The Rush

History and General Info on The Rush

this is all random stuff about the area:

The folk of the Silver Marches are confident, hopeful, and content. All around them stands a wide and beautiful land, a promise of growth and prosperity for generations to come. With care and respect, the humans hope to reap the riches of the forests and mountains without destroying what they touch, learning from elves and dwarves how to live with the land instead of bending the land to human whim. All people of the Silver Marches are free, all people may own land, and no one is guaranteed rights and privileges that are denied to others under the law. The Silver Marches represent the unfolding of a dream, a chance to forge a better Faerûn, and everyone from the poorest woodcutter to the richest city merchant senses the beginning of something extraordinary.

That said, the new confederation is not perfect. Just because humans, elves, and dwarves have set aside their differences in a few small cities in the North doesn’t mean that the barbarians, orcs, gnolls, giants, and dragons of this forbidding landscape feel constrained to join them. Deadly enemies surround Alustriel’s league and plot its downfall. The orc hordes of the high mountains grow strong again and arm for war. The drow of Menzoberranzan threaten the fledgling realm from the depths of the earth. And, like most other places of Faerûn, the wreckage of ancient realms and the remnants of magical disasters wait under the forests and snows of the realm. Plagues and evils untold await those foolish enough to disturb them.

In the long history of the settled lands of the North, few civilized humans have dared establish permanent dwellings outside walled cities and towns such as Silverymoon and Everlund. That has begun to change in the first few years of peace brought by the creation of the Silver Marches. Immigrants from all over Faerûn have moved into the north lands, drawn by the new alliance that promises to stand strong against the orcs.

To the surprise of the citizens of the Silver Marches, the new immigrants include retired Zhent soldiers and their families. They’ve been cashed out of active service with the Zhent forces, provided with enough gold to buy seed, a plow, and possibly even some land, and asked to move somewhere far away from the Moonsea. Most of the Zhent retirees can’t wait to move as far away from Zhentil Keep as possible, since few of them wish to risk being called back to active service. Or at least that’s the story they tell the citizens of the Silver Marches.

Silverymoon (Metropolis, 37,073): The city of Silverymoon is a beautiful place of ancient trees and soaring towers, with curving lines in its stonework and garden plantings adorning every nook and balcony. Aerial steeds carry riders on high, magic and learning is revered, music and laughter are heard often in the streets, and the city contains fascinating shops brimming full of maps, books, minor magic items, and beautiful things.

Even moreso than Waterdeep, Silverymoon is built on the spirit of cooperation between the races. Humans, elves, and dwarves all maintain dwellings in the same areas of the city instead of dividing into separate wards. A human home might be built around the base of a tree, with elves using the tree above as part of the walkway to their central tree home, and dwarven caverns beneath the surface.

Silverymoon is considered the foremost center of learning and culture in the North. It is noted for its musicians, its cobblers, its sculptors, and its stonemasons — as well as its mages, who are gathered here in greater numbers than in any other city of the Sword Coast lands except Waterdeep. Their might alone keeps the Arcane Brotherhood of Luskan and other evils of the North at bay — were they to vanish tomorrow, the civilized North might well be swept away in blood and ruin.

Silverymoon boasts a conservatory of music, a great library, parks, castlelike residences of many noble folk, and temples and shrines to such deities as Helm, Lathander, Mielikki, Milil, Mystra, Oghma, Selûne, Silvanus, Sune, Tymora, and the dwarven and elven deities. Perhaps the most famous structure is the University of Silverymoon, a school of magic comprised of several formerly separate colleges. Member schools include the Lady’s College (serving both sorcerers and bards), Miresk’s School of Thaumaturgy, and Foclucan, a legendary bard’s college that has reopened from taking a century off after being overrun by orcs.

The city’s army, the Knights in Silver, numbers over five hundred and patrols the city constantly. Harper scouts and mages assist the army, and when it must turn back orc hordes, awesome mage-might gathers to fight with it. Silverymoon is also protected by a number of wards that detect the presence of evil beings and the use of magic in certain areas. Even long-time Silveraen know little about the properties of the permanent magical field that augments some magic, turns other spells wild, and negates still others, protecting the city east of its great open market. Certain areas in the palace (a place heavily guarded at all times by mages of the elite Spellguard) have an inner ward that requires possession of a token to allow entry at all.

The city’s peace and goodwill is due to the influence of powerful local mages and the Harpers. Silverymoon’s folk feel safe — and that’s due to the vigilance of the mages and agents trained and established by Alustriel.

In 1369 DR, the Lady Alustriel stepped down as High Mage, yielding up the Silver Throne to Taern “Thunderspell” Hornblade (LG male human Wiz18). Alustriel is the high lady, or speaker, of the Silver Marches and leads the league councils.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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