Second Council of Waterdeep
Agenda Item 6: Vote of Confidence – Empowering the Party
The final notes of the Misty Forest proposal still echo when Lady Laeral stands. Her voice carries the full weight of the chamber once more.
Lady Laeral Silverhand:
“This council has benefited greatly from the strength of our agents, but the time has come to move beyond simple missions. The hour darkens. The cult does not wait for us to argue ourselves into action.”
She turns to face the adventurers directly.
“You have struck down Arauthator. Captured a Wyrmspeaker. Unmasked a fiend that walked among us. For these acts, you have earned more than praise. You have earned trust.”
She lets the statement linger.
“And so the question is before us now: how shall this council empower you? As envoys? As champions? Or as something more independent still?”
Options discussed by the council:
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Council Agents –
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Full diplomatic status.
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Legal immunity in allied cities.
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Access to sealed archives and faction support.
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Downside: Bound by council orders and visibility.
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Faction Champions –
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Each faction offers one powerful boon.
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The party chooses a primary sponsor (e.g., Harpers, Gauntlet, Enclave).
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Downside: Perceived partiality; some allies may withdraw aid.
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Free Operatives –
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No formal allegiance, maximum flexibility.
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Factions offer aid as needed, but with less consistency.
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Downside: No authority to speak for the Council.
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Draconic Allies (explicitly proposed by Elia) –
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The metallic dragons formally name the adventurers as their chosen emissaries to walk among mortals.
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They gain direct support from dragonkind: safe haven, flight transport, magical gifts, and wyrmguard.
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Elia pledges that the party’s voice will be heard at the Council of Wyrms and treated as binding.
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Downside: Seen as foreign representatives by some human leaders. The party may be viewed as tools of draconic will, not of the realms.
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What Each Faction Offers (if chosen as primary sponsor):
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Harpers (Althaea/Nat)
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A network of spies and magical messaging.
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Enchanted sigils to bypass wards and enter protected locations.
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Access to Harper vaults with rare scrolls and intelligence.
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Order of the Gauntlet (Ontharr/Jack)
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A cadre of holy knights and paladins on standby.
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Sanctuary and healing in any temple tied to Torm, Tyr, or Helm.
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A consecrated weapon chosen to smite evil aligned to the wielder’s path.
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Emerald Enclave (Delaan/Aaron)
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Druidic safehouses and natural teleportation circles.
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Beast allies, including a bonded companion if desired.
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Insight into natural omens and cult movements in wild regions.
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Lords’ Alliance (Neverember/Luke)
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Political protection in major cities.
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A writ of command granting temporary authority over local militias.
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Access to elite guards or spies depending on the mission’s needs.
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Zhentarim (Rian/Gemma)
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Gold. A lot of gold.
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Unofficial contacts in enemy camps and smugglers’ routes.
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Magical items that are not always… documented.
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Taern Hornblade (gruffly):
“Give them a writ and be done with it. They’re already doing the work most of us won’t.”
Rian Nightshade (smiling thinly):
“Careful who you give authority to. Power without chains has a way of slipping from one’s hand.”
Ontharr Frume:
“They’ve my shield and my oath. I trust them more than I trust this room.”
Elia (Otaaryliakkarnos) (voice soft, yet unwavering):
“Let them walk as our flame in the dark. Let dragon and mortal alike know they do not stand alone.”
Each delegate may cast their voice, and perhaps more than one faction will try to sway the adventurers privately during the council’s final recess.
Whatever is chosen, it will define the party’s standing with the world as the final stages of this war begin to turn.