Lords Alliance 5e dnd members, beliefs and traits
5e Lords’ Alliance, also called the Council of Lords, has been a venture of merchant cities founded in 1325 DR.Its members were out of the Sword Coast, the North and Western Heartlands, such as Waterdeep, Silverymoon, Baldur’s Gate, and Neverwinter, in Addition to additional free cities and cities in the region, which made up the bulk of the organization. It was formed to oppose the growing influence of the Black Network in the North and the Shadow Thieves of Amn.
The 5e Lords Alliance generally hired adventurers to function previously for jobs that range from collecting simple information or even for use in raids against Zhentarim strongholds and outposts. As a result, local adventurers could rapidly gain standing and solid friends by assisting the Alliance. Still, they can just as easily make enemies of their menacing Zhentarim as a result.
Throughout the Cult of the Dragon plot to launch Tiamat at Faerûn, the Alliance was one of the many factions who climbed to oppose the dragon goddess try at liberty.
Lord Alliance Members
Alliance Members and Leaders at 1489 DR
- All these will be the member countries and their leaders as of 1489 DR.
- Waterdeep: Open Lord Laeral Silverhand (she was also the leader of the Alliance)
- Neverwinter: Lord Protector Dagult Neverember
- Silverymoon: High Mage Taern Hornblade
- Baldur’s Gate: Grande Duke of Baldur’s Gate and Marshal of the Flaming Fists Ulder Ravengard
- Daggerford: Duchess Morwen Daggerford
- Mirabar: Marchion Selin Ramur
- Longsaddle: Dowell Harpell
- Mithral Hall: Queen Dagnabbet Waybeard
- Amphail: Lord Dauner Ilzimmer
- Yartar: Waterbaron Nestra Ruthiol
The Lords’ Alliance 5e is a coalition of rulers from cities and towns across Faerûn (mainly from the North). They collectively agree that some solidarity is needed to keep evil at bay. The rulers of Waterdeep, Silverymoon, Neverwinter, and other free cities in the area dominate the Alliance, and every lord at the Alliance works for the destiny and fortune of his or her settlement over all others. The agents of the Alliance include sophisticated bards, zealous paladins, gifted mages, and grizzled warriors. They’re chosen primarily because of their loyalty and are trained in monitoring, stealth, innuendo, and combat. Backed by the wealthy and the privileged, they take quality gear (often disguised to appear familiar), and spellcasters tend to get a high number of scrolls with communicating spells.
To find out and destroy threats to their homelands, agents of the Lords’ Alliance must be trained at what they do. Few can compare to their abilities in the field. They fight for the glory and the security of their people and for the lords who rule them, and they do so with pride. On the other hand, the Lords’ Alliance can only survive if its members”play nice” with one another, which requires a particular measure of diplomacy. Rogue agents within the Lords’ Alliance are infrequent, but defections are known to occur.
If civilization is to endure, all must combine against the dark forces that threaten it.
Glory comes in protecting one’s home and honoring its leaders.
The best defense is a potent offense.
To ensure the safety and prosperity of these cities and other settlements of Faerûn by forming a solid coalition against the forces which threaten all, remove such threats by any means essential whenever and wherever they appear, and be champions of the people.
To seek out and destroy threats to their homelands, agents of the 5e Lords’ Alliance ought to be trained in what they’re doing. Unfortunately, few can match their abilities in the field. They struggle for the glory and the safety of the people and for the lords who rule over them, and they do this with pride. However, the Lords’ Alliance can only survive if its members”play nice” with one another, which requires a particular degree of diplomacy. Rogue agents inside the Lords’ Alliance are rare, but defections are known to occur.