D&D 5E - The Rise of Tiamat
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The Lords’ Alliance represents the richest interests
and the most powerful armies on the Sword Coast. The
order controls wealth that can hire mercenaries, ensure
the loyalty of wavering princes, and possibly even bribe
a few chromatic dragons to switch sides or break from
Tiamat’s cause. Without the help of the alliance against
the Cult of the Dragon, the Dragon Queen’s victory
might be assured.
U s i n g t h e L o r d s ' A l l i a n c e
Even while they are working together, members of
the Lords' Alliance are always advancing their own
interests. Everyone knows and expects it—it’s a fact of
dealing with the alliance. That doesn’t mean member
cities don’t cooperate and help each other in times of
crisis. But if a crisis rearranges the power structure of
the Sword Coast, all the players involved hope that the
new order leaves them better off. For anyone to move up,
someone else must move down.
Whenever a military campaign is underway, the
Lords’ Alliance is likely to be in command. Even if it
isn’t, alliance representatives w ill be on hand to observe
and advise. If the characters find themselves in legal
trouble, a councilor might come to the party’s aid with a
writ of pardon.
Fighters and sorcerers are plentiful in the Lords’
Alliance, but the order takes on any character who
feels at home in civilized lands. Barbarians, rangers,
and druids are seldom involved with this faction,
which sometimes leads to strained relations with the
Emerald Enclave.
O n t h e C o u n c i l
Because the Lords’ Alliance is a confederation,
the order sends seven delegates to the Council of
Waterdeep, each effectively representing his or her
own faction. Their diverse character, motivations,
and obligations ensure that they are not in agreement
about the current threat facing Faerun. Moreover, the
standing of certain delegates changes from one council
to the next.
Although it is not necessary for all delegates to back
the adventurers, without at least some support from the
Lords’ Alliance, there is almost no way for the party to
marshal enough forces to w in the day.
L a d y L a e r a l S i l v e r h a n d
Chaotic good female human wizard
Ideals: Creativity, respect (“We cannot stop what we do
not understand.”)
Interaction Traits: Quiet, curious
Pledged Resources: Waterdeep’s army and
conscript troops
Lady Laeral is present starting with the second
council, at which point she becomes the Open Lord of
Waterdeep. She is one of the Seven Sisters—legendary,
nigh-immortal figures known to have been blessed
by Mystra. (Some even say they are the goddess’s
daughters.) Her spellcasting ability is impressive but is
beginning to wane, and she focuses more on political
power than on the arcane these days. The Masked
Lords of Waterdeep choose her as the successor to
Dagult Neverember between the first and second
sessions of the Council of Waterdeep, making her the
leader of the Lords’ Alliance.
Laeral Silverhand brings centuries of leadership
experience and an impressive reputation to the
negotiations. A consummate diplomat, she can wield
words that wound or soothe with equal ease. As the
Open Lord of Waterdeep, she holds great sway with all
the delegates except Dagult Neverember, who believes
that she engineered his removal from the position
of Open Lord.
Laeral’s primary concern is keeping all parties at
the negotiating table, and making sure that concrete
actions result from each council’s discussions. However,
she is leery of committing troops to battle. No stranger
to the horrors of war, she is keenly aware that the
lands represented by the Lords’ Alliance need their
soldiers for the protection of their own people. Only
when convinced that the Cult of the Dragon is likely to
succeed in summoning Tiamat does she change her
mind. However, she doesn’t trust the adventurers with
leadership unless their deeds in the field and at the
negotiating table have impressed her.
If the adventurers sway Laeral to their side, she
speaks highly of the party in the periods between
council sessions. Having the support of the leader of
the Lords’ Alliance increases the party’s stature in the
eyes of all other factions, granting additional bonuses.
See the “Council of Waterdeep” episode and the Council
Scorecard (appendix C) for more information.
L o r d D a g u l t N e v e r e m b e r
Law ful neutral male human fighter
Ideals: Moderation, responsibility (“The commoners
need strong leaders to protect them—and to do what
must be done even when it is distasteful.”)
Interaction Traits: Honest
Pledged Resources: Neverwinter conscript troops, and
mercenaries from around the world
Lord Neverember holds many titles and wears several
crowns. During the first council, he is the Open Lord
of Waterdeep, the Lord Protector of Neverwinter, and
leader of the Lords’ Alliance. He looks the part of such
an impressively titled figure: tall and broad-shouldered,
with a thick beard, a wild mane of hair, and a forceful
manner. Rarely seen without his hand around a glass of
strong spirits, he is a master manipulator and looks and
behaves as a king should.
Strong and decisive, Dagult acts always for the
good of his subjects and realm—and in doing so,
has consistently built up his own power and wealth.
Unfortunately for him, the Masked Lords of Waterdeep
have recently chosen to replace him as Open Lord.
Laeral Silverhand, his successor, claims her title in the
second council meeting.
Dagult demands order and rewards discipline, but
he is pragmatic and driven by results above all else. He
knows that nothing comes without effort, and sacrifices
must be made when necessary. Tireless in his actions,
he never stops until he has achieved his goals. He w ill
use any means at his disposal, as long as those means