Personalities of the Silver Marches
By Rand Sharpsword
Ed Greenwood and Jason Carl
Rand Sharpsword, collector of bits of travel and geographical information, brings you further details about the Silver Marches area. Rand provides these to supplement the information found in the Silver Marches.
King Emerus Warcrown
The 153-year-old King Warcrown boasts the broad, muscular build that is the hallmark of the rugged shield dwarves, and the noble bearing common to monarchs everywhere. His most distinguishing physical features are his flaxen beard, which he keeps brushed to perfection at all times, and a livid scar that runs from just above his right eye, across his right cheek, to end at the lobe of his right ear (a souvenir of the battle against the orcs for control of Citadel Felbarr). He wears his badge of office -- a simple golden crown adorned with three large sapphires -- whenever appearing in public.
Emerus Warcrown has always known that he was born to fight. All his life he has felt at ease only in time of war or when planning for its arrival. He is much more at home astride his war pony than on his throne, but he is acutely aware of his responsibilities as a figure of authority. He strives to be a good and wise ruler, but sometimes his passion for warfare threatens to get the better of his judgment. Fortunately, he has selected able advisors, on whom he relies rather heavily for counsel in matters that do not pertain directly to the security and defense of his realm. Likewise, he delegates a fair amount of administrative work to them so that he can find a few spare hours each day to visit one or more of the ongoing projects that are under way. In recent months he has sometimes visited the mines that his folk are reclaiming steadily: He is considering whether it might not be better to hire adventurers to locate the lost mines and clear them of unwanted residents.
King Emerus Warcrown: Male shield dwarf Ftr 16; CR 16; Medium-size humanoid; HD 16d10+48; hp 136; Init +5; Spd 20 ft.; AC 22, touch 11, flat-footed 21; Atk +22/+17/+12/+7 melee (1d10+8/19-20/x3, +2 defending dwarven waraxe); SQ dwarf traits; AL LG; SV Fort +15, Ref +6, Will +6; Str 17, Dex 12, Con 17, Int 14, Wis 13, Cha 14. Height 3 ft. 10 in.
Skills and Feats: Climb +5, Craft (metalworking) +12, Craft (stoneworking) +16, Diplomacy +6, Survival +3, Jump +8, Knowledge (local - the North) +6, Ride (horse) +5, Sense Motive +5, Swim +12; Blind-Fight, Cleave, Combat Reflexes, Exotic Weapon Proficiency (dwarven waraxe), Expertise, Great Fortitude, Improved Bull Rush, Improved Critical (dwarven waraxe), Improved Disarm, Improved Initiative, Mounted Combat, Power Attack, Ride-by Attack, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe).
Shield Dwarf Traits: King Emerus has a +1 racial bonus on attack rolls against orcs and goblinoids, a +2 racial bonus on saves against spells and spell-like abilities, a +2 racial bonus on Fortitude saves against all poisons, and a +4 dodge bonus against giants. As a shield dwarf, he has darkvision (60-foot range) and stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth). King Emerus also has a +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal (these bonuses are already figured into the statistics above).
Possessions: +3 dwarven plate of spell resistance (SR 17), +2 defending dwarven waraxe. (The DM can add more items as needed, but be sure to take this into account in terms of experience and challenge should King Emerus work either for or against the PCs.)
Trevis Uhl served for years as a captain in the army of Zhentil Keep army. When the city was besieged and went up in a blaze of holy fire, he decided that remaining to fight would be nothing short of suicidal. He left the army and used his savings to purchase a modest inn in the intact part of the city, naming it The Defiant Gesture.
During his time as an innkeeper, Trevis made the acquaintance of Sergeant Garyth Ilgarn, who liked to drink at the inn's taproom despite its upscale prices. The two men became friends over the course of their ongoing dialogue about the undesirable nature of Zhent army life. Together they conceived a plan to lead a band of like-minded soldiers, and their families, westward to the Silver Marches, to which other retired Zhents had supposedly emigrated in recent years. When the time came, the two comrades led over 100 people safely to their destination.
Today Trevis is excited by the prospect of a new life. He genuinely wants to make a good home for himself and his followers, but he knows that they must earn the respect and acceptance of the Silver Marches residents who have every reason to be suspicious of the Zhentarim. Trevis also knows that it is very possible that his party of settlers contains one or more moles who are spying for his old masters, and he has warned Garyth to keep an eye out for such folk. Should he discover any Zhent spies, he intends to eliminate them quietly for the good of the community.
Trevis Uhl: Male human Ftr 9; CR 9; Medium-size humanoid; HD 9d10; hp 49; Init +5; Spd 20 ft.; AC 22, touch 10, flat-footed 22; Atk +14/+9 melee (1d10+6/17-20, +1 bastard sword), or +11 ranged (1d4/19-20, masterwork hand crossbow); AL N; SV Fort +7, Ref +5, Will +6; Str 16, Dex 13, Con 11, Int 13, Wis 14, Cha 15. Height 6 ft. 1 in.
Skills and Feats: Climb +4, Diplomacy +5, Handle Animal +6, Jump -1, Profession (brewer) +7, Ride (horse) +6, Sense Motive +5, Swim +9; Exotic Weapon Proficiency (bastard sword), Exotic Weapon Proficiency (hand crossbow), Expertise, Improved Critical (bastard sword), Improved Initiative, Leadership, Point Blank Shot, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword).
Possessions: +2 half-plate armor, +1 large steelshield, +1 bastard sword, masterwork hand crossbow, crossbow bolts (20), potion of cure moderate wounds (3), potion of endurance (3), cloak of resistance +1.
Cefrey is a young woman from Luskan who is currently employed by the Shades to spy on certain activities in Silverymoon. Using her good looks and charm to advantage, the brown-eyed beauty frequents upscale inns and taverns where she chats with military officers who go there to relax on their off-duty hours. Any information she learns she relays to her employers on a biweekly basis. She carries two gifts from her employer: 100 gp for expenses and bribes, and her magic dagger.
Cefrey Duskriver: Female human Rog 3; CR 3; Medium-size humanoid; HD 3d6+3; hp 13; Init +7; Spd 30 ft.; AC 16, touch 13, flat-footed 16; Atk +3 melee (1d4+1/19-20, +1 dagger), or +5 ranged (1d8/19-20, light crossbow); SA sneak attack +2d6; SQ evasion, traps, uncanny dodge (Dex bonus to AC); AL NE; SV Fort +2, Ref +6, Will +1; Str 10, Dex 16, Con 13, Int 15, Wis 11, Cha 14.
Skills and Feats: Appraise +6, Balance +9, Bluff +7, Climb +4, Diplomacy +4, Disable Device +5, Disguise +8, Escape Artist +6, Gather Information +10, Hide +9, Intimidate +4, Jump +3, Listen +5, Move Silently +7, Search +6, Spot +7, Tumble +7; Alertness, Improved Initiative, Skill Focus (Gather Information)
Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Cefrey takes no damage with a successful saving throw.
Possessions: Masterwork studded leather armor, +1 dagger, light crossbow, 20 bolts, 2 potions of Charisma, 2 potions of cure light wounds, grappling hook, 50 feet of silk rope, thieves' tools, 114 gp.
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