- Mercenary Companies
- Psionic Organizations
- Underdark Organizations
- Minor Valorous Organizations
- Organizations of Waterdeep
- Organizations of the East
- Demon-led Organizations
- Cult of the Dragon
- Druids of the Tall Trees
- The Emerald Enclave
- Fellowship of the Purple Staff
- Fire Knives
- Guardian of the Weave
- Hand of Vengeance
- Marshals and Heralds in the Realms
- Knights of the Flying Hunt
- Knights of Imphras II
- Knights of the North
- The Lords' Alliance
- Order of the Grand Snakemaster
- People of the Black Blood
- Red Wizards of Thay
- The Seven Sisters
- The Soft Claws
- The Xanathar's Guild
- The Zhentarim
Armed Forces of Waterdeep
The Lords of Waterdeep enforce their rule and maintain peace and security through the city's armed forces. Waterdeep's defenders are divided into Tour branches: the Griffon Cavalry, the City Guard, the City Watch, and the Navy. The Gray Hands act as an elite company, called in for emergencies.
Waterdeep's griffon-riders patrol high above the skies of Waterdeep, defending Mount Waterdeep and the city below against intrusion. The Griffon Calvary is an elite company of the City Guard, and its leader, Lord Moedt, reports directly to General Obryn Ironfist.
Base of Operations: Peaktop Aerie.
Griffon Cavalry (Standard Government): AL LN, N, LG; 40,000 gp resource limit; Membership 100; Isolated (95 human, 3 half-elf, 2 elf); Salary 15 gp/month (a "donation" of 100 gp to join is not unusual).
Authority Figure: Lord Moedt Belabranta (LN male Tethyrian human fighter 10).
Associated Classes: Aristocrat, fighter, paladin, ranger, warrior.
Associated Skills: Diplomacy, Handle Animal, Intimidate, Knowledge (nobility and royalty), Ride, Sense Motive.
Requirements: You are expected to serve an average of 20 hours per tenday, drilling and patrolling the skies above the city.
Favored in Guild Fringe Benefit: Due to frequent training and practice, you gain a +2 bonus on Ride checks while riding griffons.
Special: joining the Griffon Cavalry requires swearing an oath of loyalty to the city of Waterdeep. Prospective members must demonstrate proficiency in combat (a base attack bonus of at least +3) and know the Mounted Combat feat. The Griffon Cavalry is quite prestigious, and prospective members often have to arrange favors or make significant donations to civic causes in order to join.
Griffon riders are given griffon badges of Waterdeep on joining the company. They are issued griffon mounts and lances of burning blackfire in order to perform official duties, but may not use their mounts or magic weapons for personal reasons without obtaining special approval from Lord Moedt. Members of the Griffon Cavalry wear the same uniforms as the Guard, but have a griffon emblazoned on their tabard.
A griffon-rider patrol consists of four griffon-riders and their mounts. They include a civilar (captain or lieutenant), an armar (sergeant), and two regular griffon-riders.
Griffon-Rider: Human fighter 6: CR 6; Medium humanoid; HD 6d10+12; hp 49; Init +1; Spd 20 ft. in banded mail (base 30 ft.); AC 19, touch 11, flat-footed 18; Base Atk +6; Grp +9; Atk +11 melee (1d8+6/x3 plus 1d6 fire plus 1d6 acid, +1 corrosive flaming heavy lance) or +10 melee (1d8+3/19-20, masterwork longsword) or +8 ranged (1d6+3/x3, +1 composite shortbow); Full Atk +11/6 melee (1d8+6/x3 plus 1d6 fire plus 1d6 acid, +1 corrosive flaming heavy lance) or +10/+5 melee (1d8+3/19-20, masterwork longsword) or +8/+3 ranged (1d6+3/x3, +1 composite shortbow); AL varies; SV Fort +7, Ref +3, Will +4; Str 16, Dex 13, Con 14, Int 12, Wis 10, Cha 8.
Skills and Feats: Handle Animal +5~, Intimidate +3, Jump +7, Ride +12, Spot +4; Iron Will, Mounted Archery, Mounted Combat, Point-Blank Shot, Ride-By Attack, Spirited Charge, Weapon Focus (lance), Weapon Specialization (lance).
Languages: Chondathan, Common, Illuskan.
Possessions: +1 banded mail, masterwork light steel shield, lance of burning blackfire, masterwork longsword, +1 composite shortbow (+2 Str bonus) with 20 arrows, griffon badge of Waterdeep, necklace of fireballs (type 1), 2 potions of cure light wounds.
The City Guard serves as Waterdeep's army, defending the City of Splendors from attack and patrolling the surrounding countryside. The Guard also serves as bodyguards for Piergeiron and as honor guards for visiting diplomats. Contingents of the Guard and the Watch jointly man the city gates; the Guard controls access, while the Watch observes those who enter, pursues fugitives, and escorts visitors into the city.
Base of Operations: Castle Waterdeep, Guard Armory, Guard Barracks, Piergeiron's Palace, various towers and gatehouses surrounding the city.
City Guard (Expansive Government): AL LN, N, LG; 100,000 gp resource limit; Membership 1,200 (can grow up to 12,000 by recruiting mercenaries in times of war); Mixed (humans 770, shield dwarves 130, elves [all kinds] 110, lightfoot halflings 70, half-elves 55, gnomes [all kinds] 30, half-orcs 25, others 10); Salary 6 gp/month (none to join).
Authority Figure: General Obryn Ironfist, son of Arn, blood of Turgo, of the Forlorn Hills of Dardath (LN male shield dwarf fighter 19).
Associated Classes: Barbarian; cleric, fighter, paladin, ranger, rogue, warrior.
Associated Skills: Climb, Handle Animal, Intimidate, Profession (siege engineer), Ride, Spot.
Requirements: You are expected to serve an average of 30 hours per tenday, standing guard, drilling, or patrolling. (Many Guards serve more.)
Favored in Guild Fringe Benefit: You learn tactics for fighting alongside other Guards. Whenever you are adjacent to another Guard, you both gain a +1 competence bonus to AC.
The uniform of the Guard is brightly polished chainmail, covered by black tabards with gold trim. Guards carry weapons appropriate to their posting, such as longswords, rods (treat as masterwork clubs), shortbows, shortspears, short swords, and daggers.
The Guard's ranks and command structure are similar to that of the City Watch (detailed below), except the army is apportioned not to wards but to various garrisons along the city wall, in Castle Waterdeep, Piergeiron's Palace, and in the surrounding countryside.
Madeiron Sunderstone: Madeiron (LG male Illuskan human paladin 15, Jotunbrud feat) stands an astonishing eight feet tall in height, a throwback to his Ostorian lineage. He keeps his head shaved and his muscular form lightly oiled, giving his opponents no chance to grab him in combat. Madeiron is famous for his polished blue full plate (+1 blueshine full plate), a greataxe known as the axe of heavenly fire, and the 9-foot-long iron bar (treat as a Large heavy mace) he uses for crowd control. He is virtually fearless, but not especially bright. However, his perseverance makes him a formidable foe.
Madeiron hails from Hartsvale, a small kingdom nestled in the mountains north of the Silver Marches. He is a distant cousin of the current royal family, tracing his lineage back to King Brun I, son of Hartkiller. Madeiron came to Waterdeep over two decades ago after a long and varied career as an adventurer, in the Inner Sea lands. He rose through the ranks of the City Guard to become the Champion of Piergeiron, the Open Lord's personal bodyguard. Madeiron stays at Piergeiron's side in the Palace and outside the city, and he answers any challenges to the Open Lord with his own weapon.
Sample City Guard
A Guard patrol consists of twelve members: a civilar (captain or lieutenant), an armar (sergeant), and ten Guardsmen or Guardswomen. Reinforcements rushing to a scene of a dispute might be on horseback. Use the 4th-level fighter and 2nd-level fighter NPCs from the NPCs in Chapter 4 of the DMG to represent the typical guard civilar and armar, respectively.
City Guard: Human warrior 2: CR 1; Medium humanoid; HD 2d8+2 plus 3; hp 14; Init +0; Spd 20 ft. in chainmail (base 30 ft.); AC 17, touch 10, flat-footed 17; Base Atk +2; Grp +3; Atk +5 melee (1d8+1/19-20, masterwork longsword) or +4 melee (1d6+1, masterwork club) or +2 ranged (1d6+1/x3, composite shortbow); AL varies; SV Fort +4, Ref +0, Will -1; Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Skills and Feats: Intimidate +4, Ride 4, Spot +1; Toughness, Weapon Focus (longsword).
Languages: Chondathan, Common.
Possessions: Chainmail, heavy steel shield, masterwork longsword, masterwork club, composite shortbow (+1 Str bonus) with 20 arrows, 2 potions of cure light wounds, oil of magic weapon.
Heavily reliant on maritime trade, Waterdeep has long maintained a powerful navy capable of dominating its rivals along the Sword Coast and protecting its merchant shipping from pirates and monstrous threats.
Base of Operations: The navy is based in the Inner Fort, the Outer Fort, Smugglers' Bane Tower, and Harborwatch Tower, collectively garrisoned by almost a thousand marines at all times. The navy's fleet is based in the Naval Harbor.
City Navy (Expansive Government): AL LN, N, LG, NG, CG, LE, CN; 100,000 gp resource limit; Membership 2,000 (can grow up to 9,000 by recruiting merchant sailors in times of war); Mixed (humans 1,380, elves [all kinds] 220, shield dwarves 140, lightfoot halflings 110, half-elves 80, half-orcs 70); Salary 6 gp/month (none to join).
Authority Figure: Admiral Helkar Hornwynd (LG male Illuskan human rogue 10/fighter 8).
Associated Classes: Barbaiian, bard, cleric, expert, fighter, ranger, rogue, warrior.
Associated Skills: Balance, Climb, Knowledge (geography), Profession (sailor), Profession (siege engineer), Use Rope.
Requirements: You are expected to serve an average of 30 hours per tenday. This might involve several tendays away on a voyage, followed by a long leave in which you are free to do as you please.
Favored in Guild Fringe Benefit: You gain a +1 competence bonus on attack rolls and damage rolls while fighting on board a ship or boat.
In times of war, merchant sailors are press-ganged into the navy and "encouraged" to swear an oath of loyalty to Waterdeep.
The navy's fleet consists of 16 fast "rakers" (or dromonds), slim top-armored vessels usually armed with two fire-pot light catapults and two large deck-mounted ballistae that the guard uses with stunning accuracy against pirates and smugglers. These ships have armored bow rams, banks of oars, and two masts for crowding on sail in pursuit or when speed is essential. They are supported by twenty-four small lateen-sailed galleys, known as "strikers," and fifteen large, wallowing troop-and-supply vessels, or "transports" At least two naval rakers are always on patrol outside the harbor, and another two are on "ready" duty within the harbor. At least four others will be on extended patrol somewhere off the Sword Coast on any day in peacetime.
The City Watch serves as Waterdeep's police force, patrolling the city and ensuring the well-being of its inhabitants. In addition to arresting those who break the laws, Watch patrols often assign passersby with heavy loads, give directions, search for lost children, provide basic medical aid, and referee verbal disputes.
The commander of the watch is Captain Rulathon, who reports to Piergeiron. His senior commanders are Grand Civilar Derek Windsfire (NG male half-moon elf fighter 11), Mage Civilar Thyriellentha, and Senior Armsmaster Helve Urtrace. Each ward is commanded by a ward civilar and has a number of guard posts, each commanded by a senior civilar. Each patrol is commanded, by a civilar, who reports to the local senior civilar. There is also one skulk (made up of a half-dozen rangers and rogues) per ward commanded by a Senior Skulk, and one arcanum (made up of a half-dozen sorcerers and wizards) per ward commanded by a Senior Watch-Wizard.
Base of Operations: Piergeiron's Palace.
City Watch (Expansive Government): AL LN, N, LG; 40,000 gp resource limit; Membership 1,600; Mixed (humans 1,020, shield dwarves 160, lightfoot halflings 130, half-elves 110, elves [all kinds] 80, half-orcs 55, gnomes [all kinds] 35, others 10); Salary 5 gp/month..
Authority Figures: Captain Rulathon (see below); Senior Armsmaster Helve Urtrace (see below).
Important Characters: Thyriellentha (see below); Ilph (CN male lightfoot halfling rogue 5/thief-acrobat 4, Senior Skulk of Castle Ward); Olophin yn Zelmazzar (LG male Calishite human fighter 2/paladin 2 [Tyr], a senior civilar of the Trades Ward).
Associated Classes: Cleric, expert, fighter, paladin, ranger, rogue, sorcerer, warrior, wizard.
Associated Skills: Intimidate, Knowledge (local), Search, Sense Motive, Spot, Use Rope.
Requirements: You must spend 30 hours per tenday on duty.
Favored in Guild Fringe Benefit: You gain a +1 bonus on Diplomacy checks and Intimidate checks when dealing with any resident of Waterdeep in Waterdeep.
The uniform of the Watch is a doublet of leather armor studded with iron rings, under an overshirt of green, black, and gold. Members of the Watch are armed with light steel shields, clubs, daggers, and short swords.
The watch has access to the armories of the guard, the Palace, and the wall-towers. All on-duty members can enter any building or area in the city without hindrance or warning and can search any person, place, or container at will, unless specifically forbidden by a Lord. Traditionally, certain areas are lightly patrolled, such as the docks, and others are heavily patrolled, such as the City of the Dead. If a watch patrol encounters a major disturbance, they will blow the distinctive "trembling" note horns they carry on their belts to summon aid, and one member of the patrol will immediately run to the nearest guard tower or guard post to spread the word, usually summoning additional aid from the guard of necessary.
If a watch patrol makes an arrest, two members of the patrol immediately escort the captive to a Magister, while the others continue patrolling. The watch prefers to disarm and capture suspects who do not surrender, but, in cases of great danger, lethal force is authorized. Afterward, speak with dead spells are employed on the dead to determine the truth and then resurrection spells are paid for by the city if necessary.
Emmer Jundhyl: Emmer (NG male Illuskan human rogue 1/fighter 7) is a large, beefy, outgoing man, given to great booming laughs and a ready smile. He is the watch civilar of North Ward and close friends with Regnet Amcathra and Scirkhel Wands. Emmer has been recently replaced by Fengharl of the Unseen (NE doppelganger), but as yet no one has detected the change.
Mulgor of Tyr: Mulgor (LG male Illuskan human cleric 7 [Tyr]) is Waterdeep's collector-of-fees, a stolid, polite no-nonsense man who is escorted by the Watch while on his money-collecting rounds. He is diligent, inexorable, and never forgets a face, a name, or an unpaid fee. Those who slip out of the city without paying and return years later are confronted by a patient, courteous Mulgor. The Tyrran cleric officiates at ceremonies for the followers of Tyr in the Palace, but does not serve in the Halls of Justice, believing that would compromise his role as collector-of-fees. Mulgor lives in apartments in the Palace, one of few who actually live there other than Piergeiron and his daughter, but ventures forth at least once a tenday to share an ale with old friends at the Elfstone Tavern.
Rulathon: Captain Rulathon (LG male Chondathan human fighter 13) is a distinguished, gray-haired man of slight build and wiry, tough muscles. His square-jawed face is lined with wrinkles earned in the line of duty. He is fair, but tough, and willing to arrest troublemakers dozens of times until he either wins a conviction or drives them from the city in exasperation. As captain of the watch, reporting directly to the Open Lord, Rulathon represents the watch in Palace ceremonies and has overall command responsibility for the safety of the city. The captain is famed for taking a personal hand in tough fights, wading into battle in full plate armor bearing his famous Red Sword (+4 defending longsword). In tight spots, Rulathon employs his iron horn of Valhalla, which both summons immediate reinforcements and alerts all members of the watch within earshot to come on the run.
Thyridllentha Snome: Mage Civilar Thyriellentha (LG female Illuskan human wizard 13) is a capable, friendly, and powerful woman. She can also be petty and grasping, seeking more power in all manner of legal ways. She has commanded the watch-wizard corps for nearly a decade, earning the ire of many subordinates for her strict, demanding standards. "Thyri," as she is known to friends, felt betrayed when her grandfather, Lord Arrabas Snome, chose her cousin Dandobar as his heir instead of her. Ever since, she has had little to do with her family, despite the fact that Dandobar has named her his heir.
Brace Ulmemur: Brace (CN male Chondathan human fighter 7) is a beefy, hard-faced man with an unlucky past. He is a loyal friend and has a sharp, biting wit, but, if crossed, will obsessively hunt down and kill the betrayer. Despite his fervent devotion to Lady Luck, every adventuring company Brace has been part of has been decimated by monsters while exploring ruins of the North. Brace is not greedy and quite dependable to those who treat him fairly, but he is mildly paranoid and distrustful of others that he does not know. Nevertheless, he has acquired a reputation of sorts ("kissed by Beshaba") that keeps him, from finding regular employ in adventuring bands. As a result, Brace joined the City Watch to find a more regular source of income. Brace does not have a regular abode other than the city barracks.
Helve Urtrace: Helve (LG male Tethyrian human fighter 6) is a quiet, rugged man with a scarred visage, an oft-broken pug nose, and missing teeth. While aged and balding, he can still put many of this watch recruits (and any taproom brawler) through their paces. Helve is the close-mouthed, always calm Senior Armsmaster of the City Watch, responsible for purchasing, maintaining, and keeping an account of all weapons used by officers of the watch. If one goes missing, he investigates. In tavern talk, he is said to put secret marks on all such weapons, but that is simply rumor. Helve also drills watch officers in the use of their arms, and is said to know every trick of tavern- and street-fighting. If a watch patrol calls for reinforcements, and the reinforcements in turn have to blow their horns for additional reinforcements, Helve will almost certainly arrive. He carries a rod of smiting when on duty, and, when answering a summons to trouble, is often accompanied by his watch-wizard daughter, Lassree Urtrace (NG female Tethyrian human wizard 7), and a dozen or two additional watch officers.
Sample Watch Patrol (EL 6)
A watch street patrol consists of four members: a civilar (captain or lieutenant), an armar (sergeant), and two watchmen or watchwomen.
Civilar (Captain): Human rogue 1/fighter 3: CR 4; Medium humanoid; HD 1d6+2 plus 3d10+6; hp 30; Init +3; Spd 30 ft.; AC 15, touch 9, flat-footed 15; Base Atk +3; Grp +6; Atk +8 melee (1d6+4/19-20, +1 short sword) or +7 melee (1d6+3, masterwork club); SA sneak attack +1d6; SQ trapfinding; AL varies; SV Fort +5, Ref +2, Will +4; Str 16, Dex 8, Con 14, Int 13, Wis 12, Cha 10.
Skills and Feats: Climb +4, Diplomacy +4, Gather Information +4, Heal +4, Intimidate +4, Knowledge (local Waterdeep) +5, Listen 4, Ride +3, Search +5, Sense Motive +5, Spot +6, Use Rope +3; Combat Expertise, Improved Disarm, Improved Initiative, Iron Will, Weapon Focus (short sword).
Languages: Chondathan, Common, Illuskan
Sneak Attack (Ex): A civilar deals an extra 1d6 points of damage on any successful attack against flat-footed or flanked targets, or against a target that has been denied its Dexterity bonus for any reason. This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sneak attacks. A civilar can choose to deliver nonlethal damage with his sneak attack, but only when using a weapon designed for that purpose, such as a sap (blackjack).
Trapfinding (Ex): A civilar can find, disarm, or bypass traps with a DC of 20 or higher. He can use the Searchskill to find, and the Disable Device skill to disarm, magic traps (DC 25 + the level of the spell used to create it). If his Disable Device result exceeds the trap's DC by 10 or more, he discovers how to bypass the trap without triggering or disarming it.
Possessions: +1 chain shirt, light steel shield, +2 short sword, masterwork club, amulet of the watch*, potion of cure light wounds.
Armar (Sergeant): Human rogue 1/fighter 1: CR 2; Medium humanoid;. HD 1d6+2 plus 1d10+2 plus 3; hp 18; Init 4; Spd 30 ft.; AC 16, touch 11, flat-footed 15; Base Atk +1; Grp +3; Atk +5 melee (1d6+2/19-20, masterwork short sword) or +4 melee (1d6+2, masterwork club); SA sneak attack +1d6; SQ trapfinding; AL varies; SV Fort +4, Ref +3, Will +1; Str 15, Dex 12, Con 14, Int 8, Wis 13, Cha 10.
Skills and Feats: Climb +5, Gather Information +4, Heal +2, Intimidate +4, Knowledge (local Waterdeep) +3, Listen +5, Search +3, Sense Motive +5, Spot +5; Improved Initiative; Toughness, Weapon Focus (short sword) 5.
Languages: Chondathan, Common.
Sneak Attack (Ex): An armar deals an extra 1d6 points of damage on any successful attack against flat-footed or flanked targets, or against a target that has been denied its Dexterity bonus for any reason. This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sneak attacks. An armar can choose to deliver nonlethal damage with his sneak attack, but only when using a weapon designed for that purpose, such as a sap (blackjack).
Trapfinding (Ex): An armar can find, disarm, or bypass traps with a DC of 20 or higher. He can use the Search skill to find, and the Disable Device skill to disarm, magic traps (DC 25 + the level of the spell used to create it). If his Disable Device result exceeds the trap's DC by 10 or more, he discovers how to bypass the trap without triggering or disarming it.
Possessions: +1 studded leather armor, light steel shield, masterwork short sword, masterwork club, potion of cure light wounds, oil of bless weapon, oil of magic weapon.
Watchman or Watchwoman: Human expert 1/warrior 1: CR 1; Medium humanoid; HD 1d6 plus 1d8 plus 3; hp 11; Init +4; Spd 30 ft.; AC 14, touch 10, flat-footed 14; Base Atk +1; Grp +2; Atk +3 melee (1d6+1/19-20, masterwork short sword) or +3 melee (1d6+1, masterwork club); AL varies; SW Fort +2, Ref +0, Will +3; Str 13, Dex 10, Con 11, Int 9, Wis 12, Cha 8.
Skills and Feats: Climb +4, Intimidate +3, Jump +2, Listen +5, Knowledge (local Waterdeep) +3, Sense Motive +5, Spot +5; Improved Initiative, Toughness.
Possessions: Masterwork studded leather armor, light steel shield, masterwork short sword, masterwork club, potion of cure light wounds, oil of magic weapon.
The Gray Hands
Although Waterdeep is ably defended by the City Guard and City Watch, some threats require more extreme solutions. The Gray Hands are an elite force of high-powered adventurers who answer directly to the Lords of Waterdeep. Although their numbers are small, members of this group are capable of confronting the most powerful foes. The Lords of Waterdeep are loath to call on the Gray Hands unless no other option prevents itself, for the fallout from conflicts involving this group inevitably inflict a great deal of collateral damage on the City of Splendors.
Base of Operations: Blackstaff Tower.
The Gray Hands (Minor Mercenary): AL LG, LN, NG, CG; 15,000 gp resource limit; Membership 20; Mixed (human 16, half-elf 2, shield dwarf 1, frost giant 1); Salary 100 gp/month (none to join).
Authority Figures: Jardwim (see below); Khelben "Blackstaff" Arunsun (LN male human [Chosen of Mystra] wizard 24/archmage 3).
Important Figure(s): Asper (see below), Harshnag the Grim, Hrusse of Assuran (see below), Carolyas Idogyr (below).
Associated Classes: Barbarian, cleric, fighter, ranger, sorcerer, wizard.
Associated Skills: Climb, Concentration, Intimidate, Knowledge (the planes), Listen, Spot.
Requirements: You must be present in Waterdeep at least 30 hours per tenday. The Gray Hands do not patrol or stand duty; they're called when they're needed.
Favored in Guild Fringe Benefit: You gain a +1 morale bonus on all saving throws made in Waterdeep or within 10 miles of the city,
Special: A prospective member must demonstrate excellent combat skills or powerful spellcasting to join the Gray Hands (minimum +5 base attack bonus or 3rd-level spells). Members of the Gray Hands usually adopt the Gray Hand enforcer prestige class as soon as possible.
Asper: Asper (CG female Illuskan human sorcerer 1/fighter 8) is a lithe, petite beauty, soft-spoken yet merry, and a great contrast to her voluminous husband Mirt. Although not formally part of the Gray Hands, this daring worshiper of Lady Luck adventures with them enough to be considered an honorary member of the team.
Hrusse of Assuran: Hrusse (LN male Mulan human cleric 14/Gray Hand enforcer 1 [Assuran/Hoar]) is a sallow-skinned exile from Unther, banished from his homeland by the theocrats of Gilgeam ere the god-king's fall. He is vengeful, intense and driven, never forgetting a slight or provocation. Hrusse has adopted Waterdeep as his own, avenging the city "in the eyes of Assuran" whenever it or the Lords is insulted or damaged.
Carolyas Idogyr: Carolyas (LG female half-moon elf sorcerer 14) is the wild, magic-hurling heart of the Gray Hands, who joined the group to escape the strictures of life as a watch-wizard. She has curly flame red hair she lets run wild and flashing green eyes that burn with power. The niece of Gamalon Idogyr (Tethyr's Court Sage and Count of Spellshire), Carolyas often clashes with Khelben over his conservative views on the use of magic.
Jardwim: Jardwim (NG male Illuskan human ranger 15/Gray Hand enforcer 3 [Mielikki]) has shoulder-length black hair, a Van Dyke beard, and a stocky, muscular build. His skin retains a grayish cast from being petrified by the original Xanathar. Jardwim is the ruthless, indomitable leader of the Gray Hands, who believes that if his team is needed, any resistance should be met by lethal force. He hates losing or even being fooled by anything. His concentration on the task at hand is legendary. Two blink dogs usually accompany the ranger. (Although Jardwim is the official leader of the group, he reports to Khelben "Blackstaff" Arunsun.)
Maliantor: Maliantor (NG female Tethyrian human wizard 10/Gray Hand enforcer 3) has long, braided brown hair, sea-green eyes, and an impish smile. She favors practical breeches, tunics, and twin baldrics stuffed with scroll cases. As a former student of Khelben often referred to as "Blackstaff's Eyes," Maliantor is rumored to be one of his main agents outside the Tel Teukiira, in addition to her work with the Gray Hands.