City-state treaty in the North

Beliefs: Do what is needed to keep law and order across the lands of the alliance.

  • If civilization is to survive, all must unite against the dark forces that threaten it.
  • Fight for your realm. Only you can bring honor, glory, and prosperity to your lord and homeland.
  • Don’t wait for the enemy to come to you. The best defense is a strong offense.
Agents of the Lords' alliance are often soldiers from the member cities. Others are mercenaries who enjoy the high paying and dangerous work offered by the Alliance. Some members are even minor lords themselves, seeking to prove their leadership abilities and combat prowess.

The alliance includes Neverwinter, Waterdeep, Baldur's Gate, Silverymoon, Berdusk, Amphail, Elturel, Iriaebor, Leilon, Longsaddle, Mirabar, and Sundabar.

(See also: wiki)


Goals

  • Ensure the safety and prosperity of cities and other settlements of Faerûn.
  • Maintain a strong coalition against the forces of disorder.
  • Proactively eliminate threats to the established powers.
  • Bring honor and glory to one’s leaders and one’s homeland

 Views on Others (see also here)

  • Emerald Enclave: Civilization is the destiny for all races yet they want to slow or even stop progress. Unfortunately the reality is that The Wild is often where the opportunities and threats present themselves. 
  • Harpers: They don't trust anyone, so why trust them? Cannot count on their support or when they will work against us for some secret reasons they keep for themselves.
  • Order of the Gauntlet: Think they are better than everyone else: unrealistic and naïve. Shown at times in being unsupportive of those who must lead in uncertain times.
  • Zhentarim: Useful mercenaries for hire when needed, but costs are increasingly high as they pursue their own power. Are they also secretly strengthening our enemies?

Ranks

Failure to maintain renown, reliably deliver responsibilities or irresponsibly exploit rewards will result in demotion, exile or even becoming marked for justice.

(Renown) RankResponsibilityReward
(1) Cloak

Act on behalf of the faction when called upon. Conduct oneself according to the beliefs.

Signet ring (identification) (1/week: can receive Potion of Healing), Safe Haven in member city.

(5) RedknifeProactively act and inform the faction toward its goals. Be a model for the faction's beliefs.Access to pigeon messaging services,  (1/week: can receive Potion of Greater Healing), Normal item repair / simple worker assistance
(15) StingbladeGather  valuable information and protect faction secrets. Teach, enable, direct (and punish if necessary) junior members of the faction with regard to beliefs and toward faction goals.Signet ring opens access to local armory,  (1/week:  can receive Potion of Superior Healing or 10 silvered ammunitions) 
I’m in charge here: You can now issue simple orders to City Watch and City Guard members with a rank of Lieutenant or lower like letting you through certain guarded areas as long as they aren’t working for a higher-ranked member at the moment. While following your orders, these members’ lives lie in your hands and you may be punished if harm may come their way.
(30) WardukeEngage a region or specific purpose of the faction and become the authority (and accountable party) for its success.

Signet ring enchanted (Ring of Mind Shielding) (1/week: can receive prior potions or make special request for Potion of Supreme Healing) Gain a (6th level) sidekick assistant. Authority to command a brigade.

(50) Lioncrown

The faction's high council is singularly dedicated to the goals of the faction and shaping its membership and actions.

Regional authority.