Emerald Enclave support comes in these ways:
- Enclave members share information they've gathered
from magicaJ conversations with animals in the city. - Melannor Fellbranch (see "Emerald Enclave," page
35) provides free food and care for the adventurers'
animals at Phaulkonmere. - One adventurer receives a supernatural charm (see
"Supernatural Gifts" in chapter 7 of the Dungeon Mas-
ter's Guide) bestowed by Jeryth Phaulkon (see "Emer-
ald Enclave,"' page 35).
FORCE GREY
To join Force Grey, one must first become a member of
the Gray Hands. An individual who has served in the
City Watch or the City Guard is eligible to join, as are
characters who are willing to swear oaths to defend
Waterdeep, its citizens, and its laws with their lives. Ad-
venturers who show promise might be invited to join the
Gray Hands, a faction overseen by the Blackstaff, Vajra
Safa hr. Members of the Gray Hands complete assign-
ments dictated by Vajra.
Force Grey is an elite cadre of specialized adventur-
ers, drawn from the ranks of the Gray Hands, whose
fighting prowess is matched only by their loyalty to the
city. Force Grey attracts the best of the best. Characters
don't begin their adventuring careers as members of
Force Grey, but they can work up to that status.
Whenever Waterdeep has a problem that can't be
handled by diplomats or the city's other armed forces.
the Open Lord has the option to mobilize Force Grey.
Such action is usually taken as a last resort, since some
past members of the group have exhibited a tendency to
indulge in wanton violence, causing as much damage as
they ostensibly prevent.
Although the Open Lord sets mission goals and pa-
rameters whenever the unit is activated, the Force Grey
team needed to complete any given assignment is made
up of individuals handpicked by the Blackstaff.
If members of Force Grey (and, in some cases, the
Gray Hands) are arrested for a crime, the Open Lord or
the Blackstaff will usually intervene on their behalf and
facilitate their release.
Force Grey support comes in these ways:
Adventurers who are arrested are released under the
loose supervision ofVajra Safahr (see appendix B).
The adventurers receive a helpful uncommon or rare
magic item that they're allowed to use for a time (until
it mysteriously disappears).
- Meloon Wardragon (see appendix B) or some other re-
spected member of Force Grey helps the adventurers
out of a tough situation.
HARPERS
Any smart, non-evil character can join the Harpers of
Waterdeep. Bards and wizards are especially welcome.
Harpers are altruists who work behind the scenes to
keep power out of the hands of evil tyrants. In the cur-
INTRODUCTION
rent situation, it doesn't take long for them to suspect
that the Zhentarim is wholly or partially responsible for
the escalation of violence in Waterdeep. Harper spies
might use the adventurers as instruments to get at the
truth. Various nobles and guild masters in the city are
Harper sympathizers.
The Harpers have several secret gathering places
in Waterdeep, among them Ulbrinter Villa, an estate
located on Delzorin Street between Vhezoar Street
and Brondar's Way, in the North Ward Oust south of
Trollskull Alley). The elf lady of the house, Remallia
Haventree ("Remi" to her friends), the widow of Lord
Arthagast Ulbri nter, is a high-ranking member of the
faction. Other key members include Renaer Neverem-
ber, the estranged son of Lord Dagult Neverember, and
Mirt, an advisor to Open Lord Laeral Silverhand. See
appendix B for more information on these NPCs.
Harpers prefer to conduct their business in bustling
inns and taverns such as the Yawning Portal, or in quiet
locations such as the City of the Dead.
Harper support comes in these ways:
- The Harpers make common and uncommon potions
and scrolls available to the adventurers at a reduced
or deferred cost depending on the circumstances. - Remallia Haventree (see appendix B) feeds useful bits
of information to the adventurers and might also offer
them temporary shelter. - If the adventurers are accosted and overwhelmed, one
or more Harpers come to their rescue. A Harper res-
cue team usually consists of a bard (see appendix B)
or a mage, plus ld4 + 3 spies or veterans.
LORDS' ALLIANCE
To become a member of the Lords' Alliance faction in
Waterdeep, a character must be a Watcrdavian citizen.
Those with criminal records can also join, provided they
demonstrate their allegiance to the city.
The Lords' Alliance is a confederation of cities and
towns up and down the Sword Coast and throughout the
North, including (among others) Baidu r's Gate, Mirabar,
Mithra! Hall, Neverwinte r, and Silverymoon. Members
of the alliance must come to one another's aid in times
of need, and the organization uses field operatives (dip-
lomats. spies, and assassins) to safeguard its interests.
Waterdeep is one of the most influential and invested
members of the Lords' Alliance. Waterd eep's Open
Lord, Laeral Silverhand, uses spies to keep tabs on
adventurers in the city, rewarding those who place Wa-
terdeep's interests above their own. Laeral employs ad-
venturers as agents of the Lords' Alliance. among them
Jalester Silvermane. See appendix B for more informa-
tion on these NPCs.
Laeral spends most of her time in the Palace of
Waterdeep. Within walking distance of the palace are
well-maintained government residences set aside for
the use of representatives of other Lords' Alliance cities
and towns.