D&D 5E - The Rise of Tiamat
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are legally justifiable—even when such justification must
be “rediscovered” from long-forgotten or ignored laws.
In the first council meeting, Lord Dagult’s resources
have been spread thin between the massive investments
he’s made in rebuilding Neverwinter and in maintaining
dominance in Waterdeep. He strongly supports the
members of the Lords’ Alliance pooling resources,
because he worries that neither of his investments can
survive the coming catastrophe without assistance.
This changes by the second council. Though losing
Waterdeep allows him to consolidate his strength,
Dagult resents Laeral for taking his position. He avoids
letting his feelings cloud his judgment, however, intent
on showing that he is a more fitting leader by backing
the adventurers and taking a firm leadership role in
the council.
A m b a s s a d o r C o n n e r a d B r a w n a n v i l
Law ful good male shield dw arf fighter
Ideals: Honor, respect (“A sturdy axe, a strong hand to
hold it, and a straight fight are all we dwarves need to
end this little problem.”)
Personality Traits: Hot tempered, suspicious
Pledged Resources: Dwarf soldiers and dwarf-forged
armaments and siege weapons
Son of Banak Brawnanvil and a former king of Mithral
Hall, Connerad has made the long journey from
Mithral H all to act as the Lords’ Alliance delegate for
the dwarves of the North, including Citadel Adbar and
Citadel Felbarr.
Even though Connerad hates dragons, devils,
and cultists alike, he is as stubborn as a mule about
committing troops anywhere but his homeland.
The dwarven kingdoms in the North have lost many
people in recent years, and the dwarves that remain
are struggling to retain ancient lands only recently
reclaimed. He knows the adventurers only by reputation,
and desires tangible proof that they have the mettle
and wits to lead soldiers and dwarves before he’ll make
a serious commitment. Like Ontharr Frume of the
Order of the Gauntlet, Connerad responds well to bold
demonstrations of heroism. However, he is personally
and deeply insulted by any slight against dwarves or
intrusions by the characters into dwarven affairs. His
reactions to the adventurers’ exploits determine how he
votes in the fourth council.
M
a r s h a l l U l d e r R a v e n g a r d
Law ful neutral male human fighter
Ideals: Responsibility, glory (“I am trusted with
protecting thousands of lives, and I w ill not betray that
trust no matter what my personal desires.”)
Interaction Traits: Honest
Pledged Resources: Flam ing Fist warriors and expert
advisers to train conscript troops
Ulder Ravengard is the leader of the Flam ing Fist—the
military might of Baldur’s Gate. He has the greatest
martial acumen of anyone at the council (and probably
in the whole Lords’ Alliance). He can also muster more
soldiers than any other delegate, and he is not bashful
about saying so. His place is at the head of the war
council and the front of the battle—but he w ill take that
place only if the party proves worthy of his trust.
Ravengard is a stern warrior dedicated to discipline
and results. Having risen through the ranks of
the Flam ing Fist by the might of his blade and the
sharpness of his wits, he sometimes lacks sophistication
and tact, but he possesses an unwavering commitment
to the law. More comfortable working with soldiers than
adventurers, Ravengard is used to giving orders and
having them obeyed without question.
Though Baldur’s Gate is still recovering from the
havoc caused by the resurrection within the city of
Bhaal, god of murder, the metropolis remains one of
Faerun’s most populous, wealthy, and powerful cities.
Ravengard recognizes his duty to protect the city above
all else, and the Flam ing Fist’s tired reserves are
desperately needed for reconstruction and policing.
However, he would love to see the Flam ing Fist take a
leading role in the fight against the Cult of the Dragon,
if only to give the defenders of Baldur’s Gate a stature
befitting the greatest city in Faerun. This opportunity
for glory makes Ravengard receptive to the adventurers’
overtures, as long as their plans and decisions promise
stability and discipline.
K i n g M e l a n d r a g h
Neutral male wild e lf fighter/druid
Ideals: Balance, nation (“We elves were once the
greatest civilization to grace Faerun, and my people
are heir to that history. I w ill not squander our
waning strength.”)
Interaction Traits: Quiet, arrogant
Pledged Resources: Elven eldritch knights
The King of the Misty Forest is the delegate for the
elves of both the Misty Forest and the High Forest.
Whereas his sons Alagarthas and Neronvain always
rushed headlong into their own pursuits, Melandrach
is more circumspect. He has led the elves of the Misty
Forest since before most of their kind abandoned their
lands in the Retreat. Despite the years of discussion
and meditation that preceded it, Melandrach considered
the Retreat a rash decision, and he is understandably
hesitant to commit to any sudden course of action.
During meetings of the council, Melandrach
consistently argues for caution and more information,
and nothing the adventurers say seems to make any
difference. That changes when it is revealed that
his lost son Neronvain has become the cult’s Green
Wyrmspeaker.
T a e r n “ T h u n d e r s p e l l s ” H o r n b l a d e
Law ful good male human wizard
Ideals: Logic, greater good (“Calculated risks are
necessary to w in this war, and no one is likely to
emerge unscathed.”)
Interaction Traits: Ponderous, curious
Pledged Resources: The army of Silverymoon (the
Knights in Silver) and Silverymoon conscript troops
Taern Hornblade has lived an unnaturally long
life by consuming potions o f longevity. The wizard
led Silverymoon for many years as high mage, but