Zhentarim

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Membership in the Zhentarim is like a key to a thousand doors, each one a gateway to fulfilling a personal desire. Most people shy away from this kind of freedom. They like their restraints, laws, and swaddling—it gives them the illusion of security.
The Black Network provides what I need to explore realms and dimensions that would tear apart minds accustomed to limits. Only in such places can I find magic powerful enough to defeat beings that know no such thing as time, fear, or mercy. You might not like the Zhentarim’s methods, but when a demon crawls out of the Abyss and comes for your family, you’ll be glad that I have gone to the darkest of realms to find the answer to your problem.
— Ianna Asterion
  The Zhentarim, or Black Network, is an organization of well-trained mercenaries, savvy rogues, and crafty warlocks who seek to expand their influence and power throughout Faerûn. Agents of the Zhentarim feel that if they play by the rules, nothing gets done. Ultimately, they want to make the rules—and, in some cases, they already do. They walk a fine line when it comes to the letter of the law and don’t shy away from the occasional shady deal or illicit activity to get what they want.   To the Zhentarim, wealth is power. Its agents know that nothing else inspires such confidence and dispels doubt so well. In an instant, wealth speaks louder than a thousand bards. Zhentarim agents routinely carry the finest weapons and armor, with no expense spared. When a merchant needs an escort for a caravan, when a noble family requires bodyguards to protect its holdings, or when a city is desperate for trained soldiers to defend its walls, the Zhentarim provides the best warriors money can buy. The organization encourages individual ambition and rewards innovators who take matters into their own hands. Results are all that matter. Those who come into the Black Network with nothing can become major players within the organization through their own moxie and hard work.   The Zhentarim is an unscrupulous shadow network that seeks to expand its influence and power throughout Faerûn. The organization is ambitious, opportunistic, and meritocratic. Rogues and warlocks of neutral and/or evil alignments are commonly drawn to the Zhentarim.   Goals  
  • Amass wealth.
  • Look for opportunities to seize power.
  • Gain influence over important people and organizations.
  • Dominate Faerûn.
  • Beliefs

     
  • The Zhentarim is your family. You watch out for it, and it watches out for you.
  • You are the master of your own destiny. Never be less than what you deserve to be.
  • Everything—and everyone—has a price.
  • Member Traits

      A member of the Zhentarim thinks of himself or herself as a member of a large family, and relies on the Black Network for resources and security. However, members are granted enough autonomy to pursue their own interests and gain some measure of personal power or influence. The Black Network is a meritocracy. As a whole, it promises “the best of the best,” although in truth, the Zhentarim is more interested in spreading its own propaganda and influence than investing in the improvement of its individual members.   The Zhentarim, also known as the Black Network, is an unscrupulous shadow network that seeks to expand its influence and power base throughout the North. Its members crave wealth and personal power, though the public face of the organization appears much more benign, offering the best mercenaries money can buy. Adventurers allied with the Zhentarim are free to profit as they see fit, either by helping or hindering the giants. The Black Network has spies and operatives in every major northern settlement, and it doesn’t wish to see its footholds destroyed by rampaging giants. As it strives to protect its holdings, the Zhentarim also wants to under¬stand the giants’ motivations. The leaders of the Black Network are open to the possibility of establishing trade relations with the giants or bribing them, if necessary, to ensure their own continued wealth and prosperity.   At the same time, the Zhentarim profits by selling the services of mercenaries to those who can’t defend themselves.

    Цели.

      Увеличить богатство, власть, влияние, и таким образом доминировать на Фаэруне.  

    Типичные задания.

      Типичные задания Жентарима включают в себя:
  • грабёж или кражу сокровищ, мощного ма­гического предмета, или артефакта;
  • заключение прибыль­ного контракта или продление существующего;
  • создание плацдарма в местах, где Жентарим не имеет большого влияния.
  • Жентарим, также известный как Черная Сеть, это беспринципная теневая сеть, которая хочет расширить свое влияние и силу по всему Северу. Его члены желают богатства и власти, хотя официальное лицо организации выглядит более доброжелательным, предлагая услуги лучших наемников, которых можно нанять за деньги. Искатели приключений вступившие в Жентарим могут преуспеть любым способом, помогая или мешая гигантам.   У Черной Сети есть шпионы и оперативники в каждом крупном поселении на севере, и она не желает, чтобы буйствующие гиганты уничтожили их плацдармы. Жентарим хочет защитить свои позиции, а так же понять мотивы гигантов. Лидеры Черной Сети рассматривают возможность торговых отношений с гигантами или даже подкупа, если это необходимо, чтобы обеспечить сохранение своего богатства и процветания.   В то же время, Жентарим зарабатывает на том, что продает услуги наемников тем, кто не может себя защитить сам.  

    Areas of Activity

     

    Anauroch

      The Zhentarim built the Black Road across Anauroch to allow trade with The North, including Waterdeep. By 1479 DR the road was no longer in use.[4]  

    Dalelands

      Zhentarim agents infiltrated Daggerdale in 1316 DR before wresting control of Dagger Falls out of the rightful government's hands in 1336 and ruling the city for 33 years. In 1339 DR, the Zhentarim managed to assassinate the lord of Shadowdale and replace him with one of their agents who ruled over the Dale for 6 years.   In a joint venture with Cormyr, Sembia and the other Dalelands states, the Zhentarim sponsored a peacekeeping force in Scardale after Lashan Aumersair attempted to conquer the area. Support for the troops was withdrawn soon after they arrived in 1357 DR though they remained in the Dale for at least another decade.   In 1374 DR, Nightal 15, under the cover of darkness, an army of Zhentarim, lead by Scyllua Darkhope, invaded Shadowdale with the assistance from the Church of Shar and House Dhuurniv.[5] It was only a few months before the citizens of Shadowdale, led by Azalar Falconhand, overthrew the occupiers.[citation needed]  

    Darkhold and the Far Hills

      Conquered in 1312 DR by the Zhentarim.[6]  

    Delimbiyr Vale

      The town of LLORKH and the village of Orlbar marked the end of the Black Road route and the gateway for Zhent trade in The North   Жентарим (также известный как Чёрная Сеть) является беспринципной теневой организацией, которая стремится расширить своё влияние и власть на весь мир Забытых Королевств.   Внешне Чёрная Сеть выглядит относительно добро­желательной организацией. Она предлагает лучшие и са­мые дешёвые товары и услуги, как легальные, так и неле­гальные, тем самым уничтожая своих конкурентов и за­ставляя всех зависеть от неё.   Члены Жентарима рассматривают друг друга в каче­стве членов очень большой семьи и полагаются на ре­сурсы и безопасность организации. Тем не менее, им предоставляется полная свобода в достижении их соб­ственных целей и в увеличении личного богатства или вли­яния. В целом, Жентарим обещает «всё самое лучшее», хотя на самом деле эта организация больше заинтересо­вана в распространении собственной пропаганды и влия­ния, чем в улучшении жизни её отдельных членов.  

    Про организацию

     

    Ранги

     
  • Fang
  • Wolf
  • Viper
  • Ardragon
  • Dread Lord
  • Известные члены организации

     
  • Jamna Gleamsilver
  • Equarz
  • Rian Nightshade - Lawful evil female tiefling warlock. Ideals: Logic, greed ("I'm certain we can come to an agreement that all parties will favor. But if not, we have other means of settling the issue."). Interaction Traits: Polite, mercantile, ruthless. Pledged Resources: Assassins and mercenaries
  • Saerol Danonbryl
  • Mangobarl Lorren
  • Lilith
  • Captain Drashk
  • Sorelisa Zandra
  • Naremo
  • Halia Thornton (LMoP)
  • Shalvus Martholio
  • Zira - A half-elf (actually a bronze dragon magically disguised) who runs an inn in Daggerford. Is on the Zhentarim payroll.
  • Danniker "the Snail" Nelkin: Undermining a moneylending business in Daggerford. Talks real slow. In Daggerford.
  • Urlam Stockspool
  • Valken Nespeer: Urlam's bodyguard, half-elf assassin.
  • Nalaskhur Theaelond: Owner of Bargewright Inn
  • Chalaska Muruin: Terse, cold-eyed militia leader.
  • Telbor Zazrek
  • Oboth Thornsteel: Looking for a tomb in Mornbryn's Shield.
  • Fylo Nelgorn: Priest of Bane,negotiating with the fire giants.
  • Yondral Horn: Dwarf, runs an inn in Rasalantar, spies on the Lord's Alliance.
  • Nilraun Dhaerlost: Teamed up with the Storvald, the frost giant lord to find the ring of winter.
  • Jasper Dimmerchasm: Dwarf trapped in Zalto's maul. Neutral Evil.
  • Davra Jassur:
  • Chaab
  • Неро Келвейн
  • Ленора Хаскур
  • Алигор Мунвиспер
  • Горат Торн
  • Салийра Далнор
  • Примвин Халк
  • Иандро Алатар
  • Литрис Илгарн
  • Ghazrim DuLoc
  • Bashekk Ortallis
  • Bryn Lightfingers
  • Davil Starsong
  • Istrid Horn
  • Jamna Gleamsilver
  • Skeemo Weirdbottle (deceased)
  • Tashlyn Yafeera
  • Wern Malkrave
  • Yagra Stonefist
  • Ziraj the Hunter
  • -mPock-Marked Po
  • Салварн
  • Palant Stagar, proffesor of applied draconology
  • Alistair Stager, Palan't goblin student, and Master of Magic of Waterdavian part of organizations.
  •  

    Убеждения.

      Убеждения Жентарима можно резюмировать следующим образом:
  • Зентарим — ваша семья. Вы присматриваете за ней, а она за вами.
  • Вы хозяин своей судьбы. Всегда получайте то, чего заслуживаете.
  • ·- Всё и все имеют свою цену.  

    Цели.

      Увеличить богатство, власть, влияние, и таким образом доминировать на Фаэруне.  

    Черты членов организации

      A member of the Zhentarim thinks of himself or herself as a member of a large family, and relies on the Black Network for resources and security. However, members are granted enough autonomy to pursue their own interests and gain some measure of personal power or influence. The Black Network is a meritocracy. As a whole, it promises “the best of the best,” although in truth, the Zhentarim is more interested in spreading its own propaganda and influence than investing in the improvement of its individual members.  

    Типичные задания.

      Типичные задания Зентарима включают в себя грабёж или кражу сокровищ, мощного магического предмета, или артефакта; заключение прибыльного контракта или продление существующего; и создание плацдарма в местах, где Зентарим не имеет большого влияния

    A typical Zhentarim cache

      (Often protected by mundane traps)
  • 4 mundane melee weapons
  • 2 mundane ranged weapons
  • 80 pieces of ammunition
  • 2 sets of medium armour
  • 2 sets of heavy armour
  • 2 shields
  • a barrel of water
  • a bottle of wine (good vintage)
  • a crate of military rations
  • 4 potions of healing
  • A level 1 spell scroll (offensive)
  • By 1489 DR, the Zhentarim have mostly become a mercenary organization, taking contracts for pay as Manshoon attempts to rebuild the Zhents into a major force once again.   The Zhentarim in Published Sources The Zhentarim have been around since the very first Forgotten Realms Campaign Set (grey box) in 1987. As the organization was used as a villainous enemy for player characters to run up against in the Realms, they appeared in many adventures and sourcebooks over the following years. Some of the products featuring a fair amount of Zhentarim information include:   Castles (boxed set) has information on Darkhold (1993) Ruins of Zhentil Keep is one of the best sources of information on the Zhentarim and incorporates some of the article material published by Ed Greenwood in Polyhedron magazine (1995) Cloak & Dagger is a great sourcebook for Realms games, and features an update on the organization AFTER THE FALL of Manshoon (2000) Lords of Darkness updates the Zhentarim for the 3rd edition of D&D (2001) Mysteries of the Moonsea contains further information on the Zhents (2006) Grand History of the Realms is a great source for anyone running a Realms game who wants to incorporate some history into their campaign (2007) During the 4th edition era, WotC published both a Forgotten Realms Players Guide and Forgotten Realms Campaign Guide (2008). Both books contain information on the Zhentarim. The Zhentarim have also been featured in many Forgotten Realms novels, though mostly as antagonists arrayed against the heroes. Using the Zhentarim in Your Campaign The Zhentarim have the following main beliefs:   The Zhentarim is your family. You watch out for it, and it watches out for you. You are the master of your own destiny. Never be less than what you deserve to be. Everything—and everyone—has a price. Their goals are “to amass wealth, power, and influence.”   As Allies Each of the published adventures for the 5th edition have opportunities for the player characters to make friendly contact with the Zhentarim. In earlier eras, this is less likely unless the PCs are playing characters who lean more towards the evil side of the spectrum. However, regardless of what era in which your game is set, the Zhents can make temporary allies of convenience depending on the situation. The Realms is full of threats, and the PCs can easily find themselves fighting a threat that the Zhents agree needs to be destroyed.   Example Adventure: The PCs are in the Moonsea region and discover that the Cult of the Dragon is searching for an ancient magical artifact that will cause another Flight of Dragons to scour the region. Having lost much during the previous flight, the Zhentarim will certainly want to prevent his from happening again. The PCs find that no other force is near enough to lend them aid when they take on the Cult, and so they must make a temporary alliance with the Zhents for assistance. Needless to say, the Zhentarim are likely to betray the PCs once the threat is passed, attempting to take the artifact for themselves.   As Enemies   The Zhentarim really come into their own as a force the PCs can fight against. During most of the eras of the game, they work as an organization that has its hand in pretty much anything nefarious the PCs might come across. Some examples include:   A rival group of explorers trying to find a magical treasure in an area   Oppressors of a small town or village   Assassinations of prominent enemies   Raiders of rival merchant houses   Spies in cities across the Moonsea region   Riling up evil humanoids (e.g. orc hordes) to sweep through an area to “soften it up” for Zhent occupation   Pursuing a target for capture (such as their pursuit of Shandril Shessair in Ed Greenwood’s novels Spellfire, Crown of Fire, and Hand of Fire) During the current Realms timeline, the Zhentarim are a shadow of their former selves. However, their goals are still to gain economic control over the Realms and they are willing to perform evil acts to accomplish those goals. Therefore, most of the above suggestions still work, though the nature of the forces arrayed against the PCs will be different.   Characters as Members In the current edition of the game, the Zhentarim are a faction that player characters may choose to join. One does not necessarily have to be evil to be a member of the organization, though a certain flexibility of morals will help. This is definitely not a faction for paladins or clerics of good gods.   If one or more PCs do wish to join the Zhentarim, you may want to implement the rules for Factions from the Adventurers League program. The PCs will be able to earn renown and gain ranks in the organization, which will give them rewards—either those from the program or more specific rewards of your own devising.   The Zhentarim Campaign It’s certainly possible for the DM to run a campaign where the player characters are members of the Zhentarim from the very beginning. The DM may choose to give all the PCs the Faction Agent background for free (thus giving each character two backgrounds), or perhaps may simply give each PC the Safe Haven feature and the faction-specific Equipment and not any of the other benefits of an extra background.   Obviously, a Zhentarim-based campaign is easiest when the PCs are not good-aligned characters. The kinds of missions the Zhentarim will give their members can include simple guard-and-escort jobs or exploration of new trade routes, but the more common missions for PC parties will usually involve objectives like spying on rivals, sabotaging the Equipment, goods, or plans of other merchants and mercenary companies, intimidating people into cooperating with the organization, stealing, assassinations, and other typical evil acts.   However, another option is to have the PCs be members of the organization with the goal of guiding it into the light. Perhaps there is a small cabal within the organization who feel that there is a better way to be successful, and they want to save the Zhentarim from Manshoon and the other vampire lords who control it. The PCs are recruited into this secretive group and tasked with finding ways to have the Zhentarim become a positive force for good in the Realms by subtly altering the outcomes of their missions.   Such a campaign could provide a great deal of tension and the feel of a thriller spy story as the PCs work from within an organization that would probably kill them if their true mission was discovered. But it also provides a nearly endless supply of adventure ideas, such as providing assistance to those who do not engage in evil acts so that they can be promoted up the chain of command, sabotaging efforts to oppress or control innocent settlements, making secret alliances with other good groups (like the Harpers), eliminating the most evil of the members in a quiet manner (assassinations for the good of the Realms), and ultimately going up against Manshoon and the remaining vampire lords at the top of the organization.

    Структура

    Ranks

    • Fang: Rank 1. • Wolf: Rank 2. • Viper: Rank 3. • Ardragon: Rank 4. • Dread Lord: Rank 5.   A member of the Zhentarim thinks of himself or herself as a member of a large family, and relies on the Black Network for resources and security. However, members are granted enough autonomy to pursue their own interests and gain some measure of personal power or influence. The Black Network is a meritocracy. As a whole, it promises “the best of the best,” although in truth, the Zhentarim is more interested in spreading its own propaganda and influence than investing in the improvement of its individual members.  

    Fang (Rank 1)

    Prerequisite: Zhentarim renown 1+ You are newly inducted into the family, with one mission: to prove yourself. Sponsor: You have a sponsor in the Zhentarim to whom you report. They are likely to assign you any faction missions, and are responsible for the imparting of Zhentarim renown when appropriate. Insignia: You receive an insignia in the shape of a stamped gold coin with the symbol of the Zhentarim on one side and a cypher on the other. Senior members of the Zhentarim can decode to cypher to determine who they need to contact to verify your identity as a member of the faction. Funding: You may acquire funding from your sponsor if necessary for your mission. Ideally, you cover monetary needs yourself, but if necessary, your sponsor is willing to lend you a number of gold pieces equal to your Zhentarim renown times 100. You must pay this back; though the loan is interest-free, you may not borrow more coin until it has been paid back. (And you will not be granted a new point of renown until the loan is paid back, either.)

    Wolf (Rank 2)

    Prerequisite: Rank 1 and Zhentarim renown 3+ You are an established member of the Network, seeking to find a place to make sure you shine. Secret Missions: You may now occasionally be assigned secret missions that you are required to fulfill. Though you do not have a sponsor any longer, you are part of a pyramid of operatives, and the assignment may come down from any part of that chain above you. Though you may not be required to accept the mission, they are often the most reliable way to continue advancing in the organization. Flying Snake: You are granted a flying snake. During a long rest, it becomes accustomed to you and stays near you at all times. Its only benefit is to deliver written missives or small bags (with single gems or a few coins). During a short rest, you can write a message and release your flying snake, which will fly back to a single central point, usually to the handler where you got the snake from. Flying snakes can fly 72 miles per day. If you will be in the same place, the snake can be sent back to you. Alternately, you can simply pick another one up at a Zhentarim stronghold elsewhere. Operating Capital Loans: By this point, you are expected to manage your finances and accomplish things on behalf of the faction based on your own prosperity. That said, this is not always possible. You have the option of sacrificing a point of your Zhentarim renown to gain funds for a Zhentarim project. This amount is 300gp plus 100gp per your rating in Zhentarim renown before you sacrifice the point. If you pay the loan back, you may recover the point of renown; there is no requirement that you do so, however. You will not be able to use this feature again, in either case, until your renown is at least one point higher than it was before you made the sacrifice. Lifestyle Increase: Money travels up the chain in the Zhentarim, and you are expected to show the coin of your success to your superiors, to help finance their endeavors. Your Lifestyle costs increase by 1gp per tenday (or 3gp per month). Mercenaries: Because Zhentarim plans may require some extra muscle, you have the right to requisition a small group of Zhentarim mercenaries. You may keep them for up to a month, without charge; when you do so, you may receive one guard for every point of renown you have above 2. You may trade in two of these mercenaries to gain a veteran, though you can only do this once. These mercenaries work for one of your superiors, but are willing to follow you during that time. Trained in Terror: Zhentarim train their agents to invoke fear in others. You become proficient in the Intimidation skill. If you already have this skill, choose another skill from your class list options instead. Tool Training: You may go to the faction for training in useful tools. When you take the Training Downtime action to gain proficiency with the disguise kit, forgery kit, poisoner's kit, or thieves' tools, you may do so at half the time and cost.

    Viper (Rank 3)

    Prerequisite: Rank 2 and Zhentarim renown 10+ Talent and dedication proven in the eyes of the leadership, you are now given power and freedom enough to raise yourself...or to be the architect of your own downfall. Lifestyle Increase: Now that you are solidly a stalwart agent of the Zhentarim, you are expected to be bringing in greater wealth...with the attendant expectation of sending more of it up the chain. Your Lifestyle costs increase by 5gp per tenday (or 15gp per month). Mercenaries: Now a solidly proven Zhentarim agent, you may hire Zhentarim mercenaries to act as part of your normal retinue, and the organization will pay half of their fees. You can gain a guard for 1gp per tenday, or a veteran for 10gp per tenday. There must be at least three guards for every veteran, and you are responsible for the costs for outfitting them with arms and armor, as well. You may support up to your Zhentarim renown in guards as part of this – any additional troops are paid for in full by you (double the costs listed here). Tool Training: Your cost to gain proficiency in a disguise kit, forgery kit, poisoner's kit, or thieves' tools is now free, though you must still spend half the time to do so. Item Procurement: Though an expenditure of time and coin, you can secure access to magic items the Zhentarim find particularly useful. For 5 tendays and 500 gp, you can secure a +1 weapon, a +1 shield, or slippers of spider climbing. For 10 tendays and 5000 gp, you can secure +1 armor or a ring of evasion.

    Ardragon (Rank 4)

    Prerequisite: Rank 3 and Zhentarim renown 25+ Only the best and brightest rise to these levels, the upper echelons of the Black Network with mercenaries, agents, and operatives at beck and call, all trying to prove they deserve your acclaim. xxx

    Dread Lord (Rank 5)

    Prerequisite: Rank 4 and Zhentarim renown 50+ Few are the Dread Lords, and with good reason. The power they wield arouses jealousy and fear in equal measure, and while everyone wants to be one, the ones with the power and will to actually do so are few and far in between. xxx  

    Faction Roles

    By and large, there are four main roles within the Zhentarim's ranks, based on what talents they bring to the fold.  

    Arcanist

    Arcanist agents specialize in arcane knowledge, magic, and esoteric disciplines such as alchemy. This explicitly does not include clerical magic, as the Zhentarim learned a long time ago that any religious order they permit within the faction inevitably attempts to subvert the Zhentarim to the service of that faith.  

    Intelligence

    Intelligence agents are involved in skulduggery and subterfuge. They are spies, thieves, assassins, and everyone else who accomplishes their ends in the dark with no one the wiser.  

    Mercenary

    Mercenary agents are front-line warriors and frequently end up leading troops of Zhentarim mercenaries.  

    Supply

    Supply agents are usually merchants and craftsfolk, those who work in shops and marketplaces, aboard trading vessels, and as part of merchant caravans.  

    Faction Titles

    Titles within the Zhentarim aren't given: they are won. While the Masters of the Zhentarim are certainly acknowledged by the Pereghost in their roles, that nod is only given when there is clearly no one else who could possibly fill that role. This is certainly indicative of how the Zhentarim prefers to operate: to elevate oneself far above one's competitors, and to undermine and sabotage anyone who could come close to challenging that position.  

    Master of the Black Network

    Only one Dread Lord ever occupies this vaunted position. The other Masters all answer to the foremost of their number, and are accountable to them. Currently, this position is occupied by the mysterious Pereghost, operating out of the citadel of Darkhold.  

    Master of Arms

    The Master of Arms is the head of the Zhentarim's mercenary troops, in effect the general of the Black Network's martial forces. It is not enough to simply be a warrior to be Master of Arms: one must be tactician, businessman, and leader as well. Mercenaries, sellswords, and warriors all fall under the Master of Arms' aegis.  

    Master of Art

    The Master of Art is the foremost arcanist and magician, knowledgeable and skilled, but above all powerful. In eras past, those who sought occult power among the Zhentarim were likely to be wizards in the tradition of Manshoon, but these days the Black Network's many warlocks seek power from otherworldly patrons and use it to further their own aims within the faction. Magicians, alchemists, and esotericists of all stripes (including theologists) are all under the Master of Art's bailiwick.  

    Master of Extortion

    To the Master of Extortion is passed all useful, currency-generating gossip and information, and it is the Master of Extortion who ensures that it is deployed in the most profitable fashion. The Master of Extortion is more than a clearinghouse of blackmail, however: they must have a solid understanding of politics, of the ebb and flow of influence, so as to enact their schemes to the best benefit. Spies, blackmailers, kidnappers, and myriad folk who profit by taking from others answer to the Master of Extortion.  

    Master of Murder

    Lethal and secretive, the Master of Murder oversees assassinations for the Black Network. It isn't enough to personally be a superior ender-of-lives: the Master of Murder must know the skills of thier subordinates, know how to adjudicate the slaying of targets, and to even know when to refuse to deploy killers at all. The myriad poisoners, assassins, and holy slayers of the Zhentarim answer to the Master of Murder.  

    Master of Sails

    To the Master of Sails is given the naval force of the Zhentarim. They are ultimately the admiral of the Black Network's fleet, a combination of war SHIPS (which they work with the Master of Arms to best deploy) and shipping vessels involved in constant trade. The Master of Sails is always an experienced sailor, but must also be more: a master trader, a maritime tactician, and a politician with a grasp of the nuances of seagoing trade and influences. All sailors within the Zhentarim ultimately take orders from the Master of Sails.  

    Master of Wheels

    The many trading caravans and expeditions that fly Zhentarim colors all answer to the Master of Wheels. None of the Masters equal the Master of Wheels in understanding mercantilism and trade trends. If there is a Master who singlehandedly keeps the Zhentarim operating, it is the Master of Wheels, for their efforts bring coin constantly into the Black Network's vaults. This Master is not just a trader: they are also a master banker, a politician whose coin gains entry into even the most exalted courts, and an investor of thousands upon thousands of businesses. All traders, bankers, and other coin-wielders in the Black Network answer to the Master of Wheels.

    История

    Moonsea

      Zhentil Keep was the main base of operation for the Zhentarim, it was located on the western tip of the Moonsea.   Allied itself with and was quickly dominated by Zhentil Keep (and thus later the Zhentarim) in 1221 DR.   Citadel of the Raven   Straddling the Dragonspine Mountains this chain of interconnected fortresses was intended to stop any possible invasions from either The Ride or Thar. [8] The Zhentarim stole it from the other Moonsea powers in 1355 DR before making it their new headquarters in 1370 DR. Yûlash The Zhentarim took Yûlash in a long and bloody civil war where they pitted their forces against Hillsfar. Mulmaster Traditionally an enemy of the Zhentarim, Mulmaster became an ally after the High Blade was secretly replaced by his twin brother in 1368 DR. Phlan One of Zhentil Keep's oldest foes, Phlan was finally conquered in 1380 DR. Silver Marches It was believed the organization sent some of its older members to the frontier nations of The North, such as the Silver Marches, to act under the guise of families who bought up land to live a peaceful life as homesteaders until needed by their Zhentarim Lords.[citation needed] Dark Alliance logo This article or section is about elements from the Baldur's Gate: Dark Alliance series of games. Video games are considered canon unless they contradict content in some other Forgotten Realms publication. Baldur's Gate Through Karne, the Zhentarim were a shadow organization that existed in Baldur's Gate and its surrounding areas. They were going to attempt to take it over through the Onyx Tower. It is likely they no longer exist in Baldur's Gate due to Karne probably dying of old age. Marsh of Chelimber Conquered by the Zhentarim through Karne and his Lizardfolk servant, Sleyvas. Zhent Terminology Zhent A person from Zhentil Keep. Not all Zhents are members of the Zhentarim. Zhentilar A defunct term for the military of Zhentil Keep to distinguish them from members of the Zhentarim. Zhentarim Can refer to either the organization itself or members of the organization (can be singular or plural). Zhentish A grammatically incorrect term that will bring derision on the user, even in lands unfriendly to Zhents. (This somehow wormed its way into the vernacular of more than one Forgotten Realms novel.)   old The driving force behind the founding of the Zhentarim was the wizard Manshoon, whose thirst for power, domination, and rulership al¬most matched the hunger of the beholders for the same. Manshoon began his quest for power by back¬ing up his older, louder, far less subtle older brother, the warrior Asmuth. Foreseeing a long, bloody, and probably losing battle if Asmuth tried to violently forge the strongest faction among many in Zhentil Keep, Manshoon decided on an¬other road. While he and his brother allied with Lord Chess and through that individual sought the loyalties of many lords and wealthy rising mer¬chants of Zhentil Keep, Manshoon privately met and made common cause with the beholders who had come to dominate the local Church of Bane. The beholders promised him that if he and the “magelings” (young, ambitious wizards whom Manshoon commanded) helped the beholders wrest the Banites away from the nominal head of the church, the decadent High Imperceptor, the Banites would join the Zhentarim and win Manshoon the lordship of Zhentil Keep. To ac¬complish this, Manshoon and his magelings were to personally pledge fealty to the god Bane, and promise the Lord of Tyrants that he would trans¬form the faith into a far greater power than it had waned into under the High Imperceptor. Manshoon would get the title and the power he craved, and the beholders would get the power they’d ached to wield for so long. The beholders would dominate not just a priesthood, but also the most powerful city-state of the Inner Sea North and a rich mining power that would be swiftly built into a military juggernaut able to defeat any foe in the field—or so Manshoon promised. Secretly, Manshoon didn’t want the cares and pressures of ruling an expanding empire. Ambi¬tious rivals such as Fzoul or the beholders could take over, and Manshoon could skillfully ma¬nipulate them into believing they had duped and bested him to do so. He would even serve some¬one who rose past him, so long as he got ample opportunity to pursue his most cherished dream. More than aught else, Manshoon desired to increase his personal magical might so he could dominate wizards and sorcerers. He considered mighty wielders of the Art as superior beings to the “common cattle” of humanity. To rule them is to rule the best—and thus to be the best. Man¬shoon wanted to achieve a life of relative ease and luxury, to spend his time crafting ever stronger spells, and so make himself the greatest, most famous wizard ever. To do that, he would need great wealth to afford all he wanted for spell crafting. He preferred not to suffer the endless interruptions and perils of hiring out his magic to others to raise funds—in such pursuits he would come into frequent contact with adventurers and mercenaries who might kill him, steal from him, or gain a hold over him. Enter the central goal he set for the Zhentarim wizards: to establish the shortest trade route link¬ing the Moonsea with the rich markets of the Sword Coast lands. Finding and controlling bet¬ter trade routes than those of all his rivals would become the daily work of his magelings, as he set them tasks that would test them, weed out the fools and the undisciplined, and force them into rivalries that would keep them at each other’s throats rather than plotting against him. With the aid of his notorious stasis clones— at least a dozen of which still survive, scattered across other worlds and dimensions—Manshoon intended to outlast those foes he couldn’t outwit or destroy. To guard against Mystra and Azuth foiling his ambitions with their dictates, Man¬shoon sought the personal patronage of Bane, and won it. Though his fortunes have risen and fallen with Bane’s, ever since, the two have aided each other effectively. Bane’s return was rooted in creatures readied by Manshoon’s magic. In gratitude—and from a desire to maintain one of his most useful mortal pawns—Bane has rescued Manshoon time and time again. There are many accurate accounts of Man¬shoon’s angry, fearful, or reckless behavior—but all those from the later 1400s DR are due to the insanity aroused in Manshoon clones when mul¬tiple are awake and active at the same time. What some sages have called “the Manshoon Wars” did not span just the few wild years most believe to be the case, but lasted for more than a century. During this entire time, a Manshoon clone ruled the city of Westgate and headed the Night Masks as Orbakh the vampire, and other Manshoon clones were on the loose elsewhere in Faerun— every last one of them less than sane, and acting accordingly. Manshoon’s earliest and least powerful sur¬viving clones are more dangerous than his later, more magically accomplished selves. This is true because the early clones retain more of his calm, cold calculation, his freedom from loving or hold¬ing anyone in friendship, his clearest and most ruthless thinking . . . and his fiercest ambition. The older Manshoon was increasingly tempered by life, as his most hated rivals Szass Tam, Khel- ben “Blackstaff” Arunsun, and Elminster Aumar all were. He was mellowing, and starting to feel and pursue other interests aside from the drive for ever more powerful Art and the acquisition of wealth necessary to get that mightier magic. At least one of his early clones foresaw the mess of the Manshoon Wars and hid himself very well, returning to stasis enclosed within multiple ward spells so as to survive the fray. That clone still sleeps in hiding, and will emerge after all other Manshoons have fallen. Seeking the Best Routes Getting rich by control of that “shorter, cheaper, faster, and all ours” trade route betwixt the Sword Coast and the mineral wealth of the Moonsea is what the Zhentarim were originally all about. At least, that’s what they were all about once Manshoon consolidated his political hold over Zhentil Keep. Hence their creation of what some call the Black Road, a route up the valley of the Tesh from Zhentil Keep and across the perilous desert of Anauroch. If the Zhentarim suffer the loss of one end of their cherished route, their first reaction—so as not to stop the flow of trade, and therefore in¬come—is to change the route. In the long run, they would seek to reestablish the best route, since alternative routes are longer, slower, and more expensive. The worst fallback route—which they use for a trickle of goods to keep the path open, just in case, is through Tilver’s Gap and the Stone- lands. For this passage to handle the full traffic the Zhents want to move, the Brotherhood would have to establish dozens of legitimate costers to perform carriage through the Dales, and strengthen Darkhold to better defend the western end, bringing caravans onto existing roads at vari ous points near Corm Orp. Two more desirable alternatives both begin at the Citadel of the Raven and require hewing a safe route through the Border Forest to reach Anauroch. From there, the Zhents would spend a lot of coin sending caravans carrying only fire¬wood, food, and water out into the desert to dump at specific sites before returning. In this manner, they would establish a series of “water and warmth” way stops across the frigid desert. Thanks to the cold, spell-controlled rothe (or, as a less desirable alternative, caribou) would be the beasts of burden instead of horses, because breed ing enough sled dogs or training wolves would take too long. A wise Zhent commander would run the route along those three isolated peaks, Azirrhat being the most easterly, and use the heights as navi¬gational aids and signal beacons. This icy route would damage some Trade goods, and could reach the western edge of Anauroch at either end of the Far Forest. Which end of the Far Forest is cho¬sen would depend on how fiercely LLORKH is held against the Zhents. The River Delimbiyr would be their first choice to continue onward, since it would allow them to use their existing agents in Loudwater and elsewhere who represent the west¬ern end of their present route. If they can’t use the Delimbiyr, then they would have to travel the harder way: west across the headwaters of the Delimbiyr and along the southern edge of the Nether Mountains to the valley of the Rauvin, and down through the Silver Marches. The best Zhent strategy would be to establish all of these routes, but heavily use only the one that proves to have the lowest losses of men and cargo, turning to the others if the prime route is threatened by rivals or blocked by some natural occurrence. While Manshoon was in charge, the Zhents did just that. Later, under Fzoul Chembryl, the Zhents started to try to accomplish all sorts of things at once, and although they seemed every¬where and more powerful, they became far less effective at actually finishing anything they set out to do. Increasingly, as time passed, personal ambition on the part of most Zhents led to infighting that was likely to flare into open brawling whenever failure was perceived. Zhent Battle Tactics In the field, Zhent forces in the mid 1300s DR were commanded in many different ways as various commanders—some far from compe¬tent—sought to impress their superiors or just win the day dramatically, by trying new maneuvers. So aside from obvious responses, such as rushing to contain intruders or trying to surround foes, an adventuring band encountering Zhents would sel¬dom see the same tactics twice. Mounted Zhent road patrols near Voonlar or Yulash set out with at least twenty Zhentilar war¬riors, sometimes accompanied by up to four raw recruits, learning on the job. These warriors were commanded by a priest, who was sometimes ac-companied by an underling, and a wizard of lesser stature than the priest who sometimes had an ap-prentice along. If neither the priest nor the wizard had a lackey, they were instead accompanied by at least one mounted crossbowman of skill. Priests on missions—either in Zhentil Keep, another Zhent-dominated urban setting, or out in the countryside—traveled in groups of five or six, along with their errand runners and whatever number of Zhentilar fighters the priests deemed necessary for their own safety. In determining the strength of their guard, they tended to be more cowardly than bold. When sallying forth into known battle rather than patrolling, Zhent forces were smaller than three patrols combined. These Zhentilar troops were composed mainly of fighters and bolstered by a handful of magelings, each of whom was ac¬companied by at least one personal bodyguard from among veteran Zhentilar crossbowmen. Priests of Bane magically observed from a safe distance, guarded by their own (stronger than the wizards’) bodyguards, and with defensive spells prepared. Their task was to observe and report back, fighting only to win free of enemies. If the foe is deemed formidable, such as veteran adventurers would be, a “snake” force was also deployed. This group was composed of a trio or a quintet of experienced Zhentarim wizards with full battle-spells ready, usually accompanied by a few magically controlled monsters. This force waited in concealment—magical or natural—until it was magically directed from afar by the force commander to emerge and attack the enemy from behind once the foe was engaged with the Zhenti¬lar troops. The magelings accompanying the Zhent warriors could use any sort of spell, including experimental disasters. They hurled their magic recklessly; they were out to prove themselves and cared little for the defense of items, territory, or their fellow Zhents. They cared a lot for the de¬fense of their own persons, however, and if the battle turned against their side, they would flee, ignoring any orders to the contrary. (As a DM, I have always used core rulebook arcane spells for Zhentarim mages, but tweaked every last one slightly, in terms of the appearance of the unleashed magic, its area of effect, or its material components and casting details. This technique keeps players guessing and roleplaying rather than running their characters in combat on the basis of what they know of spells from the rulebooks.) The experienced Zhentarim wizards in a snake force wore magic rings to teleport themselves out of danger, and attacked in coordinated unison, seeking to strike hard, do damage, and get out, rather than to rescue Zhents or win the field. They heeded Manshoon’s orders to harry enemies through repeated fighting, wearing them down rather than doing anything overly risky or heroic in trying to destroy all foes as swiftly and deci¬sively as possible. The watching priests were usually far enough from the main fray to be able to flee easily. If they were chased by a determined enemy, their retreat was through an area where more powerful Banite clergy could ambush their pursuers with multiple magical attacks. A Zhent force that knew it was going up against particularly persistent foes would often send monsters against them first. Once the enemy was bloodied, but before the foe defeated the beasts, veteran Zhentarim mages would attack with a construct, and finally with their spells. Zhentilar troops then charged in to prevent the enemy from reaching the wizards. Manshoon often sent Zhent forces (in particu¬lar ambitious magelings) up against tough foes as a means of testing them. If they were weaklings, they were better gone, but if they succeeded, they eliminated or weakened those foes and be¬came more experienced, confident, and useful to Manshoon. Zhent Garrisons During the time when Manshoon led the Black Brotherhood, Zhentarim strongholds, storage caches in caverns and old tombs, and Zhent- allied naga lairs were usually guarded by helmed horrors, because casual intruders were more likely to be more terrified of them than of any human. Secondary guards, in Zhent fortresses and warehouses, were often banelar nagas or dark nagas, with bored, resentful “duty wizards” as backup. Duty wizards are Zhentarim mages as¬signed to such duties as punishment, or because they are out of favor. The backups always had some means, from message pigeons to magic, of reporting attacks on the stronghold—or other in-teresting events—to other Zhents elsewhere. No foe of the Zhentarim should ever expect to raid or overwhelm and seize a Zhent-held build¬ing or even a roadblock without other Zhents knowing about it. Getting the word out right away is a firm, standing order from Manshoon. And after a few Zhents died slowly and painfully as lessons to others, that order rose to supersede any fears of consequences that might lead a Zhent to be slow to report. The Right Air of Menace The Zhentarim have achieved a lot through in-timidation, but they are far more than jackbooted thugs who turn cowardly when faced with real resistance. They have their spies, and they often make uncooperative people “go missing” rather than showing up to publicly butcher them or to set their homes on fire. Sometimes they magically assume the likeness of someone they’ve killed or taken captive, to hide in plain view and to lay blame on that person for something the Brother¬hood did. Sometimes they leave false messages or “dropped items” to be found, to mislead others. Never forget that some Zhentarim are very smart. The Black Brotherhood long ago realized that a fearsome reputation can cow people into doing what you want them to—if you make the right examples of a few, and spread (and steer) pre¬cisely worded rumors so the populace takes your hints and outright directions—better than the most exhaustive policing and patrolling can. Folk will even eagerly do things if you can make them think what they’re doing was their own idea, or is a clever dodge around detested taxes or rules. Why get a sword rusty killing a farmer, when he could work hard feeding you for years to come? All Zhentarim can act like menacing butchers, but most of them are far more than that. Штормовая Стража - жен- тильские солдаты-ветераны, действующие в роли тяжелой пехоты, и Серые Перья - лучники, в основ¬ном ответственные за оборону крепости. Goals Since its creation by the will of its creator Manshoon, the Black Network sought to achieve highly specific goals. It wanted control of major political centers on the Moonsea, such as Hillsfar, Yulash, and cities other than Zhentil Keep. It also kxiked to dominance in trade on the Moonsea, Inner Sea, and the Sword Coast—especially by providing goods and services that are illegal in most communities. To cement the control of political and economic power, the Zhentarim looked to control the churches of the dark gods Bane (before the Time of Troubles) and Cvric (after that time), using its influence to aid the churches in their other goals. Finally, while it stands as more of a mission statement than a goal, Manshoon and his Zhentarim always vowed to destroy anyone who stood in the way of those objectives. Thus, they spent much of the past century fighting such unified enemies as Shadowdale and its heroes, the Purple Dragons of Cormyr, and the Cult of the Dragon. Within the scope of the current year, many of the goals of the Zhentarim may have been met without any beyond the Inner Circle of the group becoming aware of it at all. Through secret deals made with Lord Orgauth and Selfaril of Mulmas- ter, Fzoul Chembryl gave them seats on the Inner Circle of the Zhentarim in exchange tor a free hand to build temple com¬plexes anil abbeys to lyachtu Xvim in the three cities. Despite giving up much, Fzoul now effectively controls two of these cities, and they secretly rule the Moonsea, though they appear to be fighting on the surface. With Manshixin out of the picture, only Sememmon remains of the old power structure. Leaders’ Goals: The goals of Fzoul Chembryl alone have driven much of the change in the Black Network. He planned on surprising Manshoon and usurping control of the Zhentarim for himself. Rather than allow the mortals the stage of tyranny, Fzoul (and Xvim) deemed it more fitting that the Zhentarim be a secular puppet and a source of funds for the church. His other goals tie in more with the Church of Xvim, though he plans on tying the church and Zhen¬tarim mercantile and social controls tightly together, even¬tually creating a theocratic state and ruling the Inner Sea by the grace of the Baneson and the money of the Zhentarim. The three “Lords Zhentarim of the Moonsea,” as Fzoul calls them, all seem relatively content with their gains in power for now. However, each has his own goals. For now, they are not aimed at each other. They have only now seen what the Zhentarim can do for them, and they plan to enjoy it for a while. Orgauth of Zhentil Keep, however, intends to slowly and methodically bring to Toril fiendish senators and replace many of the Zhent underachievers with fiendish dou¬bles who can sen’e him better. Maalthiir simply plans to scav¬enge Yulash with help from both Fzoul and the Sembians, while Selfaril lixiks to expand his holdings and influence in the Inner Sea by Thesk (now that he no longer has to reserve his entire navy to fend off the Zhents). They all also look to the west and the Black Network’s holdings there longingly, but for now they do not plan to usurp Sememmon’s control until their own power structures are fully in order. Sememmon’s goals are equally straightforward: Defend himself against a coup from Fzoul and his Xvimlar by fully embracing Cyric’s church to defend the western Zhentarim’s holdings. Given the decades-long enmity between Fzoul and himself, Sememmon cannot contemplate a truce (even though that is what is currently in effect, given Fzoul’s vow to remain out of The Savage Frontier and Cormyr). Thus, many plans at Darkhold involve new alliances to gain the power with which to fight the Tyrant Chembryl. Sememmon opens discussions with the Drow of Sshammath and with the Cyricists of the Mountain of Skulls. In the long term, Sememmon looks at the potentials of helping one sect of Cyricists against another and the monstrous threat in Amn. If the Zhentarim provides aid and weapons to defeat the Sythillisians and their Cyricist allies, Darkhold may see major trade concessions come to the Zhentarim from both Amn and distant Maztica. Still, that is a minor concern com¬pared to the threat he perceives in the east. Histony and Motivation The Zhentarim grew from the blackest thoughts of Manshoon, a tyrant and wizard who dominated all he met, lest they do the same to him. Working his way to power through patricide and fratricide, Manshoon became a lord of Zhentil Keep, and swiftly moved to gain full control over his fellow lords. He  formed his secret society, the Zhentarim, to act as a separate power group and allow him more than mere rulership of Zhen- til Keep. Over time, he shared power with apprentices and col¬leagues, and they added to the Black Network’s strength, though the past dozen years have been disappointing for them. Much more history and background on the Zhentarim is available elsewhere and is far too lengthy to discuss here. The group has existed for over a century and has spent that entire time fighting nearly everyone else on Faerûn in the pursuit of its goals. The group now retains only three bas¬tions of control on the Moonsea and the Tunlands. In the space of a year and a half since Fzoul embraced the Divinity of the Baneson Iyachtu Xvim, nearly every goal of the Zhentarim has come together, at least in secret. Fzoul has reshaped the Zhentarim power structure from the top, and his planned coup d’état against Manshoon proved infinitely more effective than he could have imagined. While Fzoul and Orgauth secretly admit surprise at the Manshoon Wars, both profited handsomely from Manshoon’s personal loss of control, arid Fzoul has had time to cement himselt in as head of the Eastern Zhentarim. The current events and present history of the Zhentarim can be found throughout the “Current Clack” chapter. How¬ever, like many organizations after a drastic change in lead¬ership, there may be unsuspected repercussions that the new leaders have to weather before claiming total control. The fact that Sememmon still exists as a force in the Zhents is enough of a challenge to make the next few years quite inter¬esting for many parties. Onganization Currently, the organization of the Zhentarim is in disarray at the top, though this has yet to become apparent to the group’s lower echelons. In an organization ruled by fear and secrets, few ask questions. They merely continue to do their jobs as they have always done, and that is exactly how the Zhentarim function through the end of the Year of the Tankard (1370 DR). As for the standard stnicture of the secret society and its forces, refer to the organizational diagrams elsewhere in this chapter. When kxiking at the diagrams, keep in mind that this organization is a temporary one. Given the rifts between west and east due to the rise of Fzoul Chembry 1, the Zhentarim may yet see a new organization Kirn from the ashes of the old. If a character wishes to join the Zhentarim, doing this is more difficult during 1370 than any year since its founding. Tlie eastern Zhentarim lords have their forces in place and hardly need more lieutenants and associates to work into their structures. Fzoul Chembryl occupies himself more with his church and its temple building to be bothered by more prospective allies beyond those he seeks himself. In the west at Darkhold, Sememmon sits upon the dilemma of being unable to trust anyone within the organization due to Fzoul’s coup and needing new and powerful allies on whom he can rely to help overthrow the Grand Tyrant and restore the Zhentarim to its previous state. If anyone can defeat some lesser Zhent lords and their minions, they may force their way into the Black Network as so many have before them. They may even reach up toward Sememmon’s (or Fzoul’s) level until the next new recruits come along, making room for themselves through treachery and death. Chain of Command These are the primary leaders and major NPCs of the Zhen¬tarim, whether or not the public or even the power structure at large recognizes them as such. Many of these villains have been detailed in Villains’ Lorebook and are thus abbreviated here. The only pertinent details on these NPCs are any changes based on the recent events; these characters are cur¬rent as of the end of 1370 DR. • Fzoul Chembryl (LE male human P17 of Iyachtu Xvim): See the “Tyrant of Xvim” sidebar for more information. • Lord Orgauth (NE male human F10/LE greater baatezu, pit fiend): Lord Orgauth is truly Abarax the baatezu pit fiend, though less than a handful of folk in the Realms know this secret. It enjoys the freedoms of its role as Orgauth but may slowly become irritated by playing underling to a mere human, even one god-touched such as Fzoul Chembryl. • High Blade Selfaril of Mulmaster (NE male human F20): Selfaril, while operating just as ruthlessly as he always has, is not himself. His twin brother, Rassendyll, replaced him over a year ago before his marriage to the First Princess of Thay, the Tharchioness of Eltabbar, who promptly returned home after cementing their tentative alliance. Rassendyli/Selfari! accepted Fzoul’s offer to join the Zhentarim for simple reasons: It gave him more political clout to control the Blades and nobles of Mulmaster, and the alliance would end the fighting and senseless battles between the two powers. Now there is peace on the Moonsea with only token battles to keep up appearances. Rassendyll/Selfaril also recently received several magical communiqués from an unknown source offering wealth and power beyond even what Fzoul promises, if only the leader of Mulmaster dares to betray the Xvimlar priest in some unspecified way in the future. • Sememmon (LE male human M16; Int 18, Wis 16): Sememmon’s great fear right now, other than the threat of Fzoul, is the fact that he may be a clone created by Manshoon. With his necessary retaliation against a Manshoon clone late this year, he wonders if another Manshoon may just create a clone of him and set it against him. In all things, Sememmon is almost as desperate to hold onto his power as Manshoon is to get his back, and he currently talks with representatives from the nearby Drow city of Sshammath to form alliances that can defend him and his allies against the eastern Zhentarim. Fzoul ChembwyL, Tenant of Xuim hile F:oul Chembryl has been detailed in AD&D statistics numerous times, his abilities have changed drastically twice in the Year of the Tankard. Thus, for the sake of campaigns across the timeline, here are statistics for the High Tyrannar of Xvim in all of his incarnations (not¬ing only changes between incarnations, not unchanging information such as his alignment). What is still open for speculation is the ultimate extent of Fzoul’s new powers, as what little we know of them hinges on what little the Tel’Teukiira and the Harpers uncover. F zoul ChembnyL, High Туиаппан Fzoul fits the following “mere mortal” statistics and details before Alturiak of 1370. These statistics match those noted in the Villains' Lore hook (TSR -=*9552). Lawful evil 16th-level specialty priest (Tyrannar) of lyachtu Xvim. STR 12, DEX 15, CON 16, INT 14. Wis 17, CHA 13. Fzoul’s powers are in his spells and Equipment, such as his bracers of defense AC 2, a mace +4. and a silver morning star +1. Fzoul has begun collecting the numerous compo¬nents for the creation of a relic at Xvim’s bidding. Fzoul Chembnyl, Tynant Rising Between Alturiak 3 and Mirtul 11 of 1370, Fzoul uses the following statistics as his body courses with magic from the Scepter of the Sorcerer Kings and remnants of Bane’s power from the banelich Faram Khaldan. STR 16, DEX 17, CON 18, INT 16, Wis 17, CHA 11. Due to Bane's power in him, Fzoul has the temporary powers of a 20% magic resistance, a fear aura as that of a lich, and the effects of a vampiric touch spell active at all times in his hands (4d6 hp drained per touch). Fzoul has also begun the creation process for the Scepter of the Tyrant's Eye, but it remains in the temple at Mintar, the eleven component tyrant blades melting within a corona of black and green flames. F zoul ChembnyL, Gnand Tynant of Che Chcmch The following are Fzoul’s current statistics as of Mirtul 11 1370 and his status of Grand Tyrant, Chosen of Xvim, and the Right Hand of the Baneson. Fzoul may have more pow¬ers, but they are currently unknown at this time. Lawful evil 17th-level specialty priest (High Tyrannar) of lyachtu Xvim. STR 14, DEX 15, CON 16, INT 14, Wis 19, CHA 18* (ranges to 25). Fzoul’s powers are not widely known, as those to whom he has shown his full power vanish from both the realms of the living and the dead. What few powers have been cor¬roborated are described below. • Immunity to normal and silver weapons. • Magical resistance that reduces damage or effects by -1 per die of effect. • Fzoul himself is now utterly immune to any powers or spells that affect his mind or control of his body (includ¬ing psionics and charm spells) with the exception of Xvim’s possessions and visions. • Tyrant’s Charm: Fzoul no longer ages physically, and his Charisma is greatly heightened, many now finding him among the most attractive beings on the Realms (per¬manent friends effect on him at all times). He also casts command and enthrall at will, cause/remove fear and hyp¬notism five times per day, charm persim/monster and sug¬gestion three times per day, and domination and geos once per day each. • Fzoul’s most insidious power lies in his shadow. Anyone touched by Fzoul’s shadow suffers chill touch effects. His shadow provides him with constant protection from undead. His shadow also acts independently as an actual shadow (5HD), giving Fzoul Strength robbed from oth¬ers. If victims are fully drained, they are absorbed into Fzoul’s shadow to heal it and him. Fzoul can speak with dead to interrogate absorbed victims’ spirits for up to an hour after their dissolution. The Scepter* of the Ty want’s Eye s the first relic of Xvim’s modem church, this scepter is looked upon as both relic and regalia for the church's favored son, Fzoul Chembryl. As the stories of the relic also called Kvol grow in the telling among the tem¬ples, it has gained the variant names of the Scepter of Souls, the Wrathful Scepter, and the Watchful Scepter. Fzoul him¬self often laughs as he calls it his “Impcrceptor,” a mirth¬less pun about the scepter’s origins and purpose within Xvim’s plans. The Scepwr of the Tyrant’s Eye is a heavy silver and steel scepter as long as a grown man’s arm. Kvol is beveled with twelve slim but noticeable facets along its length, although the grip and the top of the scepter are smooth. The top of the scepter is a life-size and incredibly lifelike silver hand set as the holy symbol of Xvim, with tiny eyes of flickering green fire easily spotted against the highly reflective palm. Kvol is five inches in diameter at the top and it tapers down to the two-inch-wide grip, which is smooth and wrapped in alternating strips of black and green dragon leather. Dangling from the grip is a loop of black leather, which allows it to hang on a belt (though it has other purposes as seen in Powers below). The final detail is a cluster of eleven rubies surrounding a large diamonJ on the butt of the grip. Fzoul Chembryl and Teldorn Darkhope forged the Scepter of the Tyrant’s Eye from numerous items, as they were bid by Xvim to do in their dreams. Eleven tyrant blades (which rendered their wielders proof against beholder-eye powers) went into an arcane fire, as did the severed right hand of the heretic High Imperceptor of Bane (so his soul might reflect over his less than steadfast beliefs during his future service for the Baneson). Other precious metals, gems, the blood and aqueous humor of a living beholder and a death tyrant, and fervent prayer forged the scepter over a three-month period. Just as Xvim appeared in his dreams to begin the quest, the scepter appeared in Fzoul’s dreams. The Grand Tyrant rarely appears far from the scepter, which he uses as a weapon (though he still carries his mace+4 out of habit) as much as regalia. PoLOeRS Tlte Scepter of the Tyrant's Eye is among the more powerful relics currently active on Faerun today, and the Great Tyrant of Xvim jealously guards what folk know of his sig¬nature item’s abilities. “After all," Fzoul has been quoted, “a tyrant’s greatest weapon is fear, and fear born of sudden realizations and panic has a unique taste. Besides, a weapon of terror is less fearsome when you know its secrets.” Constant Powers Kvol has a number of abilities constantly in effect around it; some details are noted below. • Kvol has a level of sentience equivalent to a wizard’s familiar (Int 4), though its cunning and drive are equal to that of the being whose soul occupies the scepter—the High Imperceptor of Bane, or his former name of Kvol, from which the scepter gets its name. It is unfathomahly loyal to Fzoul specifically, though it can act on others’ requests if allowed leave by the Grand Tyrant. • Kvol flies as its normal mode of movement (MV fly 24 (A) it also can hover in place. It can carry up to 400 pounds by wrapping its pommel loop around something, though its speed drops by 2 per every 100 pounds of weight carried. On at least one occasion, Fzoul was seen flying to and from a battle hanging onto the scepter’s loop. • Kvol and anyone in contact with it is immune to all beholder powers save the anti-magic ray of the central eye and can ignore these powers as if they were simple beams of light. With a successful attack roll, Kvol or its wielder can reflect these beams at any target in range of the power. • Kvol duplicates the powers of a cloak of displacement on both itself and its wielder. Invoked Powers All of the effects below are emitted from Kvol through the eyes on its hand, looking akin to beholder eye powers. These commanded powers are known, though more may exist; only Xvim and Fzoul know. • Act as a rod of ndership or a scarab of enraging enemies once each day. • Summon green energy around the scepter to improve a melee attack (+6 bonus on attack and damage roll) at will. • Blast a single target with a bolt of green crackling ener¬gy (THACO 10, range 30 yards; Dmg 2d8 + save vs. par- alyzation or be paralyzed for ld6 rounds) at either the wielder's or Kvol’s will four times a day. • Project the crackling green energy as a broad globe radi¬ating from the eyes to a lO'-radius around the wielder (dmg 2d8 points + saving throw vs. paralyzation for one round). Cusses While greater curses may yet be found within this item (as expected of a tyrant god’s relic), its primary curse serves to limit its use. Only Fzoul Chembryl (or perhaps a child bom of his blood) can touch it safely. Any other living or unliv¬ing being that touches Kvol becomes subject to its greatest attack—automatically draining ld20 hit points and Id3 points of Strength per round of contact. If the usurper holds onto the scepter and is drained of all hit points or Strength, Kvol can trap the soul of the offending being and deposit its spirit in one of its gems. T he Mark of Xvim, which is so openly shown by the face of Knight Imperceptor Teldorn Darkhope of Mintar, has begun rising in prominence throughout the current year. If the church has anything to say about it, “every grinning Skull on a black sun (the symbol of Cyric) will soon be burned away under the blazing gaze of the Watchful Hand of Xvim.” In accordance with this credo, Fzoul Chembryl presented this spell to the clergy of his temples in Zhentil Keep late in 1368. It is unknown if this spell was created by the Grand Tyrant or sent to him by lyachtu Xvim, but it is coming to the forefront of common spells utilized by all Xvimlar. The WatchfuL Hand (Alteration, Evocation) Sphere: Creation Level: Priest 3 Range; Touch Components: V, S, Duration; Permanent Casting Time: 6 Area of Effect: Special Saving Throw: Special This spell surrounds the caster’s hand with a field of flick¬ering green energy. Two concentrated dots of energy on the palm mimic Xvim’s mark for up to 1 turn before the spell is used or it dissipates.  While often used by pressing the hand flat onto any surface, leaving the holy mark of Xvim with its glowing eyes in the black hand, authlim (Xvimlar priests) can inscribe crude messages onto a surface using their fingers as pens (limit of seven letters). The most impressive use of this variation left permanent black letters on the altar of Cyric in Calaunt, identifying all as “HERETIC.” Rank and File While many of these NPCs hold great amounts of personal power or otherwise, their status among the Zhentarim is not as high as those noted above. Most are seconds and lieu¬tenants to the five power-players above. • Lady Desmonda (N female human F2/lesser baatezu, erinyes): Consort to Lord Orgauth, Lady Desmonda helps him keep the lesser lords of the Keep in line with their (and Fzoul’s) ways of thinking. • Lord Kandar Milinal (LE male human F10): The strict commander of the Ravenar at the Citadel of the Raven, his loyalty to the Zhentarim'has increased with the ouster of Cyricist forces from the Citadel (thanks to Fzoul). • Lady Alicia (LE female human Mil): She escaped the destruction of Zhentil Keep by Manshoon’s hand, spirited away to the Citadel and kept safe as a pawn, despite her status as the first Lady to sit on the Council of Lords of Zhentil Keep. After the coup of this year, Fzoul placed Alicia at the head of the Citadel’s wizardly forces on equal status with its military commander, Kandar Milinal. Alicia has no desire to return to the Keep. She sees a new game in worming her way into becoming consort to the charismatic Grand Tyrant Chembryl, who now makes his home at the Citadel. She is also one of the few who wishes to maintain business relations, and deals with Lord Aumraven to keep the Anauroch trade routes open and the money flowing, despite both sides' priests’ complaints of working with heretics. Lord Marsh Belwintle (I.F. male human F9): The Slave Lord of Zhentil Keep is one of its most powerful merchants due to his control of this lucrative trade. Lord General Ulgrym (CN male human F13): Comman¬der of the Zhentilar, the military forces of Zhentil Keep. Lord Halaster (LE male human F14): A former Zhentilar soldier of note, Halaster owns much of the property in the undestroyed Foreign Quarter, leading to his elevated position in the new Keep. He plans to add to his influence by helping to rebuild the northern city and becoming its largest property owner. Lord Payr’Adar (NE male human T8): This dumpy and unctuous Chessentan wormed his way onto the Lords’ Council of Zhentil Keep and remains there as the city’s prime purveyor of festhalls. Lord Taradril Aumraven (LN male human Ml4): Saved from the destruction of the Keep by Sememmon, this former merchant mage of ancient years abandoned his destroyed holdings to help build the mercantile arm of Darkhold, which it now desperately needs while cut off from Zhentil Keep and the Citadel. Aumraven cannily and quickly established the western trade through Darkhold and has forged clandestine ties with Lady Alicia in the Citadel of the Raven to maintain the cross-Anauroch trade (from which they pocket more than half the money through creative accounting). Haughty and full of “old money” attitudes about the Zhentarim, Aumraven considers Sememmon a far more suitable leader than Manshoon, who cared more for his secrets than for his people’s welfare and wealth. Manxam (LE beholder): This oldest and most powerful of the Heartlands beholders still accepts its place among the Zhentarim, even though its and its people’s loyalty have switched to the Church of Xvim from the Black Network. Among the Zhentarim, Manxam acts as ruler of ruined Teshwave. Xulla (LE beholder): Xulla is Fzoul’s longest and most- loyal beholder ally. It operates from the Temple in the Sky near Shadowdale. Xavlal (LE beholder, elder orb): This assumed name is the role of the beholder subordinate ally of Knight Imperceptor Teldom Darkhope of Mintar and occupied Kzelter. In truth, this is Vaxall of the Dying Gaze, one of the oldest  beholders in Faerun and a lesser agent of the Twisted Rune. Ruinlord Casildar of Xvim (LE male half-elf P9 ofXvim): Second-in-command of the Heart of the Hand and Tor Blackflame in Zhentil Keep, Casildar has long worked for Fzoul and has slightly more political power now due to his Zhentarim status than as the second of Xana the Once- Martyred. He also gains some mercantile power by helping coordinate and control the caravan trade with associates. Ruinlord Asdag (LE male human PI 2 ofXvim): Fzoul’s fat chief of internal security and head torturer in the Keep helps keep him informed of any interesting developments among either the clergy of Xvim, Lord Orgauth, and the other power-players fighting among the slowly restoring rubble of Zhentil Keep. Thagdal (LE male human M12): Sememmon’s former apprentice and troubleshooter for Manshoon, Thagdal has carved a place among the powerful at Zhentil Keep. With a high-level power vacuum among wizards at the Keep, he hopes to become a Lord of the city as the leader of the Tower of Art, the city wizards’ guild. Ashemmi (LE female elf Mil): Sememmon’s consort and former second-in-command, Ashemmi has lost some political ground to Dhamir Ercaln, the Cyricist leader, and Lord Aumraven. The beautiful gold elf has begun trying to convince Dag Zoreth to overthrow his superior so she can regain her position without weakening Sememmon's by striking at the Cyricist forces of Darkhold. As for Aumraven, she learns as much as she can from him while she merely needs to wait for him to die of old age, his potions of longevity now failing him. * The Pereghost (LE male human F12; Str 18(05), Con 17): The fallen paladin and commander of the military forces at Darkhold. the Pereghost retains a high (though notably third-in-command) status which he shares with the Cyricist high priest. While he still hates Ashemmi as a rival for control of Darkhold, he prefers her to the cold, uncaring, conniving priest. • Watchful Skull Dhamir Ercaln (CE male human PI6 of Cyric): This high priest of Cyric led the second Banedeath to Darkhold’s parapets and cleansed the site of all heretical priests who did not worship the Dark Sun. Of late, Dhamir’s star has risen at Darkhold, since Sememmon offers him greater powers than previously allowed to him among the Zhentarim. Whether he becomes only second- in-command or equal in power to Sememmon, Dhamir plans on expanding his influence within the Amnian sects of Cyric and using them to expand his power base at Darkhold and in the Network. While it is still a low priority for him, this priest has begun planning for a holy war between the rising powers to the east (Xvim, Mulhorandi) and Cyric’s church, and he wants to head that evil crusade. Strifeleader Dag Zoreth (NE male human P10 of Cyric): Assistant to Malchior (the aide to Watchful Skull Ercaln) and commander of the battle-trained strifeleaders of Cyric, Dag Zoreth has many powerful connections both within the Church of Cyric and the Zhentarim. He has a personal relationship with Ashemmi, former second of Darkhold, though this works against him as much as it does for him. He piously worships Cyric, and wants to help lead the crusade against both the Xvimlar in the east and all other faiths. • Asbarode/“Nith” (N female half-elf T13): The head of one of the Zhentarim's largest spy and thief networks, her loyalty to Ashemmi is unquestionable. She and her band of rogues wander as a traveling circus, during which time she goes by the name Nith the Entertainer. Rato Reentries These might not be the lowest-level Zhent characters that PCs could meet, but they are the lower echelons of power among those discussed above. • Verblen (LE male human F9): The chief “acquisitions agent” (slaver) for Lord Marsh Belwintle is active nearly anywhere the Zhentarim are, though he’s more apt to be found in the south collecting slaves. • “The Three" (all LE male human T7): These are Mairhe, Sahbonn, and Itlur, Sememmon’s chief assassins. • Yarkul (CN female human M9): Ashemmi’s best pupil, though the raven-haired beauty claims to have been an apprentice of Khelben Arunsun. She yet hopes to become Sememmon’s mistress and his second over Darkhold, though more than a few recognize her amhition and guard against her. • Sashen (LE male human M8): The close-mouthed “bookworm” mage sees the Zhentarim as a source of rare tomes and research on ancient times. He is the junionnost of Ashemmi’s apprentices, with few ambitions. He prefers being out among the dungeons of Faerun with his bodyguards seeking ancient knowledge. • Kadorr (N male half-elf M9): Ashemmi’s star pupil both due to his ability and his ruthlessness, he loves Ashemmi and is insanely jealous of the attentions of Kith Dag Zoreth and Sememmon. Many ignore this tall, reedy mage as a teacher’s pet, to their future regret—Kadorr forgives no slight. • Riviar Darkwind (LE female human F7): Second-in- command of Darkhold’s military and the direct leader of the elite Storm Watch forces, she finds herself attracted to Dag Zoreth, the commander of the Cyricist battle priests recently added to her Storm Watch, and wants to sec him gain ascendancy over the hated wizards (including Sememmon, if truth be told). • Angus Materi (LE male human F8): Captain of the Outriders cavalry, Angus is among the most easily met of the lower-level Zhentarim lords; he constantly rides the lands around Darkhold. He also is easily goaded by an intense hatred of King Azoun IV of Cormyr. He attacks all Purple Dragons he finds. Nimos Palantor (NE male human F7): Captain of the Grey Feather archers at Darkhold. Otto Otturka (LE male human F5): Darkhold’s obese quartermaster and captain of its militia. Imir Castdie (CE hill giant): The “giant king” commands the hill giants and humanoid forces allied with Darkhold, hut quartered in the hills around them. He answers to and respects the Pereghost but would like to command Darkhold as his own. Miraun (NE male human Encl3; Int 16, Cha 16): The charming “diplomat at large” for Zhentil Keep is responsible for communicating the official Zhentarim view to various heads of state. He now sees his position falling due to the rise of Fzoul, who dislikes him thoroughly, though his capabilities keep him safe. He wonders why Manshoon puts up with Fzoul and thinks about working more with Darkhold. • Eregul the Freestave (NE male human Ml4): An inde¬pendent ally of Manshoon, he joined the Zhentarim to gain power and hided his time looking for a way into the Inner Circle. He plans to replace Thagdal in his position at the Tower of Art and gain his seat on the Council of Lords at the Keep, though he dislikes die always-smiling Orgauth immensely. However, given some apparent strife between the Keep and Darkhold, Eregul’s eyes Itxik west and find the wizards of Darkhold in need of stronger lead¬ership. • Hatemaster and Captain Cvaal Daoran (NE male human Cru8): This Crusader of Xvim is the commander of the Brothers of the Black Fist, an elite new force within the Citadel of the Raven that answers directly to Lady Alicia. Cvaal would love to make the alliance more personal hut has been rejected emphatically. Methods and Act fuff fes How does the Zhentarim do what it does.’ What does it do' Many folk speak of the Black Network hut they have no understanding of how the group operates or what the mem¬bers truly do. They simply believe the Harper and Dalelands propaganda and assume the Zhents are all blackhearted vil¬lains skulking about in the night. While a fair share of folk like that exist within the power structure, the Zhentarim operates in far different methods than many expect or assume. Tile bulk of the Zhentarim’s wealth comes from the group’s control of trade caravans and shipping companies. Most of the low-end Zhentarim members that folk meet are ruthless businesspeople who use the Network to make greater profits Both by strong-arming competitors or providing illegal goods (slaves, certain drugs, weapons, poisons, and contraband such as smoke powder). All trade under the Zhentarim’s auspices has magical protection via standard wizard or priest guards in all caravan guard contingents. Such troops allow the Zhent goods to arrive on time (or at least ahead of all others) to undercut competition by availability and lowered prices (if necessary). Zhentarim caravan guards can, under orders from a ranking wizard or priest, attack and ransack other caravans for their goods (or at least prevent them from reaching their customers). In addition, murder, arson, and other acts of destruction are not uncommon tactics to use on someone who has interfered with a Zhent business. Other avenues used by the Zhentarim to gain and keep power are similar terror tactics on helpless villages and remote homesteads. Many heroes begin their careers by standing up to the Zhentarim merchants and thugs who come along to steal a local farmer’s crops or burn down his bam so he cannot ship his own goods to market. Like so many bullies, the Zhentarim often abuses its power simply because it can. The group holds small villages hostage, refus¬ing to deliver needed goods unless provided for to excess. Examples include free room and board and other sundries at the local tavern before the Zhents allow the shipment of flour needed to keep the town from starving. This used to be more frequent among the Dalelands until such heroes as the Knights of Myth Drannor deterred such practices, though there are many areas of the Western Heartlands not so well 'defended. A third and more insidious method of placing Zhentarim forces in control of an area is to have a Zhent wizard conjure up or agitate the local monster populations, forcing a crisis situation on unfortified homes and villages. After a few days of monstrous attacks, the unidentified Zhentarim mage and his faithful retinue of soldiers arrive to help defend the inno¬cents from the monsters. Once they have established a camp, Zhentarim forces are notoriously hard to uproot, especially once they have allied with at least one local merchant or leader to whom money talks, giving them the veneer of being invited to stay to aid the village. Wizards and priests alike have joined the group in hopes of increasing their personal power. The primary way they gain is in access to a library of spells open to all Zhentarim members who prove their loyalty. They also acquire some immediate political power, if they are the enforcers of a car¬avan or the commander of a garrison. It also helps them gain access to an information network that they might otherwise have to spend their own resources and time to build and maintain. Finally, it provides them some small bits of mer¬cantile control, those profits make their spellcraft research or temple-building that much easier. The Zhentarim use other tactics and methods, but these are the most common. Their trade runs equal those of most other trading costers, and folk tend to buy from the Zhents when in dire need of goods, despite any misgivings. Amn now finds itself in a desperate situation, since it can request mercenaries and weapons to aid the war effort from Darkhold, even though it wants to remain friendly with the Lords’ Alliance and should not deal with the Zhents. How¬ever, some mounting rumors that the Cyricists of Darkhold may throw in with the monsters could he the straw that breaks the back of Amn altogether. These win-win ethical tangles wherein the Zhentarim plays both sides of the fence have placed it among the most powerful groups in the Realms today. Zhentanim Abilities Unlike priesthoods or the Harpers with their divine patrons, Zhentarim members have never gained additional magical powers or abilities due to their status among their fellows. The only abilities and powers that folk gain within the Black Network are political power, if sent to a Zhent-controlled area, or social power, for the mark of the Zhentarim does influence folks greatly (though rarely in positive ways). Resounces The Zhentarim has access to a nearly unlimited supply of resources of all kinds. The group has numerous smithies for their own weapons and also buys weapons from others. Money is easily attainable for those at particular levels of the Network. Political influence and power rest a blackmail threat away. The weapons and resources used by a Zhentarim agent depend on where in the structure the agent is. Mercenary soldiers are rarely Zhentarim, though the Zhents can outfit them, and they tend to wear chainmail and wield longswords and shields. Zhentarim wizards rarely appear without at least one offensive and one defensive magic item. They usually carry a wand of some kind and bracers of defense or rings or Cloaks of protection. While their arsenals increase as they rise in levels, they also tend to travel with students or assistants. Any addi¬tional items are spread among them. Only at 9th level and above do Zhent wizards begin carrying powerful staves and artifacts. Zhentarim priests of either Cyric or Xvim can be easily told apart from the typical priests of either ethos—they are those most expensively dressed, their armor and weapons always high quality (if not specially made). Atzeas of Operation The Zhentarim’s influence spans the areas known as the Heartlands, though its shadow falls on nearly every area of Faerun. As it has been for more than a decade, the Zhentarim's influence spreads in tentacles across Anauroch and the Moon- sea, parts of the Dales and Sembia, and the southern Savage Frontier from LLORKH to Iriaehor. It also controls seagoing trade routes that skirt die western coasts and lead into the Vilhon Reach, to portages that link them with the Lake of Steam at Innarlith. However, in that span of territory, it is hard to find a Zhentarim agent when looking for one without some direc¬tion on dieir practices. Most Zhentarim agents prefer urban centers and fortified sites over the wilderness (unless of course there’s money and treasure to he had, and that’s a job for the lesser minions of a Zhentarim agent). Hundreds of cities and towns and villages across Faerun contain (or are controlled by) Zhentarim agents or sympa¬thizers. Like the Cult of the Dragon and the Harpers, many individual cells operate with some autonomy on a local level, though most report to another higher-level agent who takes credit for their successes and makes them scapegoats for problems. With the rise of influence of the churches of Cyric and Xvim among the Zhents, many Zhent encampments and centers of influence within a city focus on the temples to these dark gods. Thus, folk confuse the separate forces of those churches with the Zhentarim. (Of course, if Fzoul’s plans for them remain unaltered, the Zhentarim will soon he nothing more than a secular extension of Xvim’s clergy.) By using the power of the churches, the Zhentarim easily could expand into places where it has never held power. By unit¬ing with one or the other faction of Cyricists in Amn, the Zhents of Darkhold could potentially save Amn from an army of monsters or join the invading creatures and help said monsters resist attempts to uprcxit them. With either option, opportunities for expansion of the Zhentarim in Amn exist—all Sememmon needs to do is abandon his preoccu¬pation with Fzoul and his Zhents. Central Power Base: Currently, the Zhents operate from four power bases: Darkhold, the Citadel of the Raven, Zhen- til Keep, and Mulmaster. Which one counts as the central power base depends on whom you ask. Darkhold remains Sememmon’s power base and the huh of the western, non- Fzoul Zhentarim activity. The Citadel of the Raven still dominates the power structure in the east, from which Fzoul manipulates both the Church of Xvim and the Zhentarim lords he secretly established. In most folks’ eyes (save those who follow Darkhold), the Citadel remains the center of power for the Black Network.  Zhentanim Pnesence/Contnol • Controlled/Ruled Sites: Citadel of the Raven, Zhenril Keep, Mulmaster, Darkhold, LLORKH, Hardbuckler, Lundeth, Snowmantle, Teshwave, Yulash, Voonlar, Archenbridge, Blackfeather Bridge. Sites ruled by the Zhentarim have a garrison of at least forty mercenary troops (Zhentilar or others; can be as high as one thousand troops), one officer per garrison (Zhenti¬lar or Ravenar of ld4+2 levels), and at least one wizard (ld8 levels) of the Black Network per twenty troops. Depending on the site's location, one or two priests of Cyric or lyachtu Xvim (ld6 levels) can contribute to the Zhent cause, especially if their control is centered on a temple site within the city. Zhent control also means there are fortified areas within the site or town from which they can command and control positions on the site. • Zhentarim Presence/lnfluence: Waterdeep, Leilon, Luskan, Nevenvinter, Mirahar, Longsaddle, Trihoar, Yartar, Westbridge, Dekanter, Loudwater, Secomber, Dragonspear Castle, Yarthrain, Triel, Soubar, Boareskyr Bridge, Berdusk, lriaebor, Asbravn, Hluthvar, Conn Orp, Hill’s Edge, Easting, Priapurl, Proskur, Ilipur, Pros, Skull Crag, Marsember, Tilverton, Highmoon, Shad- owdale, Urmlaspyr, Saerloon, Selgaunt, Tulbegh, Yhaunn, Ordulin, various Zhent-owned estates in Sembia, Reth. Sites with a Zhentarim presence or influence (whether political or economic) have about ld8 mercenaries on hand as bodyguards and enforcers for the primary Zhent presence. That person often is either a merchant of some means, a wizard (ld6+3 levels) or a priest of Cyric or lyachtu Xvim (ld6+2 levels), but always a member of the Network. Many times, the wizard or priest is a merchant as well. These presences mean the Zhents are covertly in the town or city, their holdings only some rented r<x>ms or temporary shelters in the wilderness. ALLfes and Enemies Nearly all power groups and notable individuals count them¬selves enemies of the Zhentarim. However, with the secret shifts in power inevitably revealed, the Blades, Hawks, and Cloaks of Mulmaster all line up as allies of the Black Network through their leaders. Curiously enough, many rumors speak of the Blackstaff of Waterdeep in secret alliances with the Zhentarim, but most dismiss as yet more idle slander against a famed wizard. Oddly enough, the current situation suggests that Darkhold and its holdings stand as enemies of the eastern Zhentarim. The forces arrayed there are building in size, and they plan for a battle to control the Zhentarim trade routes and power. Fzoul summarily dismisses the western holdings and the saber rattling of Sememmon as beneath his notice. Still, the con¬scripts and new converts to Cyric continue to rise at Darkhold in anticipation of a conflict with someone. Hillsfar (thanks to the self-interested Sembians) resisted Fzoul’s recent overtures and are now counted among the priest’s, and therefore the Zhentarim’s, foes. Status Quo In the Eastern Heartlands, the Zhentarim have achieved most of their objectives by the hand and mind of Fzoul Chembryl, tying much of their influence to the Church of Xvim. Still, despite the great strides taken (though not yet revealed), old rivalries soured the victories and any progress die Zhents might have made as a unified group. The future holds a schism of eastern and western Zhentarim unless Sememmon accedes to a subordinate role as one of Inner Circle members beneath Fzoul’s hand as the Grand Tyrant of Xvim. Given the former’s heavy ties with the Church of Cyric, he cannot contemplate that move without risking the loss of his own seat of power. The priests (especially those backed by Dag Zoreth and the strifeleader battle priests) could stage their own coup to take Darkhold in defense against the Baneson and his Chosen. The Zhentarim’s trade routes and influences remain strong at local levels, though minor officers among the ranks may add to their own personal power and autonomy while the group's leaders battle it out. The Zhentarim stands at the threshold of gaining its every goal under Xvim’s auspices, but human greed and ego prevent it from attaining that goal. (Even if Sememmon could accept being one among those beneath Fzoul, there’s still a certain someone(s) out there named Manshoon with a grudge against both.) The present of the Zhentarim is one of détente and a struggle born of the churches they once thought only a means to an end. As Fzoul now preaches, “Power exists in money, magic, and might, and each of them may influence people. Those forces and their influences pale before belief and the authority it gives a god over all things. Only fools believe that a god and his church can serve such base concepts. In truth, all things serve he who gives them their authority—the god lyachtu Xvim, the Baneson!” The future holds a number of fates for the Zhentarim. It may be fractured and destroyed by inner strife, split into two groups vying for control of a network truly meant only for Manshoon. It may be reborn as a tool of the Tyrant’s Church, pitting ally against ally as Cyric’s church again loses ground among the faithful of Faerûn. The Black Network may be restored if its creator restores himself, as some whisper in the shadows

     
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    Основание
    1261
    Тип
    Guild, Fighter / Mercenary
    Другие названия
    Черная сеть, Black Network Black Robes, Зентарим
    Уровень подготовки
    Professional
    Уровень ветеранства
    Veteran
    Обозначение местных жителей
    Зенты
    Дочерние организации
    Контролируемые территории
    Известные участники

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