver does not deter theSpellguard from maintaining a powerful wardhere. The constant threat of troll and giantincursions from the Evermoor as well as thetrafficking of illegal goods into the seedy area oftown makes it necessary to keep their guard up atall times.

Spells: detect poison, protection fromelements, repulsion, tongues

Abilities: Illusion Ban, Summon GolemStrength: 30

Hunter’s Gate WardThis ward protects the northern gate

into the city, the focal point of the occasionalhorde attack. Its proximity to the Market and thePalace District makes it imperative that this gatebe well protected. Most travelling merchants andcaravans enter by this gate as well.

Spells: alarm, comprehend languages,detect magic, detect poison, protection fromarrows, protection from elements, rary’stelepathic bond

Abilities: Illusion Ban, Trigger:protection from arrows

Strength: 36

Sundabar Gate WardAlso called the Palace Gate for its

proximity to the High Palace and its dressed upappearance for welcoming foreign dignitaries,this gate is the most heavily warded of the fourgate wards. A contingent of Knights in Silver isalways stationed here, as well as extraSpellguard and a unit of the Shining Host.

Spells: alarm, detect thoughts,dimensional anchor, protection from elements,protection from spells, resistance, spell turning,tongues, true seeing

Abilities: Transmutation Ban, Trigger:protection from elements

Strength: 45

New Gate WardThis ward sits on the north side of the

Rauvin, just across the Moonbridge. It combineswith the Moonbridge Ward to provide anexcellent defense for the Old City.

Spells: protection from arrows,protection from elements, rary’s telepathic bond,spell turning

Abilities: Illusion Ban, Summon GolemStrength: 30

Moonbridge WardThe Moonbridge is only minorly

warded, mostly to prevent its destruction andprevent invaders who would not be stopped byits inherent defensive properties.

Spells: banishment, dimensionalanchor, gate seal, repulsion, true seeing

Abilities: Evocation BanStrength: 36

Palace WardThe High Palace is guarded by a group

of wards, some of which overlap to provide extrasecurity. Each ward is stronger than any of thegate wards and contains a great deal of powers.At least an 18th level wizard created each ofthem, and some are rumored to hold powers notavailable to normal wards. Individuals areencouraged to create their own wards for thepalace and all its levels, but keep in mind thatthis is the most impregnable fortress in the Northand the home of Alustriel, one of the SevenSisters and a Chosen of Mystra.

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Chapter Six:PRESTIGE CLASSES

Chanter

The legendary power of the Dwarven chanters has been thesource of much scholarly and religious speculation. Manyattribute the very success of the Dwarven race to this specialgift. Ancient Dwarven lore speaks of chanters who led theirpeople through the Underdark for weeks at a time, allowingthem to outpace enemies who surely would have destroyedthem. Other tales speak of incredible mining expeditions thatreturned with five times the yield thought possible by employingchanters with their mining groups.

Chanters were present in all past Dwarven empires, andit is suggested that the ancient kingdom of Shanatar could not beshattered until all of its chanters had been assassinated orincapacitated. It was through the treachery of one of TaarkShanat’s most trusted chanters that the Drow almost destroyedthe Wyrmskull Throne during their final assault on Alatorin.This act caused Dumathoin himself to hide the WyrmskullThrone from the Stout Folk for thousands of years and toreclaim the secret of the chanters’ incredible abilities.Dumathoin would not again bestow this powerful secret uponhis people until the Year of Thunder (1306 DR), when he joinedwith Moradin to help restore the dwarven race to prominence onFaerun.

Chanters are now working their way back into dwarvensociety, albeit slowly due to lingering suspicions over thebetrayal of so many years ago. They work as foremen, clergy ofDumathoin, advisors, and military personnel. Wherever they gothe chanters are able to bring aid and prosperity, and no largedwarven army or community is without several of thesepowerful allies. Some chanters choose to take up theadventuring life, often to spread the word of Dumathoin or toassert the power and relevancy of the dwarven race. Many wereadventurers before they were called to this path and are simplycontinuing their journeys, albeit with newfound abilities andpowers far surpassing what they had achieved before.

Hit Dice: d6

RequirementsTo qualify to become a Chanter, a character must fulfill all thefollowing criteria.

Constitution: 13+Perform: (chant, percussion)Concentration: 8 ranksFeats: Great Fortitude

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Patron Deity: Dumathoin

Class SkillsThe Chanter’s class skills (and the key ability foreach skill) are Alchemy (Int), Appraise (Int),Balance (Dex), Bluff (Cha), Climb (Str),Concentration (Con), Craft (Int), Decipher Script(Int, exclusive skill), Diplomacy (Cha), Disguise(Cha), Escape Artist (Dex), Gather Information(Cha), Hide (Dex), Intuit Direction (Wis), Jump(Str), Knowledge (all skills, taken individually)(Int), Listen (Wis), Move Silently (Dex),Perform (Cha), Pick Pocket (Dex), Profession(Wis), Scry (Int, exclusive skill), Sense Motive(Wis), Speak Language (Int), Spellcraft (Int),Tumble (Dex), and Use Magical Device (Cha,exclusive skill). See Chapter 4: Skills in thePlayer’s Handbook for skill descriptions.

Skill points at each level: 6 + Int modifier

Class FeaturesWeapon and Armor Proficiency: Chanters areskilled with all simple weapons. In addition, theChanter is proficient with one of the followingweapons: greatclub, heavy flail, light flail, lighthammer, or warhammer. Chanters are proficientwith all armor (heavy, medium, and light) exceptfor plate mail, field plate, and full plate. TheChanter is also proficient with shields. Note thatarmor check penalties for armor heavier thanleather apply to the skills Balance, Climb,Escape Artist, Hide, Jump, Move Silently, PickPocket, and Tumble. Also, Swim checks suffer a–1 penalty for every 5 pounds of equipmentcarried.

Timing Chant: At 1st level, the Chanter learns touse his rhythmic chanting to aid laborers intedious, repetitive work. The four most commonTiming Chants are the Miner’s Song, theForger’s Steel, the Marching Tune and the LaborSong. In order to initiate the Timing Chant, theChanter must chant for a full minute whileaccompanying himself on a percussioninstrument. During this time, all who wish to beaffected must join the chant and continue toaccompany the Chanter for the duration of theeffect.

The effect of this chanting is to increasethe speed and production capabilities of theaffected individuals. A Chanter confers a +2bonus per class level to any checks related to theactivity at hand. A military unit might gain a

bonus to Constitution checks on a forced marchor a group of miners might receive a bonus totheir Profession checks to determine the value oftheir work.

The Timing Chant is not without aphysical toll for those involved, however. At thebeginning of each new hour the Chanter mustmake a Perform check (DC 10+# of hoursworked). If successful, he continues to inspirehis fellows. If he fails his check, however, thechant falters. Anyone affected by the TimingChant (including the Chanter) must make aFortitude save (DC 5+# of hours worked) or beforced to stop whatever he is doing and rest as ifthe Timing Chant had ended. The Chanter maycontinue the chant with another Perform check(DC 20); if he fails, the Timing Chant endsimmediately.

At the end of a Timing Chant, allaffected individuals are Dazed until they restcompletely for one hour per hour worked. Nomagical healing or abilities such as SoothingChant will reduce the amount of time needed toshake off the effects of a Timing Chant.

Mighty Endurance: At 1st level, the Chantergains the benefits of the Endurance feat.

Soothing Chant: At 2nd level, the Chanterlearns to use his chanting to calm and relax hiscomrades, speeding the natural healing process.

To activate this ability, the Chantermust chant for one full hour and be within 60feet of any character that he wishes to affect.Characters under the influence of a SoothingChant may not walk around, memorize spells,heal themselves, eat or perform any activityother than rest; otherwise they lose the benefitsof the Chant.

Beings affected by the Soothing Chantrecover one hit point per level (or hit die) andrecover all subdual damage. Also, anyExhausted, Fatigued, or Nauseated character isrelieved of those conditions. Any Heal checksmade while a person is under the benefits of theSoothing Chant gain a +2 morale bonus.

War Chant: Beginning at 3rd level, the Chanteris able to inspire his allies and demoralize hisfoes by leading a fearsome chant in combat.Similar to the Bardic ability Inspire Courage, aWar Chant not only provides bonuses to hisallies but also imposes penalties on his enemiesdue to the fearsome effect of the chant. Allies ofthe Chanter must participate in the chant and be

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Table 6-1: The Chanter

ClassLevel

BaseAttack

FortitudeSave

ReflexSave

WillSave Special

1 +0 +2 +0 +2 Timing Chant, Mighty Endurance2 +1 +3 +0 +3 Soothing Chant (1/day)3 +2 +3 +1 +3 War Chant (1/day)4 +3 +4 +1 +4 Counter Chant5 +3 +4 +1 +4 Continuous Spellcasting6 +4 +5 +2 +5 War Chant (2/day)7 +5 +5 +2 +5 Trance8 +6/+1 +6 +2 +6 Healing Chant (1/day)9 +6/+1 +6 +3 +6 War Chant (3/day)

10 +7/+2 +7 +3 +7 Dumathoin’s Kiss (1/day)

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ble to hear the Chanter to be affected; enemiesust only be able to hear the chanting.

Affected allies gain a +1 bonus toitiative and a +2 morale bonus to attack rolls,

amage rolls and saving throws vs. charm andar effects. Enemies suffer a –1 penalty toitiative and a –2 morale penalty to attack and

amage rolls. The War Chant lasts as long as thehanter maintains his song, during which timee may fight but cannot cast spells, activateagic items by spell completion (such asrolls), or activate magic items by commandord (such as wands).

ounter Chant: At 4th level, the Chanter gainse ability to “attack” existing spells. By

erforming a powerful counter chant, thehanter can temporarily lower magical effects.his works exactly as if the Chanter were casting targeted dispel magic. For this purpose, theharacter may add his arcane spellcasting classvels, if any, to his Chanter levels for theurpose of his dispel check. Spells and spell-likeffects are not destroyed by the Counter Chant,owever, they are only lowered for as long as thehanter continues his song. In order to switchrgets, the Chanter must begin a new Counterhant.

ontinuous Spellcasting: At 5th level, thehanter is able to boost his concentration bycusing his mind on his song, thus ignoring

istractions while spellcasting.While he is reciting this special song,

e Chanter need not make additionaloncentration checks when casting spells for theuration of the chant. In addition, the chant actss the Verbal component of any spell he casts fors duration.

The Chanter begins his chant and makesa Concentration check (DC 15). He is then ableto maintain incredible focus for one round forevery point by which he exceeded hisConcentration check. For example, Dartek theIncanter rolls a 22 on his initial Concentrationcheck, and is thus able to cast spells without fearof distraction for 7 rounds (22 check result – 15DC).

It is a full round action to initiate thisability, and because of the incredible mentalfocus necessary the Chanter must not beinterrupted (take damage or be forced to make asaving throw) during the initiation round. If heis, the ability fails to activate and he must spendanother round preparing his mind.

Trance: At 7th level, the Chanter learns to focushis mind so keenly on one task that he canperform the task indefinitely. After 10 minutes ofuninterrupted meditation, the Chanter shutsdown all mental and physical functions thataren’t necessary for the task at hand. At thispoint the Chanter will begin the set activity(marching, mining, studying, combat, etc.) untila preset condition occurs. For instance, theChanter may have entered the Trance to “readuntil I have read every book in the library.”

Trances are never entered lightly,however, because they present a danger to theChanter. The Chanter does not eat, drink or sleepduring the trance, straining his body to endurethe lack of these vital functions. For every 4hours that go by, the Chanter must make aFortitude save (DC 15+# of previous saves), orlose 1d4 temporary Constitution. A characterbrought to 0 Constitution in this way diesimmediately.

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Healing Chant: At 8th level, the Chanter learnsto use his rhythmic song as a method forbiofeedback. By attuning his chant to the naturalrhythms of his body, he stimulates his body toheal damage very quickly.

It is a full round action to initiate theRegenerative Chant, and can be sustained untilthe Chanter is at full hit points at which time theChant fails.

During the Regenerative Chant, thecharacter gains the extraordinary ability FastHealing 5.

Dumathoin’s Kiss: At 10th level, the Chantercan channel the power of the earth itself byvocalizing the natural vibrations of the landaround him.

He must be in contact with the earth for5 full rounds while he chants this powerful song,and if he takes damage during this time he mustmake a Concentration check as if he were castinga spell. After the 5th round, the Chanter channelsthe power he has summoned to shake thefoundations of any structure in contact with theearth.

For each round he chants thereafter, to amaximum number of rounds equal to hisConstitution score, he may deal 10d6 points ofdamage to one natural or man-made structurewithin 500’. This may include trees, a mountain,a castle, a building, or any other structure incontact with the earth. Obviously the Chanterwill not be able to topple a mountain, but he maydeal it enough damage to allow entry into aformerly blocked passage, or create a massivecave-in to impede some subterranean horror. Hemay shift targets as often as he likes as astandard action as long as the chant is notbroken.

Other than changing targets, the chantermay only perform movement actions whilemaintaining this difficult chant, though he maynot run.

The Order of Moonknights

The Order of Moonknights is a lay order offighters, warriors, rangers and some militantclerics who act as the defensive arm of theSelûnite faith, particularly in the North. Theirprimary foes are the People of the Black Blood, agroup of malevolent lycanthropes who worshipMalar and are very active in the Moonwood area.

Recent events in Amn have seen theestablishment of a second major cell of

Moonknights around the city of Murann. Thisport city, which has recently fallen under the ruleof the Sythillisian Empire, holds a large templeto Selûne that her faithful very much want to seereturned to their control.

The Moonknights also act as explorers,mappers and guides to folks within the SilverMarches. This goes hand in hand with their goalto further explore and map the new nation and itssurroundings. Followers of the order, though notthe Moonknights themselves, may be engaged asscouts and guides by the Selûnite faithful for 3sp per day, while others may hire them at twicethis amount, or one electrum moon. This helpsthem to raise the capital used to fund theirexpeditions.

Hit Dice: d8

RequirementsTo qualify to become a Moonknight, a charactermust fulfill all the following criteria.

Patron Deity: SelûneAlignment: Any GoodBase Attack Bonus: +5Knowledge (Local): 2 ranksKnowledge (Religion): 2 ranksWilderness Lore: 2 ranksFeats: Weapon Focus (Heavy Mace), Track

Class SkillsThe Moonknight’s class skills (and the keyability for each skill) are Climb (Str), Hide(Dex), Intuit Direction (Wis), Jump (Str),Knowledge (Local) (Int), Knowledge (Nature)(Int), Knowledge (Religion) (Int), Listen (Wis),Move Silently (Dex), Search (Int), Spot (Wis),Use Rope (Dex), Wilderness Lore (Wis). SeeChapter 4: Skills in the Player’s Handbook forskill descriptions.

Skill points at each level: 4 + Int modifier

Class FeaturesWeapon and Armor Proficiency: Moonknightsare skilled with all simple and martial weapons.Moonknights are proficient with light andmedium armor, as well as shields. Note thatarmor check penalties for armor heavier thanleather apply to the skills Balance, Climb,Escape Artist, Hide, Jump, Move Silently, PickPocket, and Tumble. Also, Swim checks suffer a–1 penalty for every 5 pounds of equipmentcarried.

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Table 6-2: The Moonknight

ClassLevel

BaseAttack

FortitudeSave

ReflexSave

WillSave Special Spells Per Day

1st 2nd 3rd1 +0 +2 +0 +2 Selûne’s Blessing, Moon’s Hand 0 - -2 +1 +3 +0 +3 Eyes of the Moon, Favored Enemy 1 - -3 +2 +3 +1 +3 Smite Lycanthrope, Pure Blood 1 0 -4 +3 +4 +1 +4 Moon Path, Kiss of the Moonmaiden 1 1 -

5 +3 +4 +1 +4 Selûne’s Vengeance 1 1 0

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Selûne's Blessing: The Moonknight can drawupon the power of Selûne to better performtasks. If the moon is visible to the Moonknight,he may apply a divine bonus equal to hisWisdom modifier to any one roll. He mustdecide to use this ability before the die is rolled.He may call upon this ability once per night perMoonknight level.

Moon's Hand: The Moonknight receives a +1bonus to attack and damage rolls with thesmooth headed mace that is the signature weaponof the ordained and lay clergy of the MoonMaiden.

Eyes of the Moon: At 2nd level a Moonknightgains Low Light Vision. In addition, he suffersno penalty while Tracking by moonlight.

Favored Enemy: Upon reaching 2nd level, theMoonknight gains lycanthropes as a favoredenemy. This ability works exactly like the rangerability.

Smite Lycanthrope: Starting at 3rd level theMoonknight gains the supernatural ability to dealcrushing blows to lycanthropes. Once per dayper level the Moonknight may add his Charismamodifier to his attack and damage rolls against alycanthrope. He must declare the smite attemptbefore rolling the attack. If he accidentallysmites a non-lycanthrope, the attempt still countstoward his total for the day.

Pure Blood: The Moonknight is immune to thecurse of lycanthropy.

Moon Path: The Moonknight can cast moonpath once per day as a 9th level cleric.

Kiss of the Moonmaiden: Once per monthduring the full moon the Moonknight may prayover someone afflicted with the curse oflycanthropy. The afflicted being gets animmediate Will save (DC 20) to break the curse.Whether successful or not, that person may never

receive the Kiss of the Moonmaiden more thanonce.

Selûnes Vengeance: Starting at 5th level, theMoonknight can turn or destroy lycanthropes asa good cleric turns or destroys undead. He mayuse this ability a number of times per day equalto three + his charisma modifier.

Moonknight Spell List

1st- detect lycanthropes*, expeditious retreat,faerie fire, light, moonbeam, sanctuary2nd- cure light wounds, locate object, moonblade, moonbow*, protection from elements,shield other3rd- cure moderate wounds, endurance, fly,freedom of movement, resist elements

*New spells

Spellbinder

Beautifully combining artistic expression withpowerful magic, the Spellbinder dances andsings until she gets what she wants. ChraessaLurienn, a Foclucan master, inadvertentlydiscovered this powerful new form of magicalexpression while she was studying enchantmenteffects in the libraries of Silverymoon. Now sheis developing its power to see how far the bodycan be taken as a focus for enchantment magic.At the moment she is the only know Spellbinder,though she would be happy to share herknowledge with any interested parties in order tofurther its development.

Hit Dice: d4

RequirementsTo qualify to become a Spellbinder, a charactermust fulfill all the following criteria.

Knowledge (Arcana): 8 ranksPerform: (dance, melody, mime)Feats: Spell Focus (Enchantment),

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Spell PenetrationSpellcasting: Ability to cast arcane Enchantmentspells as a bard or sorcerer.

Class SkillsThe Spellbinder’s class skills (and the key abilityfor each skill) are Alchemy (Int), Concentration(Con), Craft (Int), Knowledge (all skills, takenindividually) (Int), Perform (Cha), Profession(Wis), Scry (Int, exclusive skill), Spellcraft (Int).See Chapter 4: Skills in the Player’s Handbookfor skill descriptions.

Skill points at each level: 2 + Int modifier

Class FeaturesWeapon and Armor Proficiency: Spellbindersare skilled with the club, dagger, heavycrossbow, light crossbow, and quarterstaff.Spellbinders are not proficient with any type ofarmor nor with shields. Armor of any typeinterferes with a Spellbinder’s movements,which can cause her spells to fail (if those spellshave somatic components). Note that armorcheck penalties for armor heavier than leatherapply to the skills Balance, Climb, Escape Artist,Hide, Jump, Move Silently, Pick Pocket, andTumble. Also, Swim checks suffer a –1 penaltyfor every 5 pounds of equipment carried.

Specialty: Due to their fascination with andaptitude for Enchantment spells, spells from allother schools are cast at –1 caster level. Also, atleast half of the spells known by a Spellbinderfor any given spell level must be Enchantmentspells. This is not a prerequisite, so if theSpellbinder does not meet this at the time shetakes the Prestige Class, she must selectEnchantment spells as she rises in level until shemeets this condition.

The Spellbinder is able to selectEnchantment spells from any arcane spell list,thereby granting her access to more spells. If aspell exists on more than one list, she can chooseto know it from either. For example, she may

choose emotion as a 3rd or 4th level spell since itis a 3rd level bard spell and a 4th level sorcererspell. She may still only cast the spell from a slotno higher than the level at which she knows it,however, unless she uses the Heighten Spell feator a similar effect.

Extra Spells: Beginning at 1st level, theSpellbinder gains the ability to cast oneadditional spell per day of up to the levelindicated, as long as this spell comes from theEnchantment school.

These spells may be chosen from anyarcane spell list as long as it is of theEnchantment type.

These bonus spells may also beprepared beforehand as if she had the ArcanePreparation feat. She gains extra spells at 3rd, 5th,7th, and 9th level as well.

Greater Spell Focus: At 2nd level, theSpellbinder receives the Greater Spell Focus(Enchantment) feat.

Greater Spell Penetration: At 2nd level, theSpellbinder receives the Greater SpellPenetration (Enchantment) feat.

Enchanting Dance: At 4th level, the Spellbindercan enter an entrancing dance that captivates heraudience. This ability works exactly like the 2nd

level Bard spell enthrall, except it does notrequire a Verbal component. Enchanting Danceis a Spell-Like ability.

Enchanting Voice: At 6th level, the Spellbindercan enchant creatures with the mere sound of hervoice.

The Spellbinder can cast Enchantmentspells without using Somatic components. Inaddition, by continuing to sing or speak whereher victims may hear her, she may extend theduration of the spell to a maximum number ofrounds equal to her Constitution score plus 1d4.Each round after this limit the Spellbinder must

Table 6-3: The Spellbinder

ClassLevel

BaseAttack

FortitudeSave

ReflexSave

WillSave Special Spellcasting

1 +0 +0 +0 +2 Extra Spell(1st), Specialty +1 level existing class2 +1 +0 +0 +3 Enchantment Feats +1 level existing class3 +1 +1 +1 +3 Extra Spell(2nd) +1 level existing class4 +2 +1 +1 +4 Enchanting Dance(1/day) +1 level existing class5 +2 +1 +1 +4 Extra Spell(3rd) +1 level existing class6 +3 +2 +2 +5 Enchanting Voice +1 level existing class7 +3 +2 +2 +5 Extra Spell(4th) +1 level existing class8 +4 +2 +2 +6 Enchanting Gaze +1 level existing class9 +4 +3 +3 +6 Extra Spell(5th) +1 level existing class

10 +5 +3 +3 +7 Enchantment Mastery +1 level existing class

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make a Concentration check (DC 15+spell’slevel) with a cumulative –2 penalty per round inorder to maintain the spell.

The Enchanting Voice only affectscreatures that have the ability to hear theSpellbinder, though they need not understand herlanguage unless the spell specifies otherwise.Enchanting Voice is a Supernatural ability.

Enchanting Gaze: At 8th level, the Spellbindercan enchant a creature merely by gazing into itseyes.

The Spellbinder can cast Enchantmentspells without using Somatic or Verbalcomponents. She still needs to have the Materialcomponents, but need not have them in her handat the time of casting.

The Target of any spell being cast byEnchanting Gaze is set to “One creature”.

The Spellbinder is able to communicateher commands to any creature without speaking,though any language-based restrictions onindividual spells still apply. This communicationis by sheer force of will and is not considered atelepathic or psionic ability.

The target creature must be able toclearly see the Spellbinder for this ability tofunction, therefore creatures without visualorgans cannot be targeted. Also, if theSpellbinder has more than one-half concealmentthis ability will not function.

Use of this ability is not without itsrisks. The strain of focusing so much powerwithout the usual components has the possibilityto overwhelm the Spellbinder’s mind. Whenevera Spellbinder tries to cast a spell usingEnchanting Gaze, she must attempt a Will savingthrow (DC 15+spell’s level). If she succeeds, thespell goes off normally. If she fails, she isconsidered Dazed for 1 round per level of thespell she was attempting to cast, and the castingautomatically fails.

Enchanting Gaze is a Supernaturalability.

Enchantment Mastery: At 10th level, theSpellbinder automatically knows allEnchantment spells up to the highest level of

spells she can cast. Upon gaining a new spelllevel she sacrifices one Spells Known slot andgains knowledge of all Enchantment spells ofthat level. In addition, she may now prepare anynumber of Enchantment spells as if she had theArcane Preparation feat.

Spellguard

The Spellguard is one of the most importantfactors in keeping Silverymoon a safe andpleasant environment. They patrol the city,dealing with rogue mages or rowdy visitors thatprove to be too much trouble for the militia andKnights in Silver.

Their second, and equally as important,function is to study the ancient elven textsdetailing the high magic rituals involved inweaving the legendary mythals. They hope toone day make Silverymoon into a modern dayMyth Drannor, with harmony between the racesand the exploration of magic and music foremostin the mind’s of its citizens. This dream ofAlustriel’s has taken a huge step in the past 30years with the development of ward magic. TheSpellguard believes that it has uncovered thefoundation of mythal magic, but only time willtell if they are able to reproduce the feats of thepast.

Hit Dice: d6

RequirementsTo qualify to become a Spellguard, a charactermust fulfill all the following criteria.

Knowledge (Arcana): 8 ranksKnowledge (Local): 4 ranksSpellcraft: 8 ranksFeats: Alertness, Ward WeavingSpellcasting: Ability to cast 4th level arcanespellsSpecial: The character must be sponsored by agovernment official or University facultymember.

Class SkillsThe Spellguard’s class skills (and the key ability

Table 6-4: The Spellguard

ClassLevel

BaseAttack

FortitudeSave

ReflexSave

WillSave Special Spellcasting

1 +0 +0 +0 +2 Spellguard Token, Ward Sense +1 level existing class2 +1 +0 +0 +3 Improved Ward Weaving +1 level existing class3 +1 +1 +1 +3 Uncanny Dodge (never flat-footed) +1 level existing class4 +2 +1 +1 +4 Improved Ward Weaving, Ward Sense +1 level existing class5 +2 +1 +1 +4 Share Ward +1 level existing class

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for each skill) are Alchemy (Int), Concentration(Con), Craft (Int), Gather Information (Cha),Knowledge (all skills, taken individually) (Int),Listen (Wis), Profession (Wis), Scry (Int,exclusive skill), Search (Int), Sense Motive(Wis), Spellcraft (Int), Spot (Wis). See Chapter4: Skills in the Player’s Handbook for skilldescriptions.

Skill points at each level: 2 + Int modifier

Class FeaturesWeapon and Armor Proficiency: Spellguardsare skilled with the club, dagger, heavycrossbow, light crossbow, and quarterstaff.Spellguards are not proficient with any type ofarmor nor with shields. Armor of any typeinterferes with a Spellguard’s movements, whichcan cause her spells to fail (if those spells havesomatic components). Note that armor checkpenalties for armor heavier than leather apply tothe skills Balance, Climb, Escape Artist, Hide,Jump, Move Silently, Pick Pocket, and Tumble.Also, Swim checks suffer a –1 penalty for every5 pounds of equipment carried.

Spellguard Token: Every new Spellguard isgiven a Spellguard token. These specialspelltokens are keyed to all of the city’s wardsexcept for the Palace Ward. The Spellguardimmediately knows which ward is triggering thealarm, and she acts as if under the effects of anexpeditious retreat until she reaches the wardedarea or 10 rounds have gone by. In addition, onlythe bearer of a Spellguard token may call greaterward abilities into effect.

Ward Sense: Starting at 1st level, the Spellguardgains the ability to use detect ward as a spell-likeability 3/day.

At 4th level, the Spellguard can use thisability to pinpoint the exact location of a wardfocus. This takes five consecutive rounds ofconcentration and may be performed only afterthe ward’s presence and strength have beendetermined. For each additional round spentconcentrating, the Spellguard can determine onepower of the ward, starting with the weakest.Greater ward abilities can be detected in thisway, but only after all other information has beengained.

Improved Ward Weaving: Starting at 2nd level,the Spellguard gains additional powersassociated with the creation and use of wards.

Collaborative Weaving – Starting at 2nd

level, the Spellguard can weave a ward with oneor more other participants. Each additionalparticipant reduces the Ward Pool Multiplier by1, though it can never be brought below 1. Notethat the unadjusted Ward Pool Multiplier is stillcapped by the weaver’s level. All participantsmust have the Ward Weaving feat, but only theweaver need have the Collaborative Weavingability. Those aiding the weaver must pay 1/2 ofthe final XP cost themselves, and this does notreduce the amount of XP paid by the weaver.

Greater Endowment- Starting at 4th level,the Spellguard can imbue his wards with evengreater abilities. She can do any one of thefollowing:

• Ban a school of magic from functioningwithin the confines of the ward. Allspells of the chosen school failautomatically. Only one School Banmay be woven into a particular ward.

• Choose from the following spells to addto the ward (this adds to the list found inthe Ward Magic section of ChapterFive): mage armor, bull’s strength,cat’s grace, darkness, darkvision,daylight, enlarge, forcecage, haste, holdmonster, hold person, jump, mass haste,reduce, shatter, stone shape, telekinesis

• Call forth a marble golem (see ChapterFive for details) to defend the wardedarea. This golem is under control of theperson who originally called it, butanother spelltoken user can take controlif the original controller isincapacitated. Changing controllers likethis does not drain strength from theward.

• The Spellguard can set up a trigger tocause any spell woven into the ward toeffect all allies within the ward’s radius.

Imbuing a ward with a greater ability counts asfive spell levels when determining the cost of theward, and the ability counts as five spell levelsfor purposes of determining its strength throughspells such as reveal ward.

Uncanny Dodge: At 4th level, due to her trainingas a guardian of the city, the Spellguard gains theextraordinary ability to react to danger before hersenses would normally allow her to even beaware of it. She retains her Dexterity bonus toAC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (she

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still loses her Dexterity bonus to AC ifimmobilized.) If the Spellguard has another classthat confers this ability, starting at 4th level herclass levels stack to determine the appropriatebonus.

Share Ward- At 5th level the Spellguardunderstands wards so well that she can mix theirarcane energies with her own. She may nowchoose up to five abilities of the warded area shecurrently occupies to use as spell-like abilitiesfor as long as she remains within the ward. Usingthese abilities is a standard action, and do notcount against the ward’s strength. She may notuse any ability that her current spellcaster levelwould not allow. Thus, a Wiz6/Spg5 could useup to 6th level spell effects, but could not use 7th

level effects or above until she rose in level.Greater ward abilities cannot be used in thismanner.

Summoner

The Summoner is a mage obsessed with drawingcreatures from other planes to do his bidding.They often consider planar beings to be servantsto the Prime, and treat them accordingly. Otherstake this path to counter what they feel is anintrusion onto the Prime by beings from otherplanes. They focus more on dismissing andbanishing outsiders to their native planes, andoften hunt those who would ally with suchcreatures.

Hit Dice: d4

RequirementsTo qualify to become a Summoner, a charactermust fulfill all the following criteria.

Knowledge (Arcana): 8 ranksKnowledge (Outsiders): 6 ranksFeats: Heighten Spell, Spell Focus (Conjuration)Spellcasting: Ability to cast arcane Conjurationspells

Class SkillsThe Summoner’s class skills(and the key abilityfor each skill) are Alchemy (Int), Concentration(Con), Craft (Int), Knowledge (all skills, takenindividually) (Int), Profession (Wis), Scry (Int,exclusive skill), Spellcraft (Int). See Chapter 4:Skills in the Player’s Handbook for skilldescriptions.

Skill points at each level: 2 + Int modifier

Class FeaturesWeapon and Armor Proficiency: Summonersare skilled with the club, dagger, heavycrossbow, light crossbow, and quarterstaff.Summoners are not proficient with any type ofarmor nor with shields. Armor of any typeinterferes with a Summoner’s movements, whichcan cause his spells to fail (if those spells havesomatic components). Note that armor checkpenalties for armor heavier than leather apply tothe skills Balance, Climb, Escape Artist, Hide,Jump, Move Silently, Pick Pocket, and Tumble.Also, Swim checks suffer a –1 penalty for every5 pounds of equipment carried.

Extra Spells: Beginning at 1st level, theSummoner gains the ability to cast oneadditional Summoning spell per day of up to thelevel indicated. These spells may be chosen fromany arcane spell list. He gains extra spells at 3rd,5th, 7th, and 9th level as well.

Improved Summoning: At 2nd level, theSummoner casts all Summoning spells at +1caster level.

At 4th level, the Summoner adds +1when rolling to determine the number ofcreatures he summons with a Summon Monsterspell. There is no benefit if no roll is required.

At 6th level, the Summoner may convertprepared arcane spells into Summoning spells ofthat level or lower.

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Table 6-5: The Summoner

ClassLevel

BaseAttack

FortitudeSave

ReflexSave

WillSave Special Spellcasting

1 +0 +0 +0 +2 Extra Spell(1st) +1 level existing class2 +1 +0 +0 +3 Improved Summoning +1 level existing class3 +1 +1 +1 +3 Extra Spell(2nd) +1 level existing class4 +2 +1 +1 +4 Improved Summoning, Denial +1 level existing class5 +2 +1 +1 +4 Extra Spell(3rd) +1 level existing class6 +3 +2 +2 +5 Improved Summoning +1 level existing class7 +3 +2 +2 +5 Extra Spell(4th) +1 level existing class8 +4 +2 +2 +6 Wrath of the Summoner +1 level existing class9 +4 +3 +3 +6 Extra Spell(5th) +1 level existing class

10 +5 +3 +3 +7 Summoning Mastery +1 level existing class

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Denial: At 4th level, the Summoner gains theadvantages of the Improved Counterspell feat,but only against spells from the Conjurationschool.

Wrath of the Summoner: At 8th level, theSummoner gains the ability to dismisssummoned creatures back to their home planesonce per day. This ability functions as theBanishment spell, affects up to 2 HD of creaturesper Summoner level, and the Summoner gains+1 per class level on his caster level check andthe DC of the saving throw.

Summoning Mastery: At 10th level, theSummoner automatically knows all Summoningspells up to the highest level of spells he cancast. Upon gaining a new spell level he gains allSummoning spells of that level without having toexpend Spells Known slots. He may also prepareany number of Summoning spells as if he hadthe Arcane Preparation feat. In addition, theSummoner automatically succeeds at anyConcentration checks made while casting aSummoning spell.

Whistler

Whistlers are special halflings, devoted to faithand community. It is said that Yondalla herselfvisits a halfling and asks him to take on thisimportant role in halfling life. The Whistler is anadvisor to the community, acting as arbitrator forminor disputes and agricultural expert for thecommunity’s farms.

Although they act as caretaker for theircommunities, Whistlers are often compelled toleave the community for a time to gainexperience and satisfy their natural curiosity.This is seen as a natural part of a halfling’sdevelopment, and is not looked upon awkwardly

by the community or by Yondalla as long as thehalfling remains faithful and connected to hispeople.

Hit Dice: d6

RequirementsTo qualify to become a Whistler, a charactermust fulfill all the following criteria.

Knowledge (Nature): 8 ranksKnowledge (Agriculture): 2 ranksPerform (Whistling)Animal Empathy: 2 ranksHandle Animal: 2 ranksSpecial: Must have an animal companion thatchatters such as a ferret, songbird or squirrel;must be a non-cleric worshipper of Yondalla.

Class SkillsThe Whistler’s class skills (and the key abilityfor each skill) are Alchemy(Int), Appraise(Int),Balance(Dex), Climb(Str), Concentration(Con),Craft(Int), Diplomacy(Cha), Escape Artist(Dex),Hide(Dex), Intuit Direction(Wis), Jump(Str),Knowledge(all skills, taken individually)(Int),Listen(Wis), Move Silently(Dex), Perform(Cha),Profession(Wis), Scry(Int, exclusive skill), SenseMotive(Wis), Speak Language(Int),Spellcraft(Int), Tumble(Dex), and Use MagicalDevice(Cha, exclusive skill). See Chapter 4:Skills in the Player’s Handbook for skilldescriptions.

Skill points at each level: 6 + Int modifier

Class FeaturesWeapon and Armor Proficiency: Whistlers areskilled with the club, dagger, heavy crossbow,light crossbow, and quarterstaff. Whistlers arenot proficient with any type of armor nor with

Table 6-6: The Whistler

ClassLevel

BaseAttack

FortitudeSave

ReflexSave

WillSave Special

1 +0 +0 +2 +2 Chattering, Stormwhistle2 +1 +0 +3 +3 Treetopper, Whistling Messenger3 +2 +1 +3 +3 Stormwhistle4 +3 +1 +4 +4 Eyes of the Eagle, Speak With Plants5 +3 +1 +4 +4 Stormwhistle6 +4 +2 +5 +5 Counter Whistle7 +5 +2 +5 +5 Stormwhistle8 +6/+1 +2 +6 +6 Ride the Wind9 +6/+1 +3 +6 +6 Stormwhistle

10 +7/+2 +3 +7 +7 A Friend in Need (2/week)

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shields. Armor of any type interferes with aWhistler’s movements, which can cause herspells to fail (if those spells have somaticcomponents). Note that armor check penalties forarmor heavier than leather apply to the skillsBalance, Climb, Escape Artist, Hide, Jump,Move Silently, Pick Pocket, and Tumble. Also,Swim checks suffer a –1 penalty for every 5pounds of equipment carried.

Chattering: At 1st level, the Whistler gains theability to “chatter.” This allows him tocommunicate with other chattering animals suchas ferrets, songbirds and squirrels. OtherWhistlers can also understand and respond tothis chattering. Chattering cannot be used tocommunicate complex, subtle, or specificinformation. For instance, a Whistler could ask asquirrel if any large creatures had been throughhere recently, but could not find out if it was aspecific band of giants.

Stormwhistle: The phrase “whistling up astorm” is thought to have originated when anadventurer came across a Halfling standing in themiddle of a dry field. Curiously, the Halfling wasstrolling about the field with his hands in hispockets while whistling an unfamiliar tune. Afterwatching for several minutes, the adventurer feltdrops of rain fall onto his cheek, where beforethe sky had revealed nothing but sun. Soon alight rainstorm was pelting the field and theHalfling moved down the road with a smile onhis face.

Whistlers learn to “help along” theirvillage’s crops with their cheery tunes, and themost powerful can also call down the full fury ofnature onto their enemies. Whistlers gain thefollowing abilities as they advance in level, andeach ability may be used once per day:

1st- Pass Without Trace- As the 1st-level druidspell3rd- Plant Growth- As the 3rd-level druid spell5th- Control Winds- As the 5th-level cleric spell7th- Control Weather- As the 7th-level druid spell9th- Whirlwind- As the 8th-level druid spell

These are spell-like abilities and function as ifcast by a 15th level sorcerer.

Treetopper: At 2nd level, the Whistler gains theTreetopper feat.

Whistling Messenger: At 2nd level, the Whistleris able to whistle a message upon the wind. This

functions just like the 1st-level sorcerer spellmessage as cast by a 15th level sorcerer.

Speak With Plants: At 4th level, the Whistlermay speak with plants as the 3rd level Druid spellspeak with plants as if cast by a 15th levelsorcerer.

Eyes of the Eagle: At 4th level, the Whistlergains the ability to see through the eyes of hisanimal companion. This ability functions threetimes per day and each use lasts for a maximumnumber of minutes equal to the Whistler’sWisdom score.

Counter Whistle: At 6th level, the Whistlergains the ability to “attack” existing spells. Bysimply whistling a tune, the Whistler cantemporarily lower magical effects. This worksexactly as if the Whistler were casting a dispelmagic. The character may add any arcanespellcasting class levels to his Whistler levels forthe purpose of his dispel check. The CounterWhistle does not destroy spells and spell-likeeffects, they are only lowered for as long as theWhistler continues his song. In order to switchtargets, the Whistler must begin a new CounterWhistle.

Ride the Wind: At 8th level, the Whistler gainsthe ability to travel on the wind as if under theeffects of the 4th-level cleric spell air walk, as ifcast by a 15th level sorcerer.

This ability only functions in windsstronger than a breeze, including those createdby the Whistler’s 5th-level Stormwhistle ability.

A Friend in Need: At 10th level, the Whistlercan summon celestial allies to aid him in a task.It is a full round action to summon thesecreatures, and the Whistler can summon anumber of creatures equal to 10+ his Charismamodifier. The Whistler can set each “friend” toone task, which it will perform until the task’scompletion, at which time it disappears. Anynumber of tasks may be given, but only one per“friend.”

For example, the Whistler couldsummon twelve Giant Celestial Eagles to aid hisbeleaguered allies. Six eagles could be instructedto carry his friends back to their castle while theother six covered their retreat by engaging theirenemies. In 5 rounds when all of the enemieswere destroyed or had fled, the six eagles whowere fighting would disappear. The other sixwould not disappear until the Whistler’s friends

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were safely back at their home. The service canlast a maximum number of days equal to theWisdom modifier of the Whistler, at which timethe summoned creatures disappear regardless ofthe status of their task.

The Whistler may summon any of thefollowing creatures, all of which will be Celestialand Huge: eagle, badger, squirrel, falcon, fox, orferret.

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Chapter Seven:NPCS

Silverymoon is full of interesting personalities and powerful

forces. Some of the most powerful are detailed in other works,so we have taken some from the highways and byways of thecity to give players and DMs a feel for the type of person thatone might meet in Silverymoon. Although these are far fromordinary people, the flavor of the city shines through in thisdiverse offering.

Amianna Brightsun

Scribe, Vault of the Sages (NG female half elf Brd4)

History: Amianna is the daughter of Arngrim Magebane (ahuman wizard recently retired from the Spellguard) andEmrythae Brightsun (a half-elven female who is a retired clericof Lathander). She has worked in the Vault of the Sages foralmost 6 years now in the Elven Lore department. Her interest inelven lore came from her elven grandfather, who told her tales oflong abandoned empires within the High Forest.

Amianna takes her leave of the Vault as often aspossible in order to pursue her personal interest: discovering lostelven lore within the High Forest. She usually finds a group whois intending to adventure in or around the High Forest and asksto join them. With her natural charisma and good looks,Amianna tends to be hired on rather quickly. Adventuringgroups lucky enough to have her find her to be a capablecompanion in times of trouble and an excellent storyteller whenon the road or when making camp.

Appearance: The most common word used to describeAmianna is "pixie". She stands just over 5' tall and weighs shy of100 pounds. She is 20 years old with auburn hair that seems toblaze when struck by the sun. Her blue eyes twinkle merrilywhenever she is happy, especially when engaged in her researchof elven lore. Her clothing makes some believe she possessesmultiple personalities. While working in the Vault, she alwayswears bland, utilitarian clothing of dark color. But whenenjoying herself amongst the taverns and festhalls ofSilverymoon, Amianna tends towards gossamer dresses, usuallyof blue or red, which accentuate her pixie-like form. Whenadventuring, she wears leather armor and carries either a lute ora harp. She defends herself with a quarterstaff, a sling, and adagger.

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Personality: As with her clothing, herpersonality almost seems fractured. There isnothing that can break her concentration whenstudying her elven lore or scribing and copyingitems at the Vault. She is quiet and unassumingwhile on duty and never speaks out against hersuperiors. Only her eyes reveal the joy she feelswhen surrounded by the books and scrolls of thelibrary. When enjoying a night on the town,however, she truly exudes magnetism andappeal. Those around her appreciate her for bothher bardic talents as well as her beauty. Shecasually flirts with males of any species, butdeep down wishes for a noble elf to sweep heroff her feet.

Amianna Brightsun: SZ: M (humanoid); HD:4d6+4; HP: 20; Init: +7; Spd: 30; AC: 15 (+3Dex, +2 Leather Armor); Att Quarterstaff +1/+1(1d6/1d6), Sling +6 (1d4), Dagger +5 (1d4); SV:Fort +2, Ref +7, Will +6; Str 14, Dex 16, Con12, Int 17, Wis 14, Cha 18 AL: NG;

Skills: Decipher Script +10, Gather Information+7, Knowledge (History) +12, Knowledge(Local) +10, Listen +6, Perform (Dancing,Singing, Lute, Harp) +11, Profession (Scribe)+9, Sense Motive +4, Spellcraft +8;

Feats: Ambidexterity, Improved Initiative, SkillFocus (Knowledge (History));

Bard Abilities: Bardic Knowledge, BardicMusic;

Half-elven Abilities: Low Light Vision, ElfBlood, Immunity to Magical Sleep, +2 vs.Enchantment spells and effects, +1 Spot, Listen,Search;

Bard Spells (3,3,1):[0-lvl]- Dancing Lights, Daze, Ghost Sound,Prestidigitation, Read Magic[1st]-Expeditious Retreat, Identify, Mage Armor[2nd]-Cure Moderate Wounds, Mirror Image

Cael Mueller

Master of Performance, Foclucan (CNmale human Brd9/Rog1)

History: Cael is the son of a WaterdhavianWatch captain around the time of the last great

Troll Hunt. His father was given the honor ofleading one of the hunting groups and was awayfrom home for long periods during Cael’sadolescence.

Bored by the endless swordplay andwrestling of his peers, Cael found himselfinstead attracted to the street performers of theTrade Ward. After the first melting of the springseason, the young boy was often delinquent fromthe sword-play lessons his father arranged forhim so that he could watch the plays andperformances of the travelling shows he sodearly loved. There, he met a man namedAlucius who grew fond of the young boy andbegan to teach him many things.

At length, Cael was dismissed from thefighter’s lessons and his father beat him harshlyfor his failure. Seeing that his boy had turned outdifferent from the rest was too much for hisfather, who took up drink shortly after hisretirement from the violence and blood of hiscareer as a troll hunter. Forbidden fromassociating with performers, or indeed fromsinging or dancing altogether, Caelsurreptitiously practiced what he had been taughtafter his father passed out each night. Afterenduring two long years of his father’s disdainand drunkenness, Cael decided to run away fromhome. When spring came, he ran to the TradeWard to meet up with Alucius and his troupe. Hefound that Alucius had turned his attentions toanother young boy, however, and no longerfavored Cael’s company.

A juggler named Nimbus the Nimblefound Cael crying in an alleyway after aperformance, and coaxed the boy back to hiscart. After they ate and talked for some timeNimbus introduced Cael to the troupe leader,who took to the boy and offered him a placeamongst them. Cael spent the next three dozenyears travelling Faerun entertaining everyonefrom the court of Shadowdale to the Syl-Pasha inCalimport. As Cael’s troupe spent a particularlyharsh winter in Silverymoon he got to knowmany of the city’s bards and became a favorite atthe court of Alustriel herself. It was at the end ofthis stay that Cael was approached with the offerto join the Consortia of Foclucan.

Overall, Cael seems content to bestaying in one place, sharing his passion foracting with new generations of students.

Appearance: Cael’s short, curly hair has grayedwith age and his skin is looser than it was in hismore youthful years. His exuberance hides his

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true age, however, and he would never revealthis information to anyone. He is usually seenwalking the courtyards of Foclucan in brightlycolored tights and flashy hats.

When Cael dances, he wears tightleotards that accentuate his well-definedmusculature. His precision of movement andimpeccable rhythm are proof that he was born tobe a dancer, even if his skill is enhanced by hischalk white shoes of dancing.

Personality: Cael is an old, flamboyant actorwho has seen it all while travelling the continentwith his troupe. While his experience hasn’tmade him jaded, it has left him with littlepatience for the naivete of youth and the flippantregard for the craft of some of his less dedicatedstudents. He still gets overjoyed at simple things,however, and doesn’t always regard gaffes aslack of ardor and practice, but as the vicissitudesof his art. He enjoys hearing about Emery’spranks, but is less than enthusiastic when onevisits him personally.

Cael Mueller: Size: M; HD: 10d6+10; hp: 43;Init: +6; Spd: 30’; AC: 15 (+2 Dex, +3 Ring ofProtection +3); Att: Rapier +7/+2 (1d8+2),Dagger +7/+2 (1d4+2); SV: Fort. +4, Ref. +12,Will +8; Str 13, Dex 15, Con 13, Int 17, Wis 14,Cha 18; AL: CN.

Skills: Balance +11, Bluff +9, Climb +7,Concentration +6, Disguise +10, Escape Artist+6, Hide +10, Innuendo +6, Jump +7,Knowledge (Geography) +8, Knowledge(Arcana) +8, Listen +8, Move Silently +10,Perform +12, Profession (Actor) +11, Read Lips+7, Sense Motive +8, Spellcraft +8, Spot +6,Tumble +10;

Feats: Alertness, Dodge, Expertise, ImprovedInitiative, Mobility

Rogue Abilities: Sneak Attack +1d6;

Bard Abilities: Bardic Music, Bardic Knowledge

Bard Spells (3/4/4/3): [0-lvl]- Prestidigitation, Flare, Ghost Sound,Dancing Lights, Daze, Mage Hand;[1st]- Charm Person, Hypnotism, Silent Image,Ventriloquism;[2nd]- Cat’s Grace, Enthrall, Hypnotic Pattern,Detect Thoughts;[3rd]- Major Image, Sculpt Sound, Emotion

Chraessa Lurienn

Master of Winds, Foclucan (CG femalegold elf Brd7/Wiz5/Spellbinder3)

History: Chraessa’s life has been consumed withstudying and cataloguing information related toEnchantment magic. She was always moreinterested in studying books than the wildernessand natural lore her parents would havepreferred. She moved to Silverymoon at an earlyage to take advantage of the libraries andintellects available in the Gem of the North. Sheknew that she could fulfill both her craving forresearch and for magical training better here thanin any other city in Faerun. Along the way, shefound that she had an innate talent for workingmagic that she was also interesting indeveloping.

Her research has recently borne fruit inthe discovery of new elements of Enchantmentmagic, which have suggested new tracks ofadvancement in the arts of Enchantment.Chraessa has put together several ancienttechniques to reveal what she calls the disciplineof Spellbinding. She accepted the position in theConsortium in order to gain access to the moreexclusive tomes in the libraries of Silverymoon,and so far she has been able to advance herstudies to greater heights. Like Evressa, it isrumored that once Foclucan’s utility runs itselfout, Chraessa will move on to further explore herprivate studies.

Chraessa can often be found at theVault of the Sages talking with her friend andfellow bookworm Amianna Brightsun. The twoshare a love of learning that has forged a bondbetween them despite their vastly differentsocialization habits.

Appearance: Chraessa is an elven female withchestnut brown hair that hangs to her knees. Shehas beautiful green eyes that are almost alwayshidden behind golden, wire frame spectacles.Her physical fitness hasn’t suffered due to herbookish life, but she hides her strong frame withthe heavy robes (Robes of Resistance +2)necessary to keep warm during long nights in thelibraries of Silverymoon.

Personality: Chraessa is an incredibly charmingyoung woman: if one can get her to stop to talk.Whether she is bustling to one of her classes orrunning to the library to see if her most recent

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inspiration holds any weight, Chraessa Luriennis a woman on the move. Most people chucklesince she usually seems to be in a hurry to get tonowhere and her passion for learning andexperimenting leaves her little time for idlechitchat. She is a friendly and cordial person,however, and will never refuse to answer aquestion from student and faculty alike. Becareful asking her about Enchantment magicunless you have a few hours to spend on thelecture!

Chraessa Lurienn: Size: M; HD: 7d6+8d4+15;hp: 67; Init: +6; Spd: 30’; AC: 15 (+2 Dex, +3Ring of Protection +3); Att: Quarterstaff+8(1d6), Darts +10(1d4); SV: Fort. +7, Ref. +11,Will +16; Str 10, Dex 15, Con 12, Int 20, Wis14, Cha 19; AL: CG.

Skills: Concentration +20, Craft (Woodworking)+10, Decipher Script +15, Diplomacy +11,Knowledge (Arcana) +23, Knowledge (Nature)+11, Listen +9, Perform +14, Profession (Sage)+8, Profession (Scribe) +6, Scry +18, SenseMotive +10, Spellcraft +23;

Feats: Extend Spell, Heighten Spell, ImprovedInitiative, Scribe Scroll, Spell Focus(Enchantment), Spell Mastery (Charm Person,Sleep, Hypnotism, Cure Moderate Wounds,Light), Spell Penetration (Enchantment), StillSpell.

Elven Abilities: Low Light Vision, Immunity tomagic sleep spells and effects, +2 save vs.Enchantment spells or effects, +2 Listen, Search,Spot, Detect Secret Doors within 10’; BardAbilities: Bardic Knowledge, Bardic Music;

Wizard Abilities: Summon Familiar (Tiny Snake,“Ensenelle”), Specialized Enchantment (oneprepared spell per level must be Enchantment;Forbidden: Divination and Necromancy);

Spellbinder Abilities: Extra Spells (1st and 2nd),Greater Spell Focus (Enchantment), GreaterSpell Penetration (Enchantment), Specialty;

Bard Spells (3/4/4/3/1):[0-lvl]- Detect Magic, Daze, Light, Mage Hand,Prestidigitation, Read Magic;[1st]- Charm Person, Hypnotism, Silent Image,Sleep;[2nd]- Enthrall, Cure Moderate Wounds,Hypnotic Pattern, Suggestion;[3rd]- Lesser Geas, Charm Monster

Wizard Spells (5/5/4/3):[0-lvl]- Daze, Detect Magic, Mage Hand, Light,Ghost Sound;[1st]- Charm Person, Hypnotism, Sleep, MagicMissile, Feather Fall;[2nd]- Tasha’s Hideous Laughter, Protection fromArrows, Web, Magic Mouth, Endurance;[3rd]- Hold Person, Suggestion, Fly, Secret Page,Sepia Snake Sigil;[4th]- Charm Monster, Confusion, Emotion,Lesser Geas.

Spellbinder Spells (1/1):[1st]- Charm Person[2nd]- Tasha’s Hideous Laughter

Dylar Stargazer

Holy Disciple of Mystra (NG male moonelf Clr10)

History: Born to moon elf parents in the forestsnorth of Silverymoon, Dylar was an exceptionalchild. He learned to speak and read long beforethe other elven children in the community, andhe even showed signs of arcane knowledge thatit was impossible for him to know. His parentsdecided to consult the ancient oracle, Gezthaides,to find out what they could about their prodigalchild.

The oracle mumbled and rocked backand forth over a goblet of pure water for over anhour before something happened. The water inthe goblet began to reflect blue shadows acrossthe primitive hut, and azure smoke filled theroom. Horrified, his parents watched as thesmoke filtered into the boy’s nostrils and ears. Alow humming filled the room, and then there wassilence, the smoke and reflections gone. Theoracle jolted awake violently and passed on thismessage to his parents: “Know that the she of theWeave is watching your son and guiding himwith an interest and purpose I do notunderstand.” They turned to look at the boy, andover his heart were seven faintly glowing bluestars. The glowing subsided, but his skin waspermanently marked with this symbol of faithand magic.

The next few years were spent inpursuit of the answer to why he was so blessed.His spellcasting ability grew rapidly, though hefelt called to the clergy rather than the mage’slife. With no solid worship of Mystra in theelven community, he decided to travel to

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Silverymoon to seek the guidance of the priestsat the Tower of Balance. They welcomed himopenly into their community and began to teachhim the doctrine of the Mystran faith. He tookquite well to their teachings, but a nagging urgeleft him restless and unhappy. He wasn’taccustomed to living in a city such as this, andeven Silverymoon with its dirt paths and copiousgardens and parks left him with a yearning toreturn to the wild. So, it was decided that hewould become a travelling priest, seeking outlost spellbooks and magically enhanced items.He has spent the last few months travelling theSword Coast and has been quite successful. Hehas recovered the spellbook “The Pages Green”from a tribe of hill giants and recovered a scepterbelonging to one of the ancient rulers of Illefarn.He uses a special item, a rucksack of transport,to instantly send these valuables back to thetemple in Silverymoon, and Mystra and thepriests are currently smiling upon him.

He can now be found wandering Amnin search of another lost spellbook, which isrumored to contain all of the oil-based spells thatwere created by the late wizard Breghe Gowus ofthe Moonshae Isles.

Appearance: Dylar is a typical moon elf of hisregion, standing only a few inches over five feettall and looking very thin. He has dark black hairand deep blue eyes, yet another reminder of hisaffinity for the Lady of Mysteries. He dresseslike an adventurer, plain and useful, although hisCelestial chain +2 glows slightly while he castsspells. He is rarely seen without his ice whitecloak of cold resistance, which makes his paleskin look like that of a Calishite field hand. Healso wears a ring of spell turning on his left handand a ring of shooting stars on his right indexfinger.

Personality: Dylar is very devoted to Mystraand the pursuit of magic across the land. Heenjoys a fight now and again and particularlyenjoys outsmarting evil creatures and deprivingthem of their magical treasure. He is quick tolaugh and is a very trustworthy companion.Although his adventures don’t allow him to getclose to any one group, he has establishedfriendships and associations with travelers andadventurers up and down the Sword Coast.

Dylar Stargazer: Size: M; HD: 10d8+20; hp:81; Init: +5; Spd: 30’; AC: 23 (+5 Dex, +6Celestial chain +2, +2 large shield); Att: +2Heavy Mace of Spell Storing (hold person)

+10/+5 (1d8+3), +2 mighty (+1) compositelongbow +14/+9 (1d8+3); SV: Fort. +10, Ref.+8, Will +11; Str 12, Dex 20, Con 15, Int 16,Wis 19, Cha 14; AL: NG;

Skills: Concentration +13, Diplomacy+8, Heal +8, Knowledge (Arcana) +11,Knowledge (Religion) +10, Listen +8, Search+7, Sense Motive +7, Spellcraft +13, Spot+10;Feats: Craft Arms and Armor, CraftWondrous Item, Magical Artisan (Craft Armsand Armor), Spellcasting Prodigy;

Cleric Abilities: Good Domain, SpellDomain, Turn Undead;

Domain Abilities: Cast Good spells at+1 caster level, +2 bonus on Concentration andSpellcraft;

Cleric Spells (6/6/5/4/4/3):[0-lvl]- Detect Magic x3, Light x2,

Read Magic;[1st]-Entropic Shield x2, Sanctuary,

Detect Evil x2, Zone of Truth;[2nd]-Bull’s Strength x2, Find Traps,

Hold Person, Silence;[3rd]- Dispel Magic, Invisibility Purge,

Searing Light, Sunspear[4th]- Dismissal, Divine Power,

Neutralize Poison, Spell Immunity[5th]- Ethereal Jaunt, Flame Strike,

Righteous Might

Domain Spells[1st]-Mage Armor[2nd]-Silence[3rd]- Anyspell[4th]- Holy Smite[5th]- Dispel Evil

Emery Oaksun

Master of Strings (NG male humanBrd11/Sor4)

History: Emery was a precocious child thatseemed to always question authority and get intotrouble thanks to his surprising wit and craftymind. Fearing that they couldn’t discipline theirson sufficiently his parents enrolled him in violinclasses at age 11. Though his love of practicaljokes never truly diminished, his parents weregratified to see him become an incrediblydisciplined, aspiring musician. He stubbornlypracticed day and night to catch up to the other

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children, some of whom had been playing for 5years or more. Eventually surpassing all theother children in his class, Emery was singledout for special training by a master musicianliving in Silverymoon at the time. His rise tolocal prominence was quick and he became asuccessful player, known as far away asWaterdeep.

It was during this hectic time oftraining, travel and performance that Emerystarted to notice another ability that he had beengranted: that of sorcery. When his preparationswere not going well, he noticed strange thingswould happen. He would glare at a particularpassage of music and soon find it wiped from thepage. Other times he would be rushing through ahallway to complain of the din coming fromanother room and doors would fly open beforehim, once knocking over a serving maid whowas carrying a tray of dishes to the kitchen.

While Emery was pleased to find he hadthese talents (for he was always fond of beingable to do things average people could not) hehad little time to develop his talents as a sorcerer.It wasn’t until he realized magic’s ability to aidhim in his practical jokes that he decided it mightbe worth a little effort, but only when he couldn’tpractice his violin.

Even though his concert schedule kepthim travelling most of the year, he quicklyreturned north to Silverymoon when he caughtwind that the legendary bardic school ofFoclucan was rumored to be reopening. Afterverifying the rumors he immediately applied foradmission to the school, much to thebemusement of the musicians governing thereopening, all of whom had heard of hisreputation as a practical joker as well as a finemusician. Deciding to give him a taste of hisown medicine, they sent him a letter telling himhis petition had been denied due to his“itinerant” disposition. His despair was so greatthat he began to play his violin and did not stopuntil the next day when a knock came at hisdoor. Nearly collapsing from exhaustion, hereceived a large, rough looking Northman whointroduced himself as Vrajk Scorlsun. Vrajk toldEmery of the council’s joke and that while theywere denying him position as a student, theywere offering him a position on The Consortiumas Master of Strings.

To this Day Vrajk and Emery share abond unlike any amongst the other Consortia.While people may chuckle at the physicaldissimilarities between the two men, all jestscease when the two give a performance, Vrajk

chanting a tale of his ancestors while Emorycoaxes sweet melodies from his violin.

Appearance: Emery stands only 5’5 and weighsscarcely 110 pounds. His skinny, bony framewas so small as a child that his mother had totailor all of his pants herself because no one elsemade adult clothing that small! He keeps hisstringy black hair cut to shoulder length, butrarely takes its grooming any further. Eventhough he doesn’t shave, he only sports a fewwiry hairs on his chin.

When Emery plays his violin, he gets awild look in his eye and his hair bounces aroundfrantically. When playing a particularly difficultpiece, spectators swear his bow begins to glow asoft orange color.

Personality: Emery knows that he’s got talent,but he is humble enough never to stop workingto improve himself. Part of the reason he is sogood is his unstoppable drive to excel at onething: playing the violin. Though he practicesand teaches most of the day, he still finds timeevery few days to enjoy a chat with Vrajk or togo see a play, which is his favorite relaxation. Heenjoys good writing and often wishes he had thesame gift for words that he does for notes. Hisprankster nature gets him into trouble with theother faculty quite often, though his students alleagerly await his next strike. If not for this, heprobably wouldn’t be as popular around campus,as he tends to be reclusive except for thecompany of his friend Vrajk and the occasionalparty.

Emery Oaksun: Size: M; HD: 11d6+4d4-15;hp: 33; Init: +8; Spd: 30’; AC: 17(+4 Dex, +3Ring of Protection +3); Att: Rapier+14/+9(1d6), Dagger +10/+5(1d4); SV: Fort. +3,Ref. +14, Will +13; Str 10, Dex 18, Con 9, Int18, Wis 14, Cha 20; AL: NG.

Skills: Concentration +13, Craft (Instruments)+12, Knowledge (Arcana) +22, Profession(Musician) +16, Spellcraft +22, Balance +9,Decipher Script +13, Escape Artist +6, Hide +6,Intuit Direction +9, Knowledge (Music) +18,Listen +13, Perform +27, Use Magic Device+18;

Feats: Ambidexterity, Dodge, ImprovedInitiative, Lightning Reflexes, Skill Focus(Perform), Weapon Finesse (Rapier), WeaponFocus (Rapier).

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Bard Abilities: Bardic Knowledge, BardicMusic;

Sorcerer Abilities: Summon Familiar (none)

Bard Spells (3/4/4/4/2):[0-lvl]- Detect Magic, Ghost Sound, Light, MageHand, Open/Close, Read Magic;[1st]- Erase, Expeditious Retreat, UnseenServant, Ventriloquism;[2nd]- Cat’s Grace, Cure Moderate Wounds,Detect Thoughts, Hypnotic Pattern;[3rd]- Clairaudience/Clairvoyance, Dispel Magic,Haste, Sculpt Sound;[4th]- Dimension Door, Improved Invisibility,Legend Lore

Sorcerer Spells (6/8/4):[0-lvl]- Dancing Lights, Daze, Mage Hand,Mending, Prestidigitation, Flare;[1st]- Grease, Tenser’s Floating Disc, Reduce;[2nd]- Levitate

Evressa Nightingale

Master of Voice, Foclucan (NG femalehalf elf Brd14/Dru4)

History: Evressa Nightingale was born in theforests of Aglarond among the half elfcommunities there. She was trained in the waysof the druid, and grew to hate the Red Wizards ofThay for their intermittent plotting against hernative country as well as their crimes againstnature, such as the twisting magic used in thecreation of darkenbeasts.

Soon realizing that containing herself tothe small area of forest she called home wouldnot provide her the breadth of experience sheneeded to fight the Red Wizards, she set out tosee more of the world and even ventured intoThay briefly herself. While in Thay, she brieflymet a Bard named Galvin while camped outsidethe city of Amruthar. From him Evressa learnedthat arcane magic could be wielded for good aswell as evil, and she soon began to explore herown magical potential as she traveled.

She found that her voice, always acomfort to her during her lonely wanderings,could tie her into the Weave in a very powerfulway. She began to experiment with voice magicand channeling her burgeoning power throughher voice. She even began to mimic the songs ofher animal companion, a beautiful, robustAglarondan nightingale.

Her travels finally found her on theoutskirts of Silverymoon, where she wasoverheard singing by a hunting party. As therumors of the “siren of Silverymoon” spread, shewas sought out by a group of bards from thelocal guild. While she was initially skeptical, shesoon began to come into the city more often toshare stories of her travels and, of more interestto most, her incredible voice. When she wasinvited to sing for Alustriel at the court she wasvery nervous. The Simbul, Alustriel’s sister andruler of Aglarond, just happened to be in court atthe time, and upon discovering that Evressa wasa native of the land over which she ruled invitedher to stay at court during her visit. It was at thistime that Alustriel herself submitted her name fora position in the Consortium.

Evressa felt it would be ungracious torefuse such a generous gesture from her host, soshe reluctantly accepted. To this day she spendsas much time as she can outside the city limits,and word is that once the school’s administrationstarts to run more smoothly she will resign herpost.Appearance: Evressa has long, golden hair andfair features, so much so that people most oftenmistake her for an elf. Her thinly muscled framedoes not belie the strength and fortitude shepossesses, nor do her graceful movements (aidedby her leather armor of silent moves +3) andbeautiful voice reveal the fiercely defensiveattitude she takes toward the natural world. Sheis usually seen wearing wispy, flowing clothwith her hair tied back with flower stems. Sherarely dons her armor but she carries herlongbow +2 with her often, as shooting is theonly time she feels completely at ease within theboundaries of the city and the college.

Personality: Evressa is the most charming of theConsortia, when she isn’t in one of her fiercemoods. Occasionally, weary from being insidethe college walls and frustrated by theadministration of the school, Evressa willbecome very quick to anger and short of tongue.The Consortia have found the best way to dealwith these moods is just to let her wander for afew days, whereupon she returns in a fabulousmood and ready to get down to the business athand. It is only for her beautiful voice and abilityto charm outsiders that they tolerate her as muchas they do.

Evressa Nightingale: Size: M; HD: 14d6, 4d8;hp: 70; Init: +7; Spd: 30’; AC: 18 (+3 Dex, +5Armor); Att: Longbow +18/+13(1d8+2), Dagger

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+13/+8(1d4); SV: Fort. +8, Ref. +13, Will +15;Str 11, Dex 16, Con 10, Int 17, Wis 14, Cha 21;AL: NG.

Skills: Animal Empathy +12, Concentration +11,Decipher Script +6, Diplomacy +12, GatherInformation +10, Handle Animal +12, Heal +9,Hide +8, Intuit Direction +9, Knowledge(Arcana) +17, Knowledge (Nature) +10, Listen+8, Move Silently +6(+16), Perform +20,Profession (Singer) +8, Scry +7, Sense Motive+5, Spellcraft +19, Swim +3, Wilderness Lore+9, Use Magical Device +9;

Feats: Dodge, Far Shot, Improved Initiative,Mobility, Point Blank Shot, Precise Shot, ScribeScroll

Half-elven Abilities:: Low Light Vision, ElfBlood, Immunity to Magical Sleep, +2 vs.Enchantment spells and effects, +1 Spot, Listen,Search;

Bard Abilities: Bardic Knowledge, BardicMusic;

Druid Abilities: Nature Sense, AnimalCompanion (Nightingale), Woodland Stride,Trackless Step, Resist Nature’s Lure

Bard Spells (4/5/4/4/4/2):[0-lvl]- Dancing Lights, Detect Magic, Flare,Mage Hand, Read Magic, Resistance;[1st]- Charm Person, Cure Light Wounds,Expeditious Retreat, Silent Image;[2nd]-Cat’s Grace, Cure Moderate Wounds,Invisibility, Tongues;[3rd]-Charm Monster, Dispel Magic, CureSerious Wounds, Wind Wall;[4th]- Cure Critical Wounds, HallucinatoryTerrain, Locate Creature, Dimension Door;[5th]- Control Water, Mislead, Persistent Image

Druid Spells (5/4/3): [0-lvl]-Create Water, Detect Poison, PurifyFood and Drink, Detect Magic, Cure MinorWounds;[1st]- Detect Animals or Plants, Entangle,Summon Nature’s Ally, Faerie Fire;[2nd]- Hold Animal, Lesser Restoration, TreeShape

Fashael Sunspinner

Master of Magic, Foclucan (CG malegold elf Brd3/Wizard12)

History: Fashael has always hinted at anextraordinary past, but no one has been able toget details about it. At most, the rest of theConsortia know that he spent quite a long timeon Evermeet before travelling back to themainland for some unknown purpose. He alsohas in his possession artifacts from both the ruinsof Myth Drannor and Hellgate Keep, but he hasnever spoken about their origins to anyone.The past that most are familiar with is one oftravel. Fashael has traveled all over the Northand throughout the Dalelands in pursuit of rareplants and herbal specimens. Endlesslyfascinated by the wide variety of samples he hasbeen able to collect through the years, he spendsmost of his research time mixing newconcoctions for a variety of purposes. He hascreated and amassed quite a collection of herbaltinctures, mixtures and potions, some withstrange effects on those who drink them andothers innocuous, if not bitter and offensive.

It was his skill as an herbalist as well ashis unique views on the origins and purview ofmagic that attracted the attention of those whoformed the Consortium. They were interested inrepresenting a variety of viewpoints, trusting thatthe quality of the students would allow them tojudge which path best suited them.

Appearance: Fashael dresses after the fashion ofthe Elven wizards he grew up around. He wearsdark green robes(White Robe of the Archmagi)when seen around Foclucan, and the light greensand browns of his people when practicing withhis longbow, Xxystlin, or his longsword. Hekeeps his black hair cropped closely to his head,which makes his deep green eyes appear evenmore prominent against the light skin of his face.

Personality: Fashael is an archetypal Elvenwizard. He believes his race is superior to allothers, but tolerates their inquiries into what heconsiders Elven heritage: magic. He is fond ofreminding his students that they are now withinwhat used to be the great human empire ofNetheril, and that Netheril is now found only inlegends because of the folly of its mages.Though he is perceived as an unapproachable,arrogant teacher, Fashael is happy to discuss anyaspect of magic with any student or facultymember of Foclucan. His beliefs aren’t foundedin racism or arrogance, he truly believes that

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Elves are closer to the Weave than any otherrace, and it is difficult to argue this point.

Fashael Sunspinner: Size: M; HD:3d6+12d4+15; hp: 66; Init: +6; Spd: 30’; AC:18(+3 Dex, +5 Robe of the Archmagi); Att:Longsword +7/+2 (1d8+1), Longbow (Xxystlin)+14/+9(1d6+3); SV: Fort. +7, Ref. +11, Will+13; Str 12, Dex 16, Con 12, Int 19, Wis 13, Cha16; AL: CG.

Skills: Perform +9, Alchemy +15, Concentration+12, Knowledge (Arcana) +18, Knowledge(Nature) +15, Profession (Herbalist) +12, Scry+12, Spellcraft +18, Climb +6, Sense Motive +7,Decipher Script +10, Listen +8, Move Silently+6, Hide +6;

Feats: Brew Potion, Heighten Spell, InnateSpell, Quicken Spell, Scribe Scroll, Silent Spell,Spell Focus (Conjuration), Spell Mastery(Summon Monster I & II, Obscuring Mist,Magic Missile, Melf’s Acid Arrow), Still Spell

Elven Abilities: Low Light Vision, Immunity tomagic sleep spells and effects, +2 save vs.Enchantment spells or effects, +2 Listen, Search,Spot, Detect Secret Doors within 10’;

Wizard Abilities: Summon Familiar (Cooshee,“Astagal”)

Bard Abilities: Bardic Knowledge, Bardic Music

Bard Spells (3/2):[0-lvl]- Dancing Lights, Flare, Ghost Sound,Light, Mage Hand, Prestidigitation;[1st]- Charm Person, Cure Light Wounds,Summon Monster I

Wizard Spells (4/5/5/5/4/4/3):[0-lvl]-Detect Magic, Detect Poison, Ray ofFrost, Read Magic;[1st]- Grease, Mage Armor, Magic Missile,Obscuring Mist, Summon Monster I;[2nd]- Fog Cloud, Melf’s Acid Arrow, SummonMonster II, Summon Swarm, Web;[3rd]- Displacement, Flame Arrow, LightningBolt, Sleet Storm, Summon Monster III;[4th]- Polymorph Self, Shadow Conjuration,Solid Fog, Summon Monster IV;[5th]- Major Creation, Mind Fog, SummonMonster V, Wall of Stone;[6th]- Globe of Invulnerability, Summon MonsterVI, Shades;

Merik Thornridge

Owner of the Sealost Lass Festhall (LNmale human F5)

History: Merik is originally from Luskan, whereat a young age he joined an unlucky band ofadventurers known as the Company of Midnight.The group had recently lost a number of itsmembers chasing legends of a lost city deepwithin the Lurkwood and was looking for freshrecruits. Shortly after joining, they began anexpedition to search the coastal areas for sunkenpirate ships and lost treasures. After overcominga clan of marine scrags on one expedition, theCompany of Midnight discovered just such abounty.

Rich beyond his belief, Merik chose toretire from the Company, who he felt got luckyand were as incompetent as ever. Merik used hisshare of the treasure to found a treasure huntingcompany based on the island of his birth. Thecompany was named the Thornridge ExpeditionCompany. Through Tymora's kiss or just goodwork, Merik's company continued to findtreasure, further expanding his own coffers.During an expedition to find the lost elvencitadels in the Moondark Mountains, Merikfound the remains of a galleon. Much of the hullof the ship was still in good repair, as was thefigurehead. Looking to branch out into otherbusiness ventures, Merik decided to build afesthall, using the remains of the ship as itsfoundation. Merik chose the build the festhall inSilverymoon’s Old City Ward, which he hadvisited during his time as an adventurer.

The Arcane Brotherhood had beenkeeping tabs on Merik and his operation forsome time, and after he finished building of theLass they approached him with a proposition. Inreturn for subsidizing his rather comfortablelifestyle, Merik would allow the Brotherhood touse the Lass as a waystop and meeting place onthe continent. Merik accepted this agreement andcontinues to prosper in all of his ventures,although he is fearful that the Knights in Silverhave caught on to the Brotherhood’s presence asof late, causing him to reconsider his alliancewith the group.

Appearance: One look at Merik is enough todiscern that he was not meant for the life of afighter. He stands just under 5'9" tall and weighsbarely over 140 pounds. He has a nicely trimmedbeard that is just beginning to gain a salt and

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pepper color to it. He dresses nicely, but notgarishly, and is always at the height of fashion.He is never seen without his gold and onyx ringof mind shielding on his right hand.

Personality: Merik is a cautious individual whodoes not invite inquiries into his personal affairs.While he has a number of female companions,none of them have caught his eye as a potentialwife. He has come to love Silverymoon andwould do nothing to risk what he's earned inrespect (and money) by living there. He isnervous that should he back out of hisrelationship with the Arcane Brotherhood that hewill become a target. He has accumulated apowerful circle of friends to protect him shouldthe Arcane Brotherhood attempt to move againsthim.

Although he has not considered analliance with the city government, he hasrecently begun filtering information to theauthorities about activities in Luskan. He usesthe Lass as a rumor mill from which to distributethis information, and he is very careful not to letthe rumors be traced back to him.

Merik Thornridge: SZ: M; HD: 5d10+5; hp:43; Init: +1; Spd: 30; AC: 17 (+7 half plate mailarmor); Att: bastard sword, masterwork +6(1d10), composite longbow +6 (1d8); SV: Fort+5, Ref +2, Will +3; Str 10, Dex 12, Con 13, Int17, Wis 14, Cha 16; AL: LN;

Skills: Appraise +7, Diplomacy +7, GatherInformation +7, Profession (Entrepreneur) +8,Ride +5, Swim +4;

Feats: Exotic Weapon Proficiency (BastardSword), Far Shot, Point Blank Shot, PreciseShot, Skill Focus (Profession), Weapon Focus(Bastard Sword)

Reginald Valurian

Master of Composition, Foclucan (NGmale human Brd18)

History: Reginald grew up in a small villagenear the Moonwood where there wasn’t much todo but carry water for his mother and learn toread about bigger and better places. He spentmuch of his childhood chronicling the everydayactivities of the folks in his village, and thenwriting stories that took place around thecharacters he chronicled.

When he grew old enough to wield aweapon he began to train with his father’s axe,the favored weapon of the small village for itsutility as well as its deadly heft. Thoughts ofchronicling were soon overshadowed by theexcitement of learning the art of combat. Foryears he studied the ways of combat, all butforgetting about his books. One day a travelercame into town seeking shelter after a hard ride.

This traveler stayed for many days,resting in the peaceful village. Each morning hewould study a very large book and finallyReginald could not contain his curiosity. Despitebeing warned against bothering the guest, theyoung man approached the man with the bookand introduced himself. Though his attentionspan seemed too short to study the complexrituals associated with arcane magic, the magefound the boy had an innate talent for tappinginto the Weave to create certain effects. He gavethe boy just enough knowledge to start withbefore heading off into the wilderness onceagain.

Reginald was torn between hiscompeting interests, so he began to train in themall simultaneously, which eventually led to hislife as a bard. Though he found his technicalability with musical instruments left somethingto be desired, his highly organized mind wrappeditself easily around the theory behind music.Thus he began writing compositions that weretoo complex for he himself to play. Reginald’sability to discipline himself even while hisinterests drew him to knew things was whatgarnered him a nomination for a post in theConsortia. He has since become the most reliableof the seven, and often acts as liaison betweenFoclucan, the University and the Court.

Appearance: Reginald is a gaunt man ofdisproportionate strength. He has thin, wiryblack hair that he keeps trimmed at all times. Hisface is dominated by his prominent nose, uponwhich wire spectacles sit at all times. He wearsplain clothes reminiscent of his humble origins,except when he is attending an official functionas a representative of Foclucan. Then he wears avery formal white suit with black and green trim,which only exaggerates his thin body.

When travelling, Reginald dons hisbarely used leather armor +2 and carries hisfavorite weapon, a light crossbow of speed +2that he refers to as Bowfinger. His instrument iscarried in a fine hard case that is enchanted toprotect its contents.

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Personality: Reginald is the ultimate bureaucrat:obsessed by time, procedure, and documentation.He is annoyed when people are late forappointments and even more annoyed at thechaotic enforcement of his documentationpolicies within Foclucan. He spends much of hisday dispatching notes here and there andoverseeing the plans for expanding the school.People say it is his attention to detail that madehim the great fighter he was in his day. His shortattention span causes him to lose interest in thedetail-oriented work he has been appointed to do,so he tends to overwork himself just to maintainhis interest at all times.

Reginald Valurian: Size: M; HD: 18d6+18; hp:108; Init: +6; Spd: 30’; AC: 18 (+4 Dex, +4leather armor +2); Att: battle axe +15/+10/+5(1d8+2), Light Crossbow of Speed +2+19/+14/+9/+14 (1d8); SV: Fort. +7, Ref. +15,Will +15; Str 14, Dex 18, Con 13, Int 18, Wis15, Cha 19; AL: LG;

Skills: Alchemy +8, Appraise +9, Balance +7,Bluff +15, Concentration +11, Craft (Sculpture)+10, Decipher Script +10, Diplomacy +16,Escape Artist +6, Gather Information +16, Hide+12, Intuit Direction +9, Knowledge (Arcana)+13, Knowledge (Government) +13, Listen +12,Move Silently +7, Perform +19, Profession(Bureaucrat) +14, Scry +9, Sense Motive +12,Spellcraft +15, Tumble +6, Use Magic Device+19;

Feats: Dodge, Expertise, Improved Initiative,Iron Will, Mobility, Prepare Spell, Rapid Reload,Scribe Scroll

Bard Abilities: Bardic Knowledge, Bardic Music

Bard Spells (4/5/5/5/5/3/2):[0-lvl]- Detect Magic, Daze, Light, Mending,Mage Hand, Read Magic;[1st]- Cure Light Wounds, Erase, ExpeditiousRetreat, Message, Ventriloquism;[2nd]- Blur, Cure Moderate Wounds, Scare,Silence, Invisibility;[3rd]- Cure Serious Wounds, Dispel Magic,Haste, Slow, Magic Circle against Evil;[4th]- Cure Critical Wounds, Dimension Door,Hold Monster, Improved Invisibility;[5th]- False Vision, Greater Dispelling, HealingCircle, Mislead;[6th]- Mass Haste, Repulsion, Veil

Vrajk Scorlsun

Master of Lore, Foclucan (CG malehuman Brd8/Bbn2)

History: One of the first musicians to be invitedinto Foclucan’s inner circle, Vrajk Scorlsunseems one of the most unlikely as well. It is stillwhispered that his selection was somehow tied toinfluences from the city government ofSilverymoon, who reportedly want to see all thevarious cultures of the North represented by thenew school. Despite these whispers, Vrajk ispossibly the most popular of the Consortia withstudents and instructors alike.

Vrajk was the son of a barbarian leaderfrom the icy tundra around the Spine of theWorld, and from an early age he was groomed tosucceed his father. Even though he grew to anadmirable size, young Vrajk was always moreinterested in the epic tales of the great deeds ofhis ancestors than in performing his own. Spyingthe young boy’s talent and interest, the tribe’sskald began to teach him the storyteller’s art. Formonths their sessions went unnoticed, but oneevening Vrajk’s father burst into the skald’s tentand demanded to know what was happening.After a long, mostly one-sided argument, thechief kicked the old skald out of the tribe andbanished his son to wander for one year.Adventuring together, Vrajk was able to learnmuch from the skald until a hill giant huntingparty killed the old man. Vrajk managed toescape the hunting party after laying low thegiant that had killed his friend.

Eventually making his way toSilverymoon, he quickly became a friend to thecity and found in its large bardic community afamily unlike any he had known as thechieftain’s son. He would tell rowdy andvigorous tales of plains life to eager crowds intaverns all over the North. He was chosen formembership in the Consortia based primarily onhis knowledge of Faerunian history, particularlythe spread of various groups in the North. Hisability to stir emotions with just words islegendary as well, and should add some popularappeal to what is to most common folk amysterious group of elder bards.

Appearance: Vrajk stands 6’3” and weighs over250 pounds. He is a hulk of a man with his barrelchest, huge arms, and powerful legs. His long,

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wild hair is never tied back into a ponytail, andhis sandy blonde beard and moustache shroudmost of his face. He always wears his hidearmor, even while sleeping, and keeps his spear,Splitter (a magical spear +2), close at hand at alltimes. The shaft of the spear is carved withbarbaric totems of his native tribe. In battle hewears a pair of thick, wooly bracers made ofwhole wolverine skins, with the heads stillglowering menacingly at his opponents. Thesebracers act as bracers of natural armor +2.

Personality: Despite his haggard appearance,Vrajk almost always has a smile on his face anda tale on his lips. One is hard pressed to quiethim down, even when there is business at hand.One acquaintance likened travelling with him totrying to sleep in a cave full of stampeding rothe.

Vrajk Scorlsun: Size: M; HD: 8d6+2d12+20;hp: 80; Init: +5; Spd: 40’; AC: 16 (+1 Dex, +3Masterwork Hide, +2 Bracers of NaturalArmor); Att: Splitter +13/+8 (1d8+5), Longbow+9/+4 (1d8); SV: Fort. +9, Ref. +9, Will +11; Str16, Dex 13, Con 15, Int 15, Wis 11, Cha 17; AL:CG;

Skills: Climb +8, Concentration +10, Hide +2,Intimidate +8, Intuit Direction +6, Jump +7,Knowledge (History) +13, Knowledge (Nature)+6, Listen +8, Move Silently +6, Perform +10,Profession (Hunter) +8, Reading/Writing, Ride+7, Sense Motive +8, Spellcraft +5, Spot +5,Tumble +4, Wilderness Lore +4;

Feats: Alertness, Dodge, Endurance, ImprovedInitiative, Mobility, Weapon Focus (Spear);

Barbarian Abilities: Rage 1/day, UncannyDodge (AC Bonus);

Bard Abilities: Bardic Knowledge, BardicMusic;

Bard Spells (3/4/4/2):[0-lvl]- Daze, Detect Magic, Light, Mending,Open/Close, Resistance;[1st]-Cause Fear, Hypnotism, Sleep,Ventriloquism;[2nd]-Animal Trance, Bull’s Strength, Enthrall,Sound Burst;[3rd]- Fear, Haste, Phantom Steed

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Appendix I:UNIVERSITY COURSES

This section gives an overview of the courses taught in an

average quarter at the University. None of these coursesrepresent the curriculum of a specialty college or Foclucan,although certain courses may overlap and students at any of thecolleges can take these core courses, though each college hasdifferent rules about this.

This list does not provide an exhaustive account, butgives a general guideline for DMs who want to know what typesof courses are offered. DMs should feel free to create newcourses that fit their campaign or to not use some of the courseslisted below.

How to Read Course Entries

Course Title: The name of the course.Course Description: A general description of what will belearned in the course, including any specific spells or rituals tobe focused on.CR (x): This is the Challenge Rating of the course. An arcanespellcaster can gain experience by taking these courses. In orderto gain this experience, the character must succeed at aKnowledge (Arcana) or Spellcraft roll with a DC of 15+the CRof the course. A character may Take 10 on this roll. The skillused for a specific class is shown in parentheses after the CR,with a (K) denoting a Knowledge (Arcana) check and an (S)denoting the use of Spellcraft. The character is awarded XP as ifhe had defeated a monster of the same CR.Prerequisites: Advanced and Master level courses often haveprerequisite classes. A student must meet all prerequisites beforeenrolling in a class, or be given a special exemption by theteacher.Instructors: The names of the most common instructors for thecourse. Visiting professors and mages often teach courses, butthis is determined on a case-by-case basis.Skills: These are skills that the class focuses on building. Acharacter who has any of the listed skills (other than Knowledge(Arcana) or Spellcraft) may add +2 to his roll when attemptingto gain experience for the class. He adds this bonus for eachlisted skill that he has.Feats: Students of these courses often go on to take feats relatedto their track of study. A character who has any of the listedfeats may add +2 to his roll when attempting to gain experiencefor the class. He adds this bonus for each listed feat that he has.Other: Other specific information the course covers, such asspells or class-related abilities.

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Essential Studies

Calligraphy & Spell TranscriptionAn intensive course that teaches the

methods of writing down magical formulaeneatly and precisely, so that no confusion canoccur. Includes techniques for scribing spellscrolls.

CR: 1 (S)Instructors: UoundeldSkills: Profession (Scribe), SpellcraftFeats: Scribe Scroll

Cognition & MemoryEssential study course involving

mnemonic devices and techniques for enhancingthe memory, including techniques for preparingspells.

CR: 2 (K)Instructors: Uoundeld, ResendastFeats: Spell MasteryOther: Teaches the wizard to prepare

read magic from memory.

DweomercraftingA hands-on, intensive course on how to

recognize and shape magical energies using theformulae of spells and other rituals. Teachesbasic casting of cantrips.

CR: 1 (S)Instructors: Tantyssa, ResendastSkills: Knowledge (Arcana), Spellcraft

Ethics of WizardryA discussion course that includes

instruction in the ways of ethical spellcasting,including Mystran and Azuthan doctrine on thetopic. Also analyzes the various ethicalstandpoints of various wizardly organizations inthe Realms, such as the Red Wizards of Thay,with an eye towards understanding the moralimplications of unrestrained magical use (andabuse).

CR: 2 (K)Instructors: SeriaSkills: Knowledge (Religion)

MeditationHands-on activity class that teaches the

various methods of meditation and othertechniques for achieving the mental claritynecessary to prepare and cast spells. Includesboth active and passive meditation techniques.

CR: 1 (K)

Instructors: Seria, ResendastSkills: Concentration

MetaphysicsScholarly examination of the workings

of arcane energies and the interaction of samewith the physical world. Includes a smallexamination of planar theories as well aspractical advice on dealing with creaturesresistant to magic.

CR: 2 (K)Instructors: Seria, ResendastSkills: Knowledge (Arcana), SpellcraftFeats: Spell Penetration

Practical Spell Component Identification& Care

In-depth study of the care andacquisition of spell components.

CR: 1 (S)Instructors: Gwyffral HanykSkills: Spellcraft

Spellcrafting TheorumsA study of the variety of methods and

techniques involved in crafting spells. Includeslessons on recognizing magical writing and howto craft same, as well as how to recognize spellsbeing cast.

CR: 1 (S)Instructors: Tantyssa Sortann, Paol

Tirin SionhaehrSkills: Spellcraft

Summoning & Care of FamiliarsExamination of both the methods of

calling a familiar and the implications of doingso.

CR: 2 (K)Instructors: Arneth Gryllian (N Male

Human Sor9)Skills: Knowledge (Arcana)Other: The wizard learns how to

summon a familiar.

Electives

Alchemy, BeginningLaboratory course that teaches the

utilization of various alchemical techniques andprocesses to analyze and refine magicalsubstances as well as the creation of variousalchemical items.

CR: 2 (K)

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Prerequisites: Laboratory TechniquesInstructors: Gwyffral HanykSkills: Alchemy

Alchemy, AdvancedLaboratory course that teaches the

advanced principles of alchemy and magic usedin the creation of potions and philters.

CR: 4 (K)Prerequisites: Beginning AlchemyInstructors: Gwyffral HanykSkills: AlchemyFeats: Brew Potion, Skill Focus

(Alchemy)

Apothecary StudiesHands-on techniques for learning the

apothecary’s trade, including the gathering offine materials for use as material components.

CR: 3 (K)Instructors: Fashael SunspinnerSkills: Profession (Apothecary)

AstrologyA nighttime course concerning the

movements of the stars in the heavens and themagical theories relating to such, including therelating of fortunes and personality patterns.

CR: 1 (K)Instructors: RhomtalSkills: Knowledge (Arcana), Profession

(Astrologer)

History & CultureA detailed analysis and discussion of

the impacts of magic and sorcery on the Realms,including past spell creators and magical empirespast and present.

CR: 1 (K)Instructors: Tantyssa Sortann, Rhomtal,

ResendastSkills: Knowledge(Arcana), Knowledge

(History)

Laboratory TechniquesTeaches the skilled care and upkeep of

laboratories and workshops, in an actualworkshop. Includes instructions on how to findthe best equipment and the differences betweenalchemical and arcane workshops.

CR: 2 (K)Instructors: Gwyffral HanykSkills: Alchemy

Library TechniquesHeld in the University Library, this

course teaches expedient and efficient researchtechniques, as well as how best to presentinformation and questions to sages and librariansthat they might assist in searches.

CR: 1 (K)Instructors: Merty the ReaderSkills: Profession (Librarian)

LiteratureA study of various bodies of literary

work, ranging from elven epics to Waterdhavian“copper dreadfuls.”

CR: 1 (K)Instructors: Uoundeld, Vrajk ScorlsunSkills: Knowledge (Literature)

Music AppreciationA broad overview of the art of crafting

music, including a brief study of the magicalproperties of sound.

CR: 1 (K)Instructors: Uoundeld, Evressa

NightingaleSkills: Knowledge (Arcana), Perform

Advanced Studies

Advanced Cognition & SpontaneousCasting

Teaches the spellcaster to transmute theenergy of prepared spells into spells that he hasmastered.

CR: 6 (S)Prerequisites: Cognition & MemoryInstructors: MireskFeat: Signature Spell

Advanced Enstarment TechniquesTeaches advanced techniques of

enstarment (the process of crafting magicalitems).

CR: 6 (K)Prerequisites: Any other enstarment

course.Instructors: Tygg AdrylSkills: Craft (varies), Profession (varies)Feat: Magical Artisan

Componential CompromiseTeaches the spellcaster to overcome

normal limitations of spellcasting. This courseteaches different material each season (and is not

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taught during spring). Summer covers the abilityto Quicken spells, autumn teaches the student tocast without gesture and winter sees the coverageof casting without sound.

CR: 5 (S)Instructor: Fashael SunspinnerFeat: Quicken Spell (summer), Still

Spell (autumn), Silent Spell (winter)

Defensive CounterspellingTeaches the spellcaster about the

linkages that exist within spells of the sameschool of magic and how to draw upon thoselinks in order to counterspell others similar tothem.

CR: 5 (S)Instructor: UoundeldFeat: Improved Counterspell

Durative AlterationThis is a series of classes that teach

methods for altering and adjusting the durationand time-span of spellwork. Two methods aretaught of performing this kind of alteration – oneof them teaches techniques to allow the spells todraw upon the Weave for continued energy,doubling its effective duration. The other teachesthe spellcaster to set up a loop that delays thefinal completion of the spell, holding it for a fewmoments before finishing it. These are taught inalternating seasons.

CR: 4 (S)Instructor: various, by sessionFeat: Extend Spell (summer, winter),

Delay Spell (spring, autumn)

Expansive CohesionA series of studies into increasing the

potential of standard spell formulae. Each seasonhosts a different topic in the Expansive Cohesionseries. Spring hosts the techniques for drasticallyincreasing the sheer power of the spell, summersees the techniques for altering the incantationsin order to increase the spell’s range, autumn’scourse details the methods of heightening a spelland winter’s course teaches techniques forpushing spells cast to their maximum potential.

CR: 4 (S)Instructors: various, by sessionFeat: Empower Spell (spring), Enlarge

Spell (summer), Heighten Spell (autumn),Maximize Spell (winter)

Familiar Studies, AdvancedTeaches further insight into the nature

of the familiar, including the techniques forsummoning familiars of a non-standard type.

CR: 4 (K)Prerequisites: Summoning & Care of

FamiliarsInstructors: Arneth Gryllian (N Male

Human Sor9)Feat: Improved Familiar

Metallurgical EnstarmentA study of techniques used in

researching and crafting metal items such asweaponry and armor, as well as rings. The classfocuses on arms and armor for three quarters andrings for one (winter only). Students must meetthe appropriate Circle of Mystery spellcastingrequirements to take the class. The classculminates in the crafting of an item that thestudent spends the season researching.

CR: 5 (K)Prerequisites: Spellcaster Level 4

(Arms & Armor) or Level 11 (Rings)Instructor: Tygg AdrylSkills: Craft (Weaponsmith,

Armorsmith), Profession (Jeweler)Feat: Craft Arms & Armor, Forge Ring

General EnstarmentA study of techniques used in

researching and crafting myriad items such ascloaks, boots, non-ring jewelry and the like.Students must meet the appropriate Circle ofMystery spellcasting requirements to take theclass. The class culminates in the crafting of anitem that the student spends the seasonresearching.

CR: 3 (K)Prerequisites: Spellcaster Level 2Instructor: Tygg AdrylSkills: Craft (varies), Profession (varies)Feat: Craft Wondrous Item

Metaphysical Penetration of NaturalArcane Defenses

Following up on the techniques outlinedin the Metaphysics class for piercing the innatedefenses some creatures have to spells, thiscourse teaches the spellcaster to pierce thosedefenses with efficiency and skill.

CR: 5 (K)Prerequisites: MetaphysicsInstructor: ResendastSkills: Knowledge (Arcana), Spellcraft

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Feat: Greater Spell Penetration

Preparation for Spontaneous ArcanistsTeaches sorcerers and bards how to

prepare spells that are altered with metamagic ofsome kind, in the way a wizard prepares spells.

CR: 3 (S)Instructor: Reginald ValurianFeat: Prepare Spell

Sceptral EnstarmentA study of the techniques used in

researching and crafting sceptral items – wands,staffs and rods. During seasons in which thisclass is offered, only one type of item is taught:wands are taught in spring, rods in summer andstaffs in autumn. Students must meet theappropriate Circle of Mystery spellcastingrequirements to take the class. The classculminates in the crafting of an item that thestudent spends the season researching.

CR: 5 (K)Prerequisites: Spellcaster Level 4

(Wands), 8 (Staves), or 11 (Rods)Instructor: Betynnia of the StavesSkills: Craft (Sceptres)Feat: Craft Wand, Craft Rod, Craft

Staff

Spell Tactics & StrategyIn-depth study of techniques for casting

spells in violent situations. Includes study intouse of various spells offensively and defensively,as well as maintaining concentration duringstressful situations.

CR: 3 (S)Prerequisites: Ethics of Wizardry,

MeditationInstructor: UoundeldSkills: ConcentrationFeat: Combat Casting

Twofold DweomerweavingHands-on examination of the particular

properties of arcane energies and how they mightbe successfully manipulated for a twinned effectwhen cast.

CR: 4 (S)Instructor: MireskFeat: Twin Spell

Master Studies

Advanced Componential CompromiseThis course is only available to those

students who have taken the entirety of theComponential Compromise series anddemonstrated mastery of those techniques. TheMagus Senior arranges for one-on-one studywith the student, in order to teach the gruelingtechniques involved in rendering a spell innate.

CR: 6 (S)Prerequisites: Componential

Compromise (Quicken Spell, Silent Spell, StillSpell)

Instructor: Miresk, Fashael SunspinnerFeat: Innate Spell

Advanced Durative AlterationThis course is only available to those

students who have taken the summer or winterportion of Durative Alteration and demonstratedmastery of those techniques. These techniquesteach the spellcaster to extend the duration ofcertain types of personal spells to a full day,allowing him full access to its powers during thattime.

CR: 5 (S)Prerequisites: Durative Alteration

(Extend Spell)Instructor: MireskFeat: Persistent Spell

Linguistic Studies

Language IntensivesStudents are immersed in the language

of their choice. These courses are so gruelingthat a student may only take one per quarter, anda maximum of two per year. The followingarcane languages can be learned: Draconic, AuldWyrmish, Thorass, Espruar, Dethek, Netherese,Celestial, and Infernal.

Common languages are not taught inthe Lady’s College, although Foclucan offerssome courses in the more common regionallanguages of Faerun.

CR: 2 (K)Instructor: Rhomtal, ResendastSkill: Speak Language

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Appendix II:OPTIONAL RULE: MATERIALCOMPONENT UNITS

Most players and DMs of Dungeons & Dragons aresplit on the issue of material components. Some like them andwish to see their uses enforced. They believe that wizards willnot always have the right material components at hand,especially since spellcasters very rarely spend any game timehunting for those components. Others prefer a more “hands-off”method; they don’t want to engage in tedious bookkeeping ofevery blade of grass and eye of newt needed to cast their spells.If the component doesn’t have a cost, most such players andDMs simply assume that the spellcaster has the items at hand.The following system is a compromise between those extremes.With this set of optional rules, a balance can be struck, requiringspellcasters to keep track of “units” of material componentswithout resorting to mind-numbing lists of components.Included are rules for gaining more such units, as well as storingthem.

The casting of a spell requiring material componentsuses up one ‘material component unit.’ Each time a spell withthe component ‘M’ is cast, the player of the spellcaster marksoff one unit of material components. This does not apply tothose spells that have a listed cost for a material component,unless that spell also uses components that are not priced(identify, for instance).

Storage of Material ComponentsComponents must be stored carefully so that they are

not harmed by every day jostling. They must also be storedseparate from one another so that their occult essences aren’tmixed – a bit of thistle down accidentally stained with berryjuice is no longer pure thistle, and is therefore unsuitable forspellcasting. As a result, there are many clever ways of storingthese components, the most common of which is the ubiquitousspell component pouch, as described in the Player’s Handbook.

Finding Material ComponentsThe above pieces of equipment all hold material

components. When they are first purchased, it is assumed (forthe ease of play) that they have a full compliment of spellcomponents, especially if they are purchased by a spellcaster.Gaining more of these material components can be done easilyin one of two ways – by buying them, or by simply finding themoneself.

Purchasing material component units is cheap: a meresilver piece per unit if they are procured from an apothecary.They are more expensive (2 sp/unit) if they are gotten from analchemist or herbalist. Keep in mind that these are not simplyany components. These are the best materials at hand.

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Those who choose to hunt for their own spellcomponents may roll any number of skills inorder to do so. Probably the best for this task isProfession: Apothecary (DC 10). Also viable areProfession: Herbalist and Spellcraft rolls (bothDC 12). Finally, a Wilderness Lore roll might bemade (DC 15). Each roll takes one hour ofsearching and scoring the DC exactly indicatesthe discovery of a single unit. Every point abovethe DC results in the discovery of one more unit.

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Appendix III:CHARACTERS FROMSILVERYMOON

The following sections are written in order togive you a decent overview on where your nativeSilveraen character fits into the “grand scheme ofthings.”

The Races in Silverymoon

All the civilized races of Faerun havefound a home in Silverymoon. These races livetogether within the glittering silver-white wallsof the Gem of the North, echoing lost MythDrannor for their cooperation and peacefuldealings with one another. It is not unheard of tofind a small human dwelling at the base of a treein which sits an elven abode, all above the delveof a dwarven family.

Humans by far make up the majority ofthe folk in Silverymoon. Many of these humans,however, can trace some measure of elven bloodback in their ancestry and most are thedescendents of rugged frontiersmen who carvedthis civilization out of the rough and wild North.

Half-elves are the next most populousfolk in Silverymoon, and are not treated with thesame disdain or superstitious regard that someplaces treat those folks who share the elvenblood.

Elves and dwarves are present in almostequal numbers. Though many live apart from thegeneral populace (notably the dwarves ofUndercity, a small subterranean community ofdwarves who defend Silverymoon fromUnderdark incursions), it is no great wonder tosee an elf or dwarf haggling at the market orenjoying a drink at a tavern. Note that mostdwarves in the North are shield dwarves; golddwarves are almost invariably travelers.Likewise, most elves are probably moon, sun orwood elves – the southern wild elves arepractically unheard of in these climes.

Halflings make up the next populousrace of Silverymoon; they are known for theirlove of the fine inns and music available inSilverymoon. There are several halfling familiesto be found within the walls of Silverymoon.Most halflings are lightfoots, though a few

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stronghearts occasionally find their way this farnorth.

Gnomes, too, are present inSilverymoon, though in numbers smaller thanthose of any other races. Gnomes are attracted toSilverymoon for the city’s appreciation of finecraftsmanship and a wonder of magic – twothings that make any gnome feel at home.Indeed, there are more gnomes in Silverymoonthan in all of the other cities in the Northcombined, save perhaps the rare small gnomishsettlements that can be stumbled upon in travels.

Half-orcs are looked upon with somesuspicion in Silverymoon – too many folk havehad violent dealings with orcs to completelydismiss their fears of those who bear that blood.However, it might also be said that the Silveraenare also more aware of the circumstancessurrounding many half-orc births. In eitherinstance, most half-orcs are watched, whetherout of suspicion or a half-concealed pity –neither of which particularly endears them to theSilveraen.

Character Classes in Silverymoon

Standard ClassesBarbarian: Most of the barbarians of

the North are of Uthgardt blood. Although mostUthgardt are human, it isn’t unheard of for ayoung barbarian of the tribes to come forth whobears the blood of orcs or elves in him. Half-orcbarbarians may also come from one of thevarious orc tribes of the region. Wood elven andsome half-elven barbarians tend to come fromthe deeps of the High Forest. Most folk scoff atthe idea of halfling or gnomish barbarians, butrumors of barbaric dwarves deep within themountains of the Spine of the World are toonumerous and similar to completely discount.

Bard: In many ways, Silverymoon is theCity of Bards. There is a vast profusion of bardsand bardic traditions to be found here, from thewarrior-skalds of the Northmen to the finelyperfumed operaic performers in the Sembiantradition. All of the races have their own bardictraditions. Elven harpists and spellsingers,dwarven chanters, halfling whistlers, gnomishpipers, and half-orc battle-dirgists are all foundhere mingling with bards of every stripe.

Bard is a Preferred Class ofSilverymoon.

Cleric: By the High Mage’s Edict ofFaith, no church may operate withinSilverymoon that seeks to discredit or disruptanother. Furthermore, no temple exists thatharms others as part of its sacred rites. Thepatron goddesses of Silverymoon are Mielikki,Lurue (who is worshipped in Mielikki’s grovesand from whom the city of Silverymoon and thenation of Luruar both gain their names), Mystra,Selûne and Sehanine Moonbow (of the elvenSeldarine pantheon). Silverymoon also hastemples dedicated to Helm, Milil and Oghma,Shiallia, Silvanus, Sune, Tymora, the dwarvenMordinsamman and the rest of the elvenSeldarine. The Lords of the Golden Hills(gnomish pantheon) and Yondalla’s Children(the halfling pantheon) are also well representedin the homes and shrines of their respective folk.There are also rumors of Dark Ladies whocelebrate their goddess, Eilistraee, under themoonlight in the wilds around Silverymoon.

Cleric is a Preferred Class ofSilverymoon, so long as that cleric worships oneof the following gods: Deneir, Eilistraee, Lurue,Mielikki, Milil, Mystra, Oghma, Silvanus, thedwarven pantheon, the elven pantheon, thegnomish pantheon and the halfling pantheon.

Druid: Surrounded as it is by some ofthe oldest forests on Faerun, it is only naturalthat Silverymoon should produce those folk whofind their inspiration and hope in nature and itsgods. For many years, the closest circle of druidswas the Circle of Silver, a druidic group basedout of the Moonwood. Recently, however,survivors of the Circle stumbled into the city,delirious from wounds and fever, babbling ofwere-creatures who invaded their woodlandhomes and slew their faithful. SeveralMoonknights were sent into the wood toinvestigate and have since found a name for thiscabal of lycanthropes – the People of the BlackBlood.

Fighter: Life is dangerous in the North.Even in the Gem of the North, no one is unawareof the dangers that lie just beyond the protectionof the walls and the High Mage’s watchful eye.Many Silveraen learn the arts of battle in order toprotect themselves from those dangers. Theseindividuals often make a living from what theyhave learned, whether as caravan guards, cityguards or adventurers.

Monk: The miles of open wildernessand many hidden valleys and forest glens around

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Silverymoon provide ample space for monks ofall kinds, from the reclusive Clan of the InnerSpirit to the wandering monks of the EarthenFist. The Earthen Fist have a monastery at thebase of the Nether Mountains on the western endof Silverymoon Pass, but there are only a dozenor so monks there at any one time. They believethemselves the guardians of peasantcommunities of the Silver Marches andsometimes resent powerful cities such asSilverymoon and Everlund, who they see asisolationist power centers that do little for thesurrounding peoples.

Monk is a Preferred Class ofSilverymoon.

Paladin: Wherever danger threatens thelives of ordinary people daily paladins are likelyto crop up. Silverymoon is no different. Paladinsof Helm are arguably the most common in thecity, though any of the appropriately alignedgods may count a paladin or two among theirfollowers and servants.

Paladin is a Preferred Class ofSilverymoon.

Ranger: The North is a dangerous place,as any Silveraen can tell you. For most folk,these dangers are a nebulous “other” – mostpeople simply know that there are hazardsbeyond the walls and in the wilds. Rangers,however, know these dangers intimately. Indeed,they seek them out, seeking to lessen the dangerthat the average person faces when travelling thebackroads of the North. Most rangers of the areahave a special enmity with the multitude of orcsthat infest the Silver Marches. Recently many ofthem have been studying the habits of giants andshapeshifters in addition, due to the recentimmigration of such creatures to the Moonwoodand the Evermoors.

Ranger is a Preferred Class ofSilverymoon.

Rogue: The laws of Silverymoon arevery strict when it comes to theft, thereforerogues that stay in the area must be very carefulwhen plying their trade. Silveraen work veryhard for what they have and there is littlesympathy for those who would seek to deprivethem of it. As a result, many rogues inSilverymoon aren’t burglars, but professionaladventurers, scouts, guides (in the city or out ofit) and con men.

Sorcerer: The sorcerers of Silverymoonhave integrated well into the academicatmosphere that seems to pervade the arcanecommunity of the city. Indeed, the Lady’sCollege, part of the University of Silverymoon,boasts an extraordinary number of sorcerersamong its students. Rather than the standardarcane memorization and other academicsfavored by the other parts of the University, theLady’s College assists sorcerers in exploringtheir own innate links to the Weave, teachingthem mastery of the self while giving them acommunity of like individuals from which tolearn.

Sorcerer is a Preferred Class ofSilverymoon.

Wizard: To many people outside of theSilver Marches, the city of Silverymoon is a cityof wizards. Though it has a long tradition ofbardcraft, it is the powerful and mysteriousmagic of the city that impresses mostcommoners and nobles alike. In recent times theLady Hope Alustriel, herself a wizard of greatpower, founded the University of Silverymoon,further solidifying the city’s image as a capitol ofthe arcane arts. Combining all of the city’sschools of magic into a single, unifiedinstitution, her goal was to further the studies ofmagic and to provide a broader and morecomplete base of learning than any other suchestablishment on Faerun. It would appear that,outside of perhaps Thay or Halruaa, she may dojust that.

Wizard is a Preferred Class ofSilverymoon.