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Returning 35 results for 'law alliance agents'.
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law alliance agent
Backgrounds
Sword Coast Adventurer's Guide
in the shadows. Order agents tend to be proficient in Religion, and frequently seek aid from law enforcement friendly to the order’s ideals, and the clergy of the order’s patron gods.
The
nature.
The Lords’ Alliance: On one level, the agents of the Lords’ Alliance are representatives of the cities and other governments that constitute the alliance. But, as a faction
races
Eberron: Rising from the Last War
bodyguards for those who can afford their services. House Deneith is also renowned for its Sentinel Marshals, agents who hold the authority to pursue criminals and enforce the law across the length of
Folk Hero
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
randomly determine a defining event that marked you as a hero of the people.
d10
Defining Event
1
I stood up to a tyrant’s agents.
2
I saved people during a natural
, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.
From an early age, an aasimar
, and feelings.
The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils
Monsters
Eberron: Rising from the Last War
with a clan of dragons. The discovery of this pact triggered an unprecedented alliance between the Sibling Kings of Aerenal and the dragons of Argonnessen. The Sibling Kings proclaimed that House Vol
her ancestors, Lady Illmarrow has a more important goal: restoring her dragonmark and unlocking godlike powers. The agents of the Emerald Claw who serve her fight either for the good of Karrnath or
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of nature. The Lords’ Alliance. On one level, the agents of the Lords’ Alliance are
individuals who work on behalf of the organizations, wider agenda. Alliance agents are required to be knowledgeable in History, and can always rely on the aid of the governments that are part of the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
cities. The leaders of the Alliance know that the order will survive only if its members support each other, requiring a balance between pride and diplomacy. Rogue agents within the Lords’ Alliance are
Lords' Alliance The Lords’ Alliance is an association of rulers from cities and towns across Faerûn (primarily in the North), who believe that solidarity is needed to keep evil at bay. The rulers of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
judged. Advocates might intercede on behalf of the characters if they have allied themselves with influential NPCs and factions. For example, characters who become agents of the Lords’ Alliance are more
Breaking the Law Waterdeep is a city of firm laws and swift justice. Adventurers hell-bent on slaughter and plunder won’t fare well in the City of Splendors. The punishments for assault, arson, theft
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
themselves as ambassadors of their cities, but they also employ covert agents to undermine each other’s plans and carry out less savory tasks. The Lords’ Alliance sponsors mapping expeditions into the peninsula, with the aim of finding more treasures or mines it can plunder.
Lords’ Alliance A number of cities and settlements banded together to form the Lords’ Alliance, a coalition that works actively to eliminate threats to their mutual safety and prosperity. The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
threats require a united front. The agents of the Lords’ Alliance work to maintain the delicate network of information and diplomacy that sustains their order, alert for anything that might threaten
arranges for some agents of the Lords’ Alliance to join the expedition: Five dwarf guards from the alliance city of Mirabar. Their names are Nazrok Blueaxe, Kirsil Mantlehorn, Anzar the Brazen
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
those who place Waterdeep’s interests above their own. Laeral employs adventurers as agents of the Lords’ Alliance, among them Jalester Silvermane. See appendix B for more information on these NPCs
Lords’ Alliance To become a member of the Lords’ Alliance faction in Waterdeep, a character must be a Waterdavian citizen. Those with criminal records can also join, provided they demonstrate their
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Northlander pirates. It is a loose confederation of those settlements and their agents, all of whom owe allegiance first to their homelands, and second to the Lords’ Alliance. In the harsh lands of the
the individual members of the alliance. As a group, the agents of the members are interested in the preservation of civilization in the North, and they share what information they can — and oppose what
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
met their contacts before the adventure starts. The Lords’ Alliance and the Zhentarim, on the other hand, have an elaborate system of pass phrases and secret signs that identify their agents to one
alliance agents, and they are often glory hounds seeking personal recognition. Most agents are lawful or neutral; in the courtly circles of the lords, those who don’t follow the rules seldom last long
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
agents of the King’s Citadel serve crown and country as the ultimate agency for dispensing the king’s justice in Breland. Local watches and constabularies can call on its agents when a crime or situation
poses a threat that spreads beyond their jurisdiction. Sentinel Marshals. The Sentinel Marshals are a multinational force administered by House Deneith and authorized to enforce the law across
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
players that the Black Network’s expert killers can be put to better use against the cult leaders of Severin’s inner circle, while Harper agents or forces of the Lords’ Alliance help in the tunnels
Rath Modar Emerald Enclave Cult leaders* Zhentarim assassins Cultist troops Harper agents Chromatic dragons Metallic dragons Devils Devils Giants Giants Evil mercenaries Lords’ Alliance army Temple of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
references for Athas. The Harpers The Veiled Alliance The Veiled Alliance is a secret society dedicated to the overthrow of the evil sorcerer-kings who dominate the Tyr Region. Like the Harpers, its
ranks include a number of rogues, spellcasters, and spies. Few organizations or movements in Athas operate across multiple city-states, but the Veiled Alliance is one of them. Heroes who give their
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
moment or prevent a crucial order from reaching its destination. Harper Agents. Intercepting intelligence during battle is a Harper specialty, and Harper agents can provide key information about cult
, knowing that their own power will be curtailed in a world in which humanoids no longer rule. Agents of the Nine Hells are ferocious fighters, but their presence in the battle makes many other
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Solamnia, who are dedicated to upholding the cause of good. Although the Knights don’t exercise political power in the region, it is not unreasonable for the player characters to be their agents, on the
regional rangers dedicated to preserving the land. These groups work together at the behest of the unicorn of the Darken Wood, a powerful creature known as the Forestmaster. The Lords’ Alliance Community
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Espionage Agency Secret agents, spies, undercover operatives—your group is part of an organization engaged in espionage. Most such agencies are attached to governments or dragonmarked houses
get in trouble with law enforcement forces (especially in foreign nations), your home nation will disavow you and deny any knowledge of your activities. It’s said the Last War was fought as much by
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
information. Second, it strains credulity for any of the factions to send inexperienced agents into the Dark Lady’s lair. The characters receive a sending spell, telling them to meet a faction agent at a local
the Dessarin Valley.
“A powerful shadow dragon called the Dark Lady lairs underneath Rundreth Manor, right here.” She points to a spot on the map. “One of our agents saw robed cultists leaving the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
maintains a fortified garrison and training facility in the Copper Arch district. The Laws of Upper Tavick’s Landing During the war, fears of attacks by foreign agents resulted in the establishment of a
number of laws here that affect visitors, including adventurers, to this day. The soldiers of House Deneith have full authority to act as agents of the Sharn Watch in Upper Tavick’s Landing, and staff of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, the group employs many agents and spies to look after its interests. The Circle of Eight is much less benevolent than the Harpers; its wizards are not particularly concerned about tyranny and are more
includes clerics, paladins, and fighters who stand for law and order and generally oppose evil, and it is found in many different lands throughout the Flanaess. The Emerald Enclave The Old Faith The
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
matters of contracts, bargains, and legalities. She and her agents offer mortal petitioners advice on how to manipulate or circumvent the law, or to identify escape clauses — all to ensure that
entitled by law to inherit his parents’ wealth but doesn’t want to murder them might ask for help, and Glasya’s agents provide it by arranging for them to die in an accident. A notable portion of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The King’s Citadel The members of the King’s Citadel are the direct agents of the Brelish Crown. As such, the King’s Citadel stands above the Sharn Watch. Its members have the authority to take
control of any investigation and to command the service of any guard or sentinel. Typically the Citadel leaves the daily chores of law enforcement (including the conflicts between the criminal
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Adventure Hooks A halfling commander named Corlie Halvachar (Small, Neutral Good Knight) sends for the characters. She’s a representative of the Lord’s Alliance with an offer of easy guard work at
the wrong side of the law in Baldur’s Gate, Mithral Hall, Neverwinter, Silverymoon, or Waterdeep, a city leader offers to expunge the characters’ crimes if they serve some time guarding Ironspine Keep under the command of Corlie Halvachar.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
players that the Black Network’s expert killers can be put to better use against the cult leaders of Severin’s inner circle, while Harper agents or forces of the Lords’ Alliance help in the tunnels
Rath Modar Emerald Enclave Cult leaders* Zhentarim assassins Cultist troops Harper agents Chromatic dragons Metallic dragons Devils Devils Giants Giants Evil mercenaries Lords’ Alliance army Temple of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
settlement of the Lords’ Alliance. Though no law requires you to pay for goods or services in Waterdavian coin, the drudgery of weighing foreign currency and checking its purity prompts many retailers and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Guild provides exceptional bodyguards for those who can afford their services. House Deneith is also renowned for its Sentinel Marshals, agents that hold the authority to pursue criminals and enforce the
law across Khorvaire. The Sentinel Marshals hold the honor of the house in their hands. Being a Marshal is a privilege, and it comes with high expectations. The dragonmarked houses aren’t allowed to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sharn Watch Villains Corrupt or extremist members of the Sharn Watch are villains of a special sort: legitimate authority figures who have access to the city’s law-enforcement resources. The
agents to interrogate and torture them. 2 A Brelish veteran of the Last War arrests and murders innocent Cyran refugees, claiming each time that the victim tried to attack him. 3 A changeling investigator
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
to Daggerford bearing news that alliance agents have not only captured one of the werewolves but also conducted a thorough interrogation before putting the creature out of its misery. Eravien Haund (LN
common threats, every lord in it places the fate and fortune of his or her settlement above all others. Agents of the alliance are chosen primarily for their loyalty, and are trained in observation
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sentinel Marshals, agents who hold the authority to pursue criminals and enforce the law across the length of Khorvaire. The Sentinel Marshals hold the honor of the house in their hands. Being a Marshal is
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Tor” in Part 3. Quest: Finding Cragmaw Castle. After resting at the Stonehill Inn, Sildar Hallwinter establishes himself at the townmaster’s hall. As an agent of the Lords’ Alliance, his goal is to
bring law and order to Phandalin. As such, he wants to find the lost mine of Wave Echo Cave and help the Rockseeker brothers put it back into production, believing that bringing prosperity to the region
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Mogis’s Champions Mogis’s champions are extensions of his ability to wreak havoc in the world. The god of slaughter cares only for causing strife, and he uses his agents to heighten the tension
a formerly peaceful polis.
3 Organize disparate groups of bandits and criminals into a cohesive fighting force.
4 Hunt down a famous defender of the law who champions Iroas.
5
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Brelish crown in dealing with matters beyond the capabilities of local law enforcement. 6 As emissaries of Darguun’s Lhesh Haruuc, work to build respect for Darguun as a nation. 7 As agents of the
trade pacts with the nations of Khorvaire. 2–3 As agents of Queen Aurala, help her build Aundair’s strength in preparation for the next war, without alerting other nations to her ambitions. 4–5 Assist the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the war, fears of attacks by foreign agents resulted in the establishment of a number of laws that affect adventurers. The soldiers of House Deneith have full authority to act as agents of the Sharn
is considered inappropriate unless you’re tied to House Deneith, the Sharn Watch, or you’ve served with the Brelish military. Anyone held to be in contempt of this law is escorted out. Any sort of