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Factions in Waterdeep

Numerous factions are active within Waterdeep. After the players gain prominence as the saviors of Renaer Neverember, they may be approached by different factions and offered membership. Each faction will feature a character as a prominent contact and will provide the players with one quest for each level they gain during the corse of this adventure.

    Factions in General 

  • Big Damn Heroes: At the climax of the adventure, the players are ambushed by the Big Bad's elite minions in what is, in theory, a Hopeless Boss Fight. However, depending on the allies they made in the module up to the point of getting to the Vault of Dragons, one or more faction representatives comes down to the Vault to save the party. However...
  • Cavalry Betrayal: Depending on whom the Big Bad is, what information is gathered from either various side quests or Plot Hooks before, and what factions and allies they chose before they went after the Vault, the players can potentially doom themselves by accident or even on purpose. Thankfully, while three factions will never backstab the party without proper incentive, three have the potential to be problematic.
  • Everyone Has Standards: Absolutely none of them tolerate the gang war between Manshoon's Zhentarim and the Xanathar Guild. Also, none of them tolerate Dagult Nevermember's embezzlement of the Cache of Dragons that led to the gang war in the first place.
    • They also have a very low tolerance for overly greedy adventurers. The Doom Raiders will betray the party if the Zhents outnumber the non-Zhents in the Vault if refused, but that's not all. While the leaders of Waterdeep are willing to compromise by offering the players up to one-tenth of the 500,000 dragon pot (which is a very good nest egg of 50,000 gold pieces), that's as far as they'll go. Any attempts to keep all of the Cache of Dragons will result in immediate expulsion from the factions as well as quick imprisonment for stealing from the city, if not bounties being placed on anyone who actually manages to escape the city.
  • Man of the City: With the exceptions of the Zhentarim and Bregan D'aerthe, all of the faction representatives care about Waterdeep and will do all they can to protect it.
  • Teeth-Clenched Teamwork: Surprisingly quite a bit, since every single faction listed here wants the same thing: an end to the violence plaguing Waterdeep. How they get there, however, is where they clash.
    • The Big Good of the Grey Hands and Lords' Alliance in the city (Vajra and Laeral) do not get along well for multiple reasons (the biggest being Vajra's position as Blackstaff and technically owning the Magic Staff that doubles as a Soul Jar for Laeral's late husband), but tolerate each other enough to do their jobs to protect the city.
    • The Harpers and Emerald Enclave's Level 4 missions actively contradict each other to the point of being nearly mutually exclusive to complete. Mirt wants to recruit Bonnie and her doppleganger gang, but the Emerald Enclave, believing them to be dangerous to the natural balance, wants them run out of town. This can cause tension if a Harper-aligned player and an Enclave-aligned player are in the same party.
    • Bregan D'aerthe and the Lords' Alliance's leaders both dislike Dagult Nevermember and want the same thing: the return of the Cache of Dragons to Waterdeep's citizens. However, Jarlaxle's trying to coerce Laeral into an alliance between Wretched Hive Luskan and Waterdeep... an alliance that will very much tarnish the latter city's reputation.
    • Due to Urshul's massacre in the Gralhund Villa, the Zhentarim tolerance in the city is so low, the Lords' Alliance and Gray Hands are trying to actively arrest any and all members, including semi-innocent Doom Raiders.
  • What the Hell, Hero?: Players who try to claim the entire Cache of Dragons for themselves will very quickly find their reputations with almost all of the good/neutral-aligned factions at an all-time low, and will be kicked out of the factions if they insist as well as arrested. Any attempts to flee with the treasure will have them hunted down as enemies of the state.

Bregan D’aerthe

See Factions
     In General 
  • Cavalry Betrayal: One of three factions that can betray the party in the climax of the module, but only if they refuse Jarlaxle's request to help him defeat Aurinax for the Dragonstaff of Ahghairon and the treasure.

    Jarlaxle Baenre 
For his page entry see here

    Prominent Members 
Race: Drow

Class: Drow Gunslinger

  • The Gunslinger: They all use Lantan-made Pistols, which utilizes a magical substance called smoke-powder.
  • Stalker without a Crush: Should one of the Players play a Drow, Jarlaxle has them shadow the party in order to ascertain if the drow would be a suitable member of the Bregan D’aerthe.

Fel’rekt Lafeen

Alignment: Neutral Good
  • Blue Oni: To his partner, Krebbyg Masq’il’yr.
  • Token Good Teammate: Although the Bergan D'aerthe overall is more neutral, he is the only known good-aligned member.
  • Those Two Guys: Alongside his more rash partner, Krebbyg Masq’il’yr.
  • Thou Shalt Not Kill: He only kills when absolutely necessary.
  • Trans Tribulations: Was assigned female at birth but identifies as male, something the strict gender roles of Lolth-worshipping drow do not allow for. He left the Underdark and joined Bregan D'aerthe in order to be able to live his life openly as a male-presenting drow.

Krebbyg Masq’il’yr

Alignment: Chaotic Neutral

Soluun Xibrindas

Alignment: Neutral Evil
  • Big Brother Bully: Towards his brother, Nar'l, whom he considers weak for pursuing magic.
  • Fantastic Racism: Like many drow, he hates sufrace-elves and half-elves. He was taught to kill them at any opportunity.
  • Serial Killer: He is behind thr murders of elves and half-elves in Dock ward.
  • Sinister Scimitar: Wields one instead of the shortswords his colleagues use.

Emerald Enclave

See Factions

    Melannor Fellbranch 
Race: Half-elf
Class: Druid
Alignment: Chaotic Good

The groundskeeper of Phaulkonmere, the Enklave's base in Waterdeep, and the characters' main contact within the Enclave.


    Jeryth Phaulkon 
Race: Demigoddess
Class: Druid

The Lady of Phaulkonmere, a demigod who manifests as a disembodied voice.


  • All-Powerful Bystander: She is possibly the most powerful NPC of the module, being able to cast ALL druid spells AT WILL, all the while being unable to be harmed and not even having a stat block. However, neither is the full nature of her existence really elaborated upon, nor can she directly assist the players.
  • Big Good: She serves in this role for enclave-aligned players.
  • The Beastmaster: Sends swarms of animals to help Enclave-aligned characters on their quest.
  • Chosen One: Of the nature godess Melikki, who elevated her to demigodhood.
  • Green Thumb: She can cast all druid spells.
  • Semi-Divine: Her status is described as that of a demigod. However, she was elevated to it, not born to it. Her being is better described as a very powerful Nature Spirit.
  • The Voice: How she manifests in the villa gardens.

Force Grey (Grey Hands)

See Factions

    Blackstaff Vajra Safahr 
https://static.tvtropes.org/pmwiki/pub/images/636708519544330042.png
the Blackstaff
Race: Human
Class: Wizard
Alignment: Lawful Neutral

Vajra is a capable wizard in her mid-thirties, the youngest person ever to hold the position of Blackstaff. As the High Wizard of Waterdeep, she is charged with using all the magic and resources at her disposal to defend the city against threats. She was handpicked for the job by Khelben Arunsun, and wields the Blackstaff from which Khelben derived his name and the title of the office. Vajra isn’t the city’s most powerful wizard, but she can hold her own. Despite her many gifts, she still questions her ability to meet the demands of her role, and she rarely makes a decision without first soliciting the advice of the Blackstaff, which contains Khelben Arunsun’s spirit as well as the spirits of all the other Blackstaffs who preceded her. She also gets intelligence from many other sources, both through her own network of spies and from Harper agents.


  • Amplifier Artifact: Vajra herself is a very powerful wizard. The Blackstaff only increases her power further.
  • The Archmage: Although there are many examples in W:DH, she is the only official one.
  • Authority Equals Asskicking: One of the most influential figures in Waterdeep, and one of its most powerful wizards.
  • Big Good: despite being of neutral aligment, she serves in this role for characters who are members of the Gray Hands.
  • Heroic Self-Deprecation: She herself doubts her fitness for her office.
  • Improbable Age: Played With. She is in her mid-thirties, but this is still incredibly young for wizard-standards. She is the youngest person the ever hold the title of Blackstaff.
  • Legacy Character: The Title of Blackstaff is passed down from wizard to wizard, with the next Blackstaff being selected by the Staff itself.
  • Magic Staff: And one of the most powerful in existence, that is.

    Meloon Wardragon 
https://static.tvtropes.org/pmwiki/pub/images/meloon.jpg
a friendly face
Race: Human
Class: Fighter
Alignment: Neutral Good

Meloon is a handsome, formidable warrior in his prime, who serves the goddess Tymora and loves a good fight. His friends — among them Renaer Neverember and Vajra Safahr — describe him as honest, optimistic, and extraordinarily lucky. Until recently, he was a member of Force Grey and reported directly to the Blackstaff. In recent months, Meloon has spent much of his time at the Yawning Portal.


Harpers

See Factions

    Mirt 
Race: Human
Class: Fighter
Alignment: Chaotic Good
https://static.tvtropes.org/pmwiki/pub/images/636708518742861194.png
The Moneylender

Once known as Mirt the Merciless and the Old Wolf, Mirt made a fortune and carved out a reputation as an adventurer and philanderer. Today, an older and wiser Mirt serves as one of the Masked Lords, a Harper, and a close advisor to Laeral Silverhand. The years have not worn him down, and though he has grown soft in the flesh, he remains deceptively strong, vigorous, and clear of mind. Mirt has survived the passing of centuries by means of magic, and of all the Masked Lords, he is the least concerned with concealing his identity.


  • Acrofatic: His dexterity doesn't seem too hampered by his girth.
  • Big Good: Of the Harpers, even moreso than Renaer or Remallia. He's also Harper players' Quest Giver.
  • Dual Wielding: Wields a longsword and a dagger in battle.
  • The Hedonist: How he spends his nights, apparently.
  • The Good Chancellor: He serves as an advisor to the open Lord, Larael Silverhand.
  • Older and Wiser: He retired from adventuring to pursue a career as a politician and spymaster. His profile calls him this word for word.
  • Really 700 Years Old: He uses magical means to prolong his life and is apparently numerous centuries old.
  • Refuge in Audacity: He's not just a Masked Lord of Waterdeep, but by being the de facto leader of the Harpers in the city he's technically Waterdeep's spymaster. Yet, the Old Wolf doesn't do ANYTHING to hide either of these facts when Masked Lords have been targeted for less than espionage. In fact, he seems to enjoy the attention because nobody would hurt a Harper or Masked Lord who has the Open Lord of Waterdeep's ear.
  • Retired Badass: A former adventurer who is still a force to be reckoned with.

     Remallia Haventree 

Race: Sun elf
Class: Wizard (School of Abjuration)
Alignment: Chaotic Good

Remallia (Remi to her friends) is the lady of House Ulbrinter and a guiding light for the Harpers in Waterdeep. She became an active force for good in the city after assassins killed her husband, Arthagast Ulbrinter, and destroyed his remains. A sun elf, she has two adult children (a half-elf son named Arthius, who is studying music in Silverymoon, and a half-elf daughter named Serenore, who lives on the Moonshae island of Alaron with her husband and daughter). Lady Haventree retains a handful of loyal servants and spies.


  • Anti-Magic: Par for the corse for an abjuration wizard. She can cast both Counterspell and Dispel Magic.
  • Crusading Widow: Joined the harpers after assassins killed her husband, Lord Arthagast Ulbrinter.
  • Interspecies Romance: Both of her children are half-elves, so her husband was likely human or a half-elf as well. Taking into account their respective lifespans note , this would have also made it a Mayfly–December Romance.
  • Silk Hiding Steel: A noble woman who is also a rather powerful spellcaster.

     Renaer Neverember 
Race: Human
Class: Swashbuckler
Alignment: Chaotic Good
https://static.tvtropes.org/pmwiki/pub/images/renaer.png
The good Neverember

Renaer is the estranged son of Dagult Neverember, the former Open Lord of Waterdeep and the current Lord of Neverwinter. Father and son detest one another, and Renaer is least happy when he finds himself forced to deal with some mess his father left behind. Qualities that both share include striking good looks, a love of drink, and a flair for diplomacy. What Renaer lacks is his father’s belligerence, ill temper, and bad judgment. He is also an active member of the Harpers.


  • Archnemesis Dad: Downplayed in that he hates his dad, but doesn't actively oppose him.
  • Berserk Button: Renaer has two: betrayal of his trust (he will stop associating with players who betray him) and anything associated with his father. He refuses to help Dalakhar, one of his father's few remaining loyalists in the city, smuggle the Stone of Golorr out of Waterdeep for this reason, forcing the gnome to resort to trying his luck with the players. It didn't end well.
  • Distressed Dude: Together with Floon. It is Renaer's kidnapping however, that kicks of the lager story concerning Lord Neverember's treasure.
  • I Have No Son!: Renaer and his father Dagult have all but renounced each other since Renaer's mother left the former everything in her will and Dagult always put Neverwinter first, even in front of his duties as Lord of Waterdeep or as a father.
  • Mistaken Identity: He looks similar to Floon, so both of them are kidnapped.
  • Millionaire Playboy: Very much a fantasy version of one. He lives off of his mother's inheritance.
  • Non-Idle Rich: He will sometimes join the party in combat.
  • Royal Rapier: Uses one in battle, alongside with a dagger.
  • Unwitting Instigator of Doom: Renaer's blatant refusal to deal with Dalakhar not only got the gnome killed, but eight innocent civilians by Yalah Gralhund, and either nearly lets the gold fall into the wrong hands or the outright success of one of the villains, one where 100 people die in a satanic ritual and another where one of his former adventuring friends is assassinated and the city becomes controlled by an evil wizard.

     Mattrim Mereg/ "Threestrings" 
Race: Human
Class: Bard
Alignment: Lawful Good
https://static.tvtropes.org/pmwiki/pub/images/c001.png
Player of a broken lute

A harper spy keeping watch on the Zhentarim inside the yawning portal.


  • The Bard: His profession, and the name of his stat block.
  • Beneath the Mask: He is much more perceptive and confident than he lets on. He knows Bonnie and her friends are Dopplegangers, and wants to recruit them into being Harpers.

Lord's Alliance

See Factions

     Laeral Silverhand 
https://static.tvtropes.org/pmwiki/pub/images/636708518468590624.png
The Open Lord

Race: Demigoddess (Human)
Class: Wizard
Alignment: Chaotic Good

Anamanué Laeral Silverhand was born in the Year of the Cowl (765 DR), the fifth of seven daughters of the goddess Mystra. Each of the Seven Sisters is a powerful and ageless beauty with a penchant for arcane magic.

Long ago, Laeral ruled a kingdom called Stornanter and held the title of Witch-Queen of the North. After that, she led a band of adventurers called the Nine. She met and married Khelben Arunsun, who would later become the Blackstaff, the Lord Mage of Waterdeep. After Khelben died, Laeral retired from public life. She resurfaced after the Spellplague and the Sundering, weakened by Mystra’s death, rebirth, and withdrawal from the world.

Laeral’s magic isn’t as great as it once was, though she does her utmost to hide this fact. Only Elminster, her trusted friend and advisor, knows the extent of her decline. Despite her diminished abilities, Laeral remains a formidable, clear-headed wizard with plenty of magic at her disposal.

A few years ago, Dagult Neverember was ousted as Open Lord of Waterdeep. Laeral reluctantly stepped into the vacancy at the request of the Masked Lords, and has served as Waterdeep’s Open Lord ever since. Initially overwhelmed by the demands of the nobles and guildmasters, she has settled nicely into her new role. She uses her magic sparingly and relies on trusted advisors and deputies. As time allows, she likes to venture outside the Palace of Waterdeep in disguise, just to clear her head or check up on old friends (and enemies).


  • The Ageless: As a demigoddess, she does not age.
  • The Archmage: As expected from a daughter of the goddess of magic, Laeral is a powerful Spellcaster, equaling a level 19 character. By comparison, the stat block actually named "Archmage" is one level lower.
  • Asskicking Leads to Leadership: Waterdeeep's ruler and also probably its most powerful wizard. The Xanathar, a monstrous mob-boss that can very much kill all players just by looking at them, is utterly terrified of her.
  • Badass Long Robe: She wears a Robe of the Archmage, which appears as an elaborate, white robe that comes with some nifty magical benefits.
  • Benevolent Mage Ruler: She is officially good-aligned and does a rather good job of running the city.
  • Big Good: She can definitely occupy this role, being the most powerful political ally the players can possibly obtain.
  • Instant-Win Condition: The easiest way to win the module, especially if Jarlaxle Baenre is the Big Bad or at least involved? Join the Lords' Alliance. No, seriously, Laeral Silverhand's mere presence not only makes Jarlaxle give up without a fight, but she immediately negotiates the gold's release from Aurinax.
  • King Incognito: As stated in her profile, she sometimes disguises herself to venture into the city. She can actually cast the disguise self spell.
  • Kung-Fu Wizard: Apart from her spells, she also wields a flaming longsword and can attack with her hair.
  • Mayfly–December Romance: She was in one with her late husband, Khelben Arunsun. This creates a point of tension with his successor, Vajra Safahr, as his spirit now resides in the Blackstaff.
  • Playing with Fire: While not having any fire spells per se in her stat block, she is able to summon magical, silver flames, which grant her a variety of abilities.
  • Prehensile Hair: She is able to use her hair as a melee weapon.
  • Semi-Divine: She is one of seven daughters of Mystra, the goddess of magic.
  • She Is the King: Her official title is Open Lord of Waterdeep.

     Jalester Silvermane 
https://static.tvtropes.org/pmwiki/pub/images/636708527110236060.png
a friendly face
Race: Human
Class: Fighter
Alignment: Lawful Good

An earnest man in his mid-twenties, Jalester hails from the distant land of Cormyr, where he earned his spurs working for a mercenary company called the Steel Shadows. A few years ago, Jalester left the Dales and traveled to Waterdeep with several other members of the company, one of whom — Faerrel Dunblade — would become his best friend and lover.

The wizard Elminster befriended the two young men and brought them to the attention of Laeral Silverhand, who put them to work as deputies and spies. Jalester and Faerrel helped the Open Lord expose a plot to overthrow the government, but Faerrel was killed while helping bring the perpetrators to justice. Jalester remained in Waterdeep afterward, becoming one of Laeral’s field operatives in the service of Waterdeep and the Lords’ Alliance. He has been romantically unattached ever since Faerrel’s death but longs again for love.


  • Nice Guy: He is one of the more friendly people the players get to meet.
  • Quest Giver: He serves as the players‘ Main contact within the Lord‘s Alliance.
  • Second Love: He is yearning for another partner.

Order of the Gauntlet

See Factions

     Savra Belabranta 
Race: Human
Class: Knight
Alignment: Neutral Good

A Waterdevian noble and a servant of Tyr. She serves as the direct superior to any players who join the Order.


  • The Atoner: She used to be a member of a cult of elemental evil and now serves in the Order to atone her wrongdoings.
  • BFS: As a knight, she wields a greatsword.
  • By-the-Book Cop/Know When to Fold Them: She may not like it, but if she finds out about the Cassalanters' devil worship in her fifth level mission, she sheathes her sword since worshipping Asmodeus is technically not illegal in Waterdeep, and she'd rather not get in more trouble than going after a noble family. [[spoiler: That could change if she finds out about the whole ritualistic sacrifice the Cassalanters are planning).
  • Religious Bruiser: Like many in the Order, she serves Tyr,the god of justice.
  • Quest Giver: Savra is the Order players' main contact, and she gives them missions in person.

     Hlam 
Race: Human
Class: Monk/Cleric
Alignment: Lawful Good
https://static.tvtropes.org/pmwiki/pub/images/636708517473190396.png
the even-handed master

An old monk who lives in a cave up on Mount Waterdeep. Hlam is the grand master of the Order of the Even-Handed, a small Order devoted to Tyr. He champions the combination of devvine magic and martial arts. He is a staunch ally of the Order of the Gaultlet.


  • Bald Mystic: A wise, bald master of magic and martial arts.
  • Big Damn Heroes: He sometimes shows up to assist Order-aligned characters in combat.
  • The Computer Is a Cheating Bastard: He has a dexterity of 24. That is four points higher than the normal capstone of 20.
  • Instant-Win Condition: Not only is Hlam capable of effectively soloing most versions of the villain ambush at the climax of the adventure, but he, like Laeral Silverhand above him, can immediately negotiate the cache's release from Aurinax because they're old friends.
  • Old Master: Many students of the Order seek him out, only to get beaten up. Judging by his statistics, he is a Level 20 note  character.
  • Omniglot: As a monk he is able to speak all languages by touching the Ki inside another persons mind.

Zhentarim

See Factions

     Yagra Stonefist 
https://static.tvtropes.org/pmwiki/pub/images/bildschirmfoto_2021_12_13_um_111926.png
Boisterous Bodyguard

Race: Half-orc
Class: Thug
Alignment: Neutral

A half-orc mercenary, Yagra works for the Zhentarim and currently serves as David Startsong's bodyguard at the yawning portal.


The Doom Raiders

See Factions

     In General 

  • Cavalry Betrayal: One of the only three factions who can and WILL backstab the players in the endgame. In fact, this can be in two ways if certain conditions are met:
    • If the players choose to refuse their agreement to split the Cache of Dragons with them and the Zhents outnumber the non-Zhents.
    • If the party is up against Manshoon and his followers during the Vault ambush, Skeemo joins Manshoon's side.
  • Even Evil Has Standards: The Zhentarim may be the one antagonistic faction that isn't Bregan D'aerthe or Xanathar Guild, and the Doom Raiders themselves aren't the most moral people (the best they are is True Neutral), but they aren't active participants in the gang war between the Xanathar Guild and Manshoon's faction. Except for Skeemo, who betrays them at the first opportunity. In fact, Davil turns himself over to the City Watch to prove his cooperation.
  • Not Me This Time: With the exception of assisting Zhent-aligned players in anything they ask for at a price, Istrid loaning money to Emmek Frewn, and Skeemo's betrayal, these guys have nothing to do with the gang war.

     Davil Starsong 
https://static.tvtropes.org/pmwiki/pub/images/636708514597465895.png
The Master of Opputunities
Race: Sun elf
Class: Bard
Alignment: Neutral

Within the Waterdeep division of the Black Network, Davil is accorded the title of Master of Opportunities and Negotiations because he’s good at sniffing out lucrative business deals, and he makes friends easily.

Like many sun elves, Davil has an affinity for magic and is gifted with the kind of patience that comes with a long life span. Unlike most, he’s not the least bit pretentious or aloof. He keeps a room at the Yawning Portal and does all his business in the establishment’s taproom. He negotiates deals with grace and aplomb, even while drunk, and uses an elven lute as a spellcasting focus.Davil serves as the main contact for players who join the Zhentarim.


     Istrid Horn 
https://static.tvtropes.org/pmwiki/pub/images/636708516042117622.png
The Master of Trade and Coin
Race: Shield dwarf
Class: Cleric
Alignment: Neutral Evil

Istrid is regarded as the Black Network’s Master of Trade and Coin in Waterdeep. The shield dwarf operates an illegal lending operation out of a heavily guarded warehouse in the Dock Ward, offering loans to those in need of coin. Her interest rates are comparable to those of her competitors (including noble families of bankers such as the Cassalanters and the Irlingstars), but the penalties for not paying back Istrid’s loans are severe.

Istrid worships Vergadain, the dwarven god of wealth and luck. She likes having others indebted to her, and she employs thugs and enforcers to collect on her loans. If those resources prove inadequate, Istrid can call on her old adventuring companions for assistance.


  • Greater Scope Villian: Of the Business Rival sidequest if one follows it. She's the one whom Emmek Frewn got the resources to pay the Shard Shunners to sabotage from.
  • Light Is Not Good: She has an evil alignment, yet can cast numerous light spells, such as Guiding Bolt and Flame Strike.
  • Loan Shark: Her role as "Master of Trade and Coin" boils down to being this.
  • She Is the King: As with any titles in this adventure, her title seems to exclusively use the male from.
  • Taking You with Me: Threatens to do this to Zhent-aligned players as a result of the Zhent bloodbath in House Gralhund if they let her get arrested.

     Skeemo Weirdbottle 
https://static.tvtropes.org/pmwiki/pub/images/636708515090480315.png
The Master of Magic
Race: Rock gnome
Class: Wizard
Alignment: Neutral Evil

Skeemo became the Master of Magic for the Black Network in Waterdeep, setting up a cover in the Trades Ward in the form of a cramped little shop called Weirdbottle’s Concoctions. Most of his potions and elixirs are nonmagical, but he crafts magical ones for his Zhent friends.Skeemo can add “sellout” to his credentials, his services having been bought by House Gralhund and the Black Network operatives loyal to Manshoon. The rock gnome uses paper birds to send messages both to his new friends and his old ones.


     Tashlyn Yafeera 
https://static.tvtropes.org/pmwiki/pub/images/636708529701610832.png
The Master of Arms

Race: Human
Class: Fighter
Alignment: Neutral

Tashlyn is Master of Arms and Mercenaries for the Waterdeep Zhentarim. In this role, she provides armor, weapons, and training to sellswords on the Black Network’s payroll.

Tashlyn has established a useful cover by serving as a bodyguard to Vorondar Levelstone, a dwarf magister stationed at the South Gate. She likes the dwarf and has earned his confidence, allowing her to reach the rank of captain in the City Guard. In that position, she watches over traffic that passes through the gate — and ensures that her associates in the Black Network can come and go freely.

Born to a well-off family in Calimshan, Tashlyn has an unfettered sense of superiority. Quick to anger, she hates to back down from a fight. She respects anyone who can best her in melee combat.


  • BFS: She uses a greatsword in combat.
  • Bow and Sword in Accord: She wields a shortbow alongside her greatsword.
  • Dirty Cop: She is a captain within Waterdeep's City Guard.
  • Gameplay and Story Segregation: She is depicted carrying numerous weapons, including a longsword, a crossbow, multiple daggers and a greataxe. None of them appear in her stat block. Conversely her artwork doesn't include any of the weapons she actually uses.
  • Quest Giver: She takes over as the players' main contact when Davil is arrested.

     Ziraj the Hunter 
https://static.tvtropes.org/pmwiki/pub/images/636708515694553466.png
The Master of Assassination
Race: Half-orc
Class: Paladin
Alignment: Neutral Evil

Ziraj is a half-orc hunter who wields an oversized bow that shoots correspondingly large arrows. He is the Master of Assassination for the Black Network. If Ziraj sets out to kill someone, it’s because one of his friends (Davil, Istrid, Skeemo, or Tashlyn) asked him to. The characters might become Ziraj’s prey, or Ziraj might come to their aid to eliminate a common enemy. He’s the strong, silent type.

The City Watch has received reports of a figure who haunts the rooftops of Waterdeep — a hulking shadow that glares from its perch, rains down death in the form of long black arrows, and slinks off without so much as a whisper. Where he comes from — if he even has a home — remains a mystery, as does the question of where he might show up next.


  • BFG: He wields the fantasy version, a BFB, if you will. It even has a certain strength-requirement.
  • Professional Killer: His job within the Black Network.
  • Half-Human Hybrid: He is a half-orc.
  • I Surrender, Suckers: The level 5 mission for the Lord's Alliance has the players hunting him down. He surrenders to the city watch, confident that his allies will get him released.

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