Dungeons & Dragons
The Lords’ Alliance, also known as the Council of Lords, isn’t a nation unto itself, but a partnership of the rulers of towns and cities across the North, who have pledged peace with one another and promised to share information and effort against common threats such as orc hordes and 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. The organization was formed to oppose the growing influence of the Zhentarim.
In the harsh lands of the North, where winters are cold and monsters and human barbarians regularly stream out of the mountains to pillage outlying settlements, large nations are rare indeed, particularly in the current state of the world. Instead, great city-states have emerged, enriched by trade and protected by stout walls and loyal defenders. Such cities—including Baldur’s Gate, Mirabar, Neverwinter, Silverymoon, and Waterdeep—extend their influence into nearby regions, often creating or accepting vassal settlements, but in the end, these realms are cities, driven to consider their own protection and future before other concerns
In the years soon after its founding more than one hundred fifty years ago, there was more interest in membership, and the Alliance accepted some members from farther south. Since then, events such as the growth of Elturgard into a power in its own right, and the recent fall of the Silver Marches, have caused the group to draw in on itself, restricting its membership to powers in the North. The current members of the Alliance are Amphail, Baldur’s Gate, Daggerford, Longsaddle, Mirabar, Mithral Hall, Neverwinter, Silverymoon, Waterdeep, and Yartar. There is some doubt that Mithral Hall will be part of the alliance for much longer, but until rulership of the dwarven city is more firmly established, it remains a member.
It is impossible to ascribe an overall character to 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 threats they must—to further that goal. In the end, though, a merchant of Waterdeep and one of Baidur’s Gate are concerned mainly for their own purses and the welfare of their home cities, and are unlikely to care what happens to the other, except inasmuch as it affects trade.
- If civilization is to survive, all must unite against the dark forces that threaten it.
- Glory comes from protecting one’s home and honoring its leaders.
- The best defense is a strong offense.
To ensure the safety and prosperity of the cities and other settlements of Faerûn by forming a strong coalition against the forces that threaten all, eliminate such threats by any means necessary whenever and wherever they arise, and be champions of the people.