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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

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