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Coins & Expenses
Goods
Adventuring Gear
Armor
Weapons
Magical Implements
Magic Items
Herbal & Alchemical Brews
Potions
Poisons
Books
Business Goods
Conveyance Goods
Containers & Packs
Creatures & Mounts
Vehicles
Drugs
Food & Drinks
Garments & Sundries
Luxury Goods
Tools, Games, & Instruments
Trade Goods
Business Goods
Construction Goods
Household Wares
Occupational Goods
Travelling Goods
Services
House Rules
Conditions
Downtime
Groups & Organizations
Guilds of Waterdeep
Factions of Waterdeep
Bregan D’aerthe
Emerald Enclave
Gray Hands
Harpers
Lords’ Alliance
Order of the Gauntlet
Xanathar Guild
Zhentarim
Nobility of Waterdeep
The Noble Game
Religions of Faerûn
Drow Pantheon
Dwarven Pantheon
Elven Pantheon
Faerunian Pantheon
Gnomish Pantheon
Halfling Pantheon
Orc-kin Pantheon
The Calendar of Harptos
The Code Legal
The Grand Games
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's good at sniffing out lucrative business deals, he makes
friends easily, and he loves being the life of the party.
He typically rooms at The Yawning Portal and does business in the establishment's taproom, protected by his bodyguard Yagra Stonefist. He negotiates deals with grace and aplomb, even while drunk, and uses an elven lute as a spellcasting focus.
Davil can put the characters in contact with other leaders of the Black Network.
A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.
The charmer has advantage on any ability check to interact socially with the creature.