1. Organizations

The Five Guys

Also called: The Heroes of the Realm, The Metallic Wyrmspeakers

Author: The Librarian, Eternal Witness of Velkarn

There are those who insist history is shaped by kings, by prophecies, or by dragons. They are not wrong.

But in the Year of the Warrior Princess, when the Cult of the Dragon rose renewed beneath the red shadow of Severin Silrajin, it was not a monarch nor a god who first stood against the coming storm. It was five wandering souls—ill-matched, ill-prepared, and entirely unwilling to let Greenest burn unchallenged.

The bards named them many things in the years that followed. The Council called them Champions. The Harpers preferred “Assets.” The Zhentarim, when pressed, muttered “Necessary.”

But the name that endured—the one carved into tavern tables and battlefield memorials alike—was simpler:

The Five Guys.

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Origins

The Five Guys were not chosen. They did not begin as prophesied heroes or faction champions. They were simply present when the Cult descended upon Greenest beneath the blue terror of Lennithon.

Where others fled, they did not.

Through the night they fought cult raiders, kobold swarms, and the half-dragon champion Cyanwrath. They rescued civilians, defended the keep, and—most critically—uncovered the truth: this was no mere raid. The Cult was harvesting treasure on a continental scale.

It was during these early days that they rescued the tortured monk Leosin Erlanthar from a cult camp—an act that would entwine their fates with the Harpers and, in time, the Council of Waterdeep.

Structure & Leadership

  • Fenrir Dulock – Human Chronologist Wizard, later the Gold Wyrmspeaker

  • Smoke in the Wind – Tabaxi Arcane Trickster Rogue, later the Silver Wyrmspeaker

  • Valloth Dimvari – Tiefling Artillerist Artificer, later the Bronze Wyrmspeaker

  • Aknir – Tiefling Fighter, later the Copper Wyrmspeaker

  • Malia – Human Paladin of Devotion, later the Brass Wyrmspeaker

Individually formidable. Collectively improbable.

And yet it was precisely that improbability that proved fatal to the Cult’s designs.

The Hoard of the Dragon Queen

Their early campaign mirrored the now-canonical path of the War’s first phase:

  • Infiltration of cult caravans northward along the Trade Way

  • Discovery of the Cult’s treasure routes

  • Alliance with factions in Elturel

  • Exposure of the roadhouse waystation

  • Journey into the Mere of Dead Men

  • Assault upon Castle Naerytar

  • Seizure of Skyreach Castle

Skyreach marked the turning point.

There, aboard the flying fortress commanded by Varram Khordulfrost—the Pale Eye—the Five Guys proved they were no longer merely meddlesome adventurers. They were existential threats.

When Skyreach fell from the sky, so too did the illusion of Cult invincibility.

The Council of Waterdeep

Following Skyreach’s destruction, the war ceased to be shadow-play.

The Five Guys became the martial arm of a political miracle: The Council of Waterdeep. Under the careful orchestration of Leosin Erlanthar and other faction leaders, the disparate powers of the North—Harpers, Zhentarim, Order of the Gauntlet, The Lords' Alliance, The Emerald Enclave—were forced into uneasy cooperation.

The Five Guys served as:

  • Envoys

  • Enforcers

  • Proof of concept

They undertook diplomatic missions, secured draconic alliances, negotiated with metallic dragon flights, and hunted the Chromatic Wyrmspeakers across Faerûn.

Where words failed, they provided action.

Where politics stalled, they provided results.

Metallic Revelation

It was in the crucible of these trials that destiny revealed itself.

The ancient dragon masks of the metallic host—long hidden, long dormant—found their bearers. One by one, the Five Guys were chosen:

  • Fenrir Dulock – Gold Wyrmspeaker

  • Smoke in the Wind – Silver Wyrmspeaker

  • Valloth Dimvari – Bronze Wyrmspeaker

  • Aknir – Copper Wyrmspeaker

  • Malia – Brass Wyrmspeaker

They became the mirrored answer to Severin’s inner circle—the Chromatic Wyrmspeakers.

Not conquerors. Counterweights.

The war had found its symmetry.

The Battle of Waterdeep

When Ashardalon shattered Waterdeep’s anti-dragon wards under Severin’s command, the city nearly fell.

Leosin Erlanthar died defending it.

The Five Guys did not.

They fought through flame and falling stone, through dragonfire and cult fanaticism, and though they could not prevent the devastation, they ensured the city endured long enough for hope to survive.

It was their retrieval of Leosin’s body, and the ascension of Fenrir Dulock claiming the Gold Dragon Mask, that resulted in his resurrection and ascension as Spirit Wyrmspeaker.

The war grew mythic thereafter.

The Well of Dragons

At last came the final convergence: the Well of Dragons.

There, the Cult attempted to summon Tiamat into full incarnation. There, the Chromatic Wyrmspeakers made their final stand. There, the allied host of the Council marched beneath banners that had once flown separately.

The Five Guys led the vanguard.

Each Chromatic Wyrmspeaker fell before the battle’s end. Even those slain earlier in the campaign met their seemingly final deaths that day. Each Chromatic Wyrmspeaker facing, and falling, to their Metallic counterparts atop the Well of Dragons. 

Severin himself was defeated, and Tiamat’s emergence undone.

The War of Dragons ended not with apocalypse—but with exhaustion, sacrifice, and ash.

Legacy

In the aftermath, the Five Guys did not found kingdoms.

They did not crown themselves.

Instead, they anchored the fragile peace that followed.

They remained tied to their respective factions, but none allowed factional loyalty to supersede the greater good they had fought to preserve. Their existence alone served as a stabilizing myth: proof that cooperation among rivals was possible—and necessary.

Historians mark the fall of the Cult’s ritual at the Well of Dragons as the end of the War of Dragons and the beginning of Velkarn’s Contemporary Era.

The Five Guys stand at that threshold.

Closing Remarks

It is tempting to remember them only as warriors—dragon-slayers clad in myth and mask. But such remembrance is incomplete.
They began as five travelers who refused to look away from a burning town.
They became five Wyrmspeakers because they had already proven worthy of trust—of each other, of their allies, and eventually of dragons.
If Severin sought to correct prophecy through domination, the Five Guys corrected it through defiance.
And should another age birth another cult, another mask, another dragon-god with ambitions of conquest—
—I suspect five stubborn fools will once again stand where they must.
History, after all, enjoys symmetry.