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Mimbral.com

The Zhentarim

Manshoon founded the organization in 1261 DR to support his rule over the city of Zhentil Keep and his ambitions for the future expansion of his power. It took 30 years to assemble the mages he dubbed his "Black Cloaks". In 1263, the charismatic priest Fzoul Chembryl was inducted into the ranks. With the Black Cloak's help, Fzoul used his influence within the church to convert the lower priests and dispose of the higher priests to become head of the temple in the Zhentil Keep. Manshoon, eager to gain more personal power to offset the threat of his new 'ally' began searching for magic, during this time he met the beholder Xantriph. The two concocted a plan in which Xantriph posed as the 'Voice of Bane' and encouraged the banite priests to swear fealty to Manshoon and confess their sins (which he then informed Manshoon of). The beholder's lair (a giant floating piece of rock in what was then Teshendale) became a base for Zhentilar patrols and a network of spies. The eye tyrant gave only the information he wanted to Manshoon though and spied on members of the Zhentarim as well as a part of his own nefarious plans, he also suggested actions that would benefit himself as well as the organization. With the immediate threat of the banites under control, Manshoon's organization began gaining power, prestige and wealth.

Through careful manipulation of his neighbours, Manshoon gained a significant share of the joint power in the recently refurbished Citadel of the Raven and scared off the humanoids of Thar, though lost out on a chance to absorb the city of Phlan when it was destroyed by those same humanoids. The Keep became an impressive economic power and garnered much wealth for Manshoon and his organization with an army that outnumbered all other people in the city. To ensure this economic superiority continued, Zhentil keep contributed a large part of the army that attacked Mulmaster which controlled the River Lis, an important link to the Sea of Fallen Stars. The lich queen Varalla had control of Darkhold and controlled the trade road that led to the Sword Coast. Because she was a lich, it was easy for Manshoon to use her evil as an excuse to sieze Darkhold for himself. All but 3 of the local trading routes were firmly under Zhent control. It was now that the Zhentarim revealed their true selves. Attacks on Teshendale and Hillsfar gained them the entire Tesh valley and the village of Voonlar. They then placed Zhent-friendly rulers in Daggerdale and Shadowdale after their former rulers suddenly disappeared. By 1337 DR Manshoon had fully consolidated his rule over all Zhent lands and forces, eliminating his opposition and declaring himself High Lord of Zhentil Keep. Zhentilar decimated and looted the city of Hulburg. The surrounding areas, especially Mistledale, became paranoid and held hasty and overzealous trials of suspected Zhent spies. Many lives were ruined, but not many of them were those of Zhent spies.

Khelben Arunsun killed the puppet ruler of Shadowdale, Jyordhan, and his successor was considered a pretender without the Pendant of Ashaba, which Khelben had stolen. The Dalelands were fortifying their defences and spreading rumours about hidden treasures to be found in Zhent lands to attract adventurers. The Knights of Myth Drannor were one of the first groups to go after the 'treasures'. They looted the Flaming Tower and killed Xantriph, making his lair float away. Manshoon restored the lair and tried to replace the Voice of Bane with another beholder named Xulla, but the damage was done. The Voice of Bane was now almost completely impotent. The final blow was when the puppet ruler of Daggerdale, Malyk, was overthrown in a peasant revolt and Randal Morn, the true heir to the Dale's throne took control.

Whether emboldened by his success or pressured by the recent setbacks, Manshoon betrayed his allies in the Citadel of the Raven and took over by force. The others in the Moonsea found out about the treachery and immediately began building up their defences against the expected Zhentilar attack they unmasked and killed the Zhent agents in their cities and effectively stopped the Zhentarim in their tracks. Yûlash, a city under the sway of the Zhentilar since its founding erupted in civil war when forces from Mulmaster decided to capitalize on the Zhent's problems.

By aiding the embattled Cormyrian and Sembian nations when they were attacked by Lashan of Scardale the Zhentarim managed to set up a secret base in Scardale, soon, the Knights of Myth Drannor reappeared though with the Pendant of Ashaba. All Zhentarim influence in Shadowdale was expunged. Events ground to a stalemate in the organization. Plans to kidnap a Spellfire wielder failed to bear fruit and Fzoul became reclusive for a short while he dealt with Alias of the Azure bonds and orthodox banites from Mulmaster attempted to bring the temple in Zhentil Keep back under their control.

The Time of Troubles was especially turbulent for the Zhentarim. The avatar of Bane landed in Zhentil Keep's temple and ordered Fzoul and Manshoon's apprentice Sememmon to attack Shadowdale directly. Bane was defeated though and briefly possessed Fzoul until he could form a new avatar. Bane was later killed, throwing the religious aspects of the keep into chaos. Cyric, in a ploy to convert them, granted the banites their spells without them realising, and they began praying to him unknowingly but angered by the refusal of so many of them to convert, he stopped answering their prayers and initiated a year-long 'inquisition' in the keep that was to eradicate the worship of Bane from the keep completely.

Iyachtu Xvim had been trapped beneath the Keep at the beginning of the Godswar and the many banites wholiterally went underground discovered him and would eventually begin worshipping him in lieu of his father. The cyricists, not realising this declared their inquisition a success. For 6 years, it was Cyric who controlled the centre of Zhentarim power but Manshoon and most of the Zhentarim had relocated to their other strongholds, the Citadel of the Raven and Darkhold, though most of their operations still centered on the Keep. The Zhentarim relocated their operations to the Citadel quietly but Cyric's followers enacted another inquisition to try and purge all Zhent holdings of non-cyricists. Yûlash, still being fought over, was lost to Hillsfar, but was again deemed a success by the inquisitors. Cyric was eventually undermined by a divine conspiracy involving Fzoul. The larger, northern half of Zhentil Keep was left in ruins as a result. 1500 Zhentilar and Zhentarim, many of whom were high-ranking officers fled the city, as well as all of the orc troops.

After 4 months of siege, the attackers left and Lord Orgauth rose from the ruins and had the Keep rebuilt. Orgauth and Fzoul took over the Keep, declaring themselves free from Manshoon. In 1370 DR Manshoon, enraged, attacked the Keep with Sememmon, but both were defeated. Manshoon was killed and Sememmon fled.

Zhentarim under Fzoul Chembryl

Manshoon was gone, but he had a backup plan. He lived on in clone bodies who were intent on destroying each other until only one remained. Three were left though one came back to the Zhentarim to work as an agent, conceeding leadership to Fzoul. Fzoul was undisputed master of the organization but Orgauth was soon killed by an apprentice, Scyllua Darkhope. Fzoul took over the city in Orgauth's stead and pronounced Scyllua head of the Zhentilar under his command. When Bane was resurrected in 1372 DR, the Zhentarim became much more of a threat again. Fzoul's goals became expansionistic and one-by-one started making agreements and taking over the other cities of the Moonsea until the western half was all under Zhentarim control. That was when the luck of the organization finally gave out.

Fzoul was threatened by the reemergence of Myth Drannor and twice attacked it. The second time he also attacked Shadowdale in an elaborate plot with the Church of Shar, the city of Shade and 3 clans of drow. Shadowdale was conquered and for months it was back under Zhentarim control while the battles in Cormanthor raged on. Unfortunately, the garrison left behind was not enough to stop a brave band of adventurers who led the populace in a successful revolt against the occupation. Surprisingly, Myth Drannor agreed to a peace treaty with Fzoul and hostilities ceased. The final act of Fzoul as leader of the Zhentarim was his alliance with the Phaerimm. When the shadovar went on a genocidal purge of the phaerimm and discovered the links between them and the Zhentarim, they magically bombarded Zhentil Keep and the Citadel of the Raven, annihilating them both, killing most of the Zhentilar including Fzoul and the Zhent clone of Manshoon. Without their leader the Church of Bane severed the alliance with the Zhentarim and all that was left was Darkhold. This last part is remain to be seen official history and what the players do can change things.

Red Wizards of Thay

Red Wizards of Thay are an organization of wizards in Faerûn. The Red Wizards of Thay are the notorious and nefarious spellcasting ruling class of the inhospitable but well-inhabited country of Thay. Slavers, demonologists, and magical experimenters, the Red Wizards are much feared by most of Faerûn. They constantly schemed to bring down their neighboring nations of Rashemen, where they were thwarted by the equally famed magicians the Witches of Rashemen, Aglarond, where they were turned back by the Simbul of the Seven Sisters, and Mulhorand, where the people of Thay first emigrated from. They do have a history of Waring with there neighbors and have been seen as far as Waterdeep and Icewindale. There businesses has been so succesesful that some have left the dream of military conquest and started down a different path, which of lately have come into conflict with the Zhentarim.

The leaders of the Red Wizards of Thay, were the eight zulkirs, each for a different school of magic.  The Red Wizards decided a new strategy of not military conquest but to become powerful through becoming the formost seller and procurer of magical and alchemical goods, this new strategy was a way to infiltrate the worlds kingdoms.

There is a debates lately to make a new zulkir the zulkir of Alchemy but the Zulkir of Transmutation will not have anything of it. Since the Zulkir of Tranmutation covers that.

The Red Wizards of Thay are the enemies of many forces of most kingdoms and organizations in Toril and received support from demons, devils, and drow. Amongst those who opposed them were the Witches of Rashemen, the Seven Sisters and their allies, the goodly Harpers, and even the Zhentarim, who disliked the Wizards encroaching on their territory.

After another failed attempt at securing Rashemen in 1357 DR, the Red Wizards planned to infiltrate the nations of Faerûn legitimately — in Thayan enclaves which would publicly sell magic items and quietly also traffic drugs, wicked spells, and slaves. Using these they hoped to eventually have strongholds and resulting political infiltration that would make them indispensable and powerful, and eventually get them something along the lines of world domination.

Despite the general distrust and dislike that most felt towards the Red Wizards, the mages were still able to extend their power to almost every corner of the Realms, running their enclaves as planned in towns where slaving was otherwise banned. From here they ran a lucrative business in the trade of magical items, spells and artifacts, making them virtually indispensable to many of their clients, and as such the wizards expanded their sphere of influence ever further.

There enclaves can be seen in just about every kingdom around western fearun, there are a few places they ar still not trusted and you will not find them in the traditional enemy lands.

A Red Wizard of Thay can be seen in many nations of the world, rumor has it they sent several caravans to the lands of Kara Tur to procure magical goods. These men and women appearance is mostly the same, they have shaven heads and all will have a assortment of magical and regular tattoos and of course they all will ware Red robes and cloaks as a way of showing nationality and pride in who they are.

Cult of the Dragon

The Cult of the Dragon, also known as Keepers of the Secret Hoard or, more recently, Wearers of Purple, is a semi-religious evil organization venerating undead dragons, or dracoliches, founded by Sammaster, a powerful wizard. Sammaster possessed great power, in a manner similar to Elminster and Khelben "Blackstaff" Arunsun. In Sammaster's case however, the additional power brought delusions of godhood and madness, and he came to believe in time that "dead dragons shall rule the world entirely" and began to work toward that goal, fighting the several Chosen of Mystra and even the god Lathander along the way. While Sammaster has died, risen as a lich, and fallen again, his cult lives on, and continues to threaten the Western Heartlands.

The Cult of the Dragon venerates dragons, evil dragons in particular, and specifically dead evil dragons. They reanimate the gargantuan corpses as powerful and fell dracoliches. The Cult acts as an information network for its draconian "masters", brings gems and riches as offerings, and encourages evil dragons to become dracoliches. Their belief is that dracoliches are destined to one day rule Faerûn and beyond. They can become inhabited by objects or such which have been created in their image especially with the image of the skull.

The Cult is active throughout the Realms, but is specifically powerful in the Cold Lands and the North, where dragons are particularly abundant. Cult member activities include gathering information on particularly rich caravans to be raided, stealing unique items to be offered to their masters, and leading raids against their enemies (who, in their minds, are all those who might oppose the rulership of the dragons). Senior members of the Cult of the Dragon are given the secret of creation of dracoliches and each is also in possession of a ring of dragons. The keepers use these to protect themselves against assailants.

The cult is not against legitimate commercial activities, and as such it has several merchant members who use their well earned money to fund cult projects.Edit Sembia section

As of 1368 DR, the commander of the guard in Daerlun, Sembia, was in control of the city through manipulation of the elderly merchant and official ruler Halath Tymmyr. The organization used Daerlun as an arms store and to heal wounded members, preferring to keep activities low-key.

There is rumors that there is a cult some were in the North operating with unknown allies. rumors put them at hellgate keep, undermountian, waterdeep, mere of the dead men and the list goes on. Either way what they are up to remains to be seen and they are bringing another undead dragon into the world there will be much to fear if this ever happens.

The Shadow Thieves

The Shadow Thieves is a thieves' guild based in Athkatla, a large port city in Amn. They were formerly the most prominent thieves' guild in Waterdeep, but have since been all but routed from the city by the Lords of Waterdeep. It is alleged they currently have some arrangement with the Council of Six, as the merchants of Waterdeep are the main trading enemies of Amn, There is a rumor that they have come back and control the docks because of the amount of business that is conducted there.

The Shadow Thieves are ruled in Athkatla by a group called the Shadow Council. Marune "The Masked", who reports to the Shade of Baldur's Gate, thereby the entire Shadow Council, leads a sect of the guild still operating in Waterdeep.

The Shadow Thieves began to operate in Waterdeep in 1255 DR. After the guild was infiltrated by Lhestyn, a Lord of Waterdeep, in 1298 DR, it was destroyed, its leaders were unmasked or killed, and the Shadow Thieves were banished from the city. They resettled in Athkatla. They have since grown to be one of the most prosperous thieves' guild in Faerûn. With the exception of Waterdeep, they currently hold the lion's share of criminal activity along the Sword Coast and Amn.

Ever since their expulsion, the Shadow Thieves have long attempted to reestablish themselves in Waterdeep. Until around 1372 DR the constant vigilance of the Lords of Waterdeep had kept the guild at arms length. But as Waterdeep fell on hard times, the Shadow Thieves got an opening they were quick to exploit. For over five years, the guild has slowly come to dominate criminal activity in the docks, southern and trades wards with the northern ward of the city being at risk as well.

 

In 1370 DR, Marune unveiled a grand scheme for giving the Shadow Thieves an unassailable edge over the Lords of Waterdeep. The necromancer began distributing slippers of shadowwalking to the guild's highest-ranking thieves. These agents of could then effortlessly navigate Waterdeep's shadows, beyond the reach of the city's Lords.

There operations in Waterdeep as of late have helped in the destruction of Xanathars thieves guild but some one calling themselves the eye have taken control of Waterdeeps thieves guild. Either wayThe Shadow thieves have taken control of the Docks, it is rumored that the destruction of the Order of the Golden Chalice is some how tied to all this to what is going on in the shadows with the shadowthieves and another unknown organization.

 
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