Zhentarim: Difference between revisions
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== Zhentarim == | == Zhentarim == | ||
'''The Zhentarim''', also known as the '''Black Network''', is a shadowy mercantile network seeking profit and influence through any means necessary. A sprawling criminal empire and clandestine organization that spans the Sword Coast and beyond, their goals remain consistent: seize control, accumulate wealth, and manipulate power structures to their benefit. | |||
=== | === Beliefs === | ||
* Power is the path to security. | |||
* Wealth is influence. | |||
* Business above all. | |||
=== | === Methods === | ||
* | * Bribery, blackmail, sabotage, assassinations. | ||
=== | === Desired Outcome === | ||
Crush the [[Cult of the Dragon]] to keep power balanced—and profit plentiful. | |||
=== | === History === | ||
* | The Zhentarim originated over four centuries ago in Zhentil Keep under the leadership of Manshoon, a powerful wizard. Originally a tool for expanding influence through military force and arcane might, the faction has since evolved into a sprawling criminal empire and clandestine organization that spans the Sword Coast and beyond. Their goals remain consistent: seize control, accumulate wealth, and manipulate power structures to their benefit. | ||
The Zhentarim were once openly tyrannical, favoring conquest through fear and domination. However, in recent decades, leadership has shifted toward a subtler, more business-savvy approach. While assassins and warlocks still serve within the Network, merchants, informants, and blackmailers are just as essential. This evolution has allowed them to infiltrate noble courts, merchant guilds, and even adventuring parties. | |||
The organization now promotes a pragmatic balance between ruthlessness and finesse, fostering a loyalty built on mutual gain rather than fear alone. While their reputation is mixed, the Zhentarim are undeniably effective—and always watching. | |||
=== Rules of Profit === | |||
The Zhentarim have many rules of profit that guide the actions of its members: | |||
34. War is good for business | |||
35. Peace is good for business | |||
125. You can't make profit if you're dead | |||
=== Renown System === | |||
The Zhentarim recognizes and rewards ambition, granting its members autonomy to pursue their own interests and gain some measure of personal power or influence. In this way, the organization is a meritocracy. The Zhentarim welcomes dangerous times as opportunities. | |||
'''Gaining Renown:''' | |||
* Secure a lucrative trade route for the Zhentarim. | |||
* Silence (through bribe, threat, or blade) a whistleblower targeting the Network. | |||
* Deliver a rare magical item or blackmail ledger to a regional captain. | |||
* Expand Zhentarim influence into a new town or district. | |||
* Recruit a valuable contact or convert a powerful figure to the Network's interests. | |||
* Complete missions without implicating the Zhentarim. | |||
* Defend or avenge another Zhentarim operative. | |||
'''Losing Renown:''' | |||
* Fail a mission and draw attention to the Network. | |||
* Publicly deny your affiliation with the Zhentarim. | |||
* Aid enemies of the Network (such as Harpers or Gauntlet operatives). | |||
* Expose other agents through negligence or betrayal. | |||
* Act without calculating risk or cost—recklessness is a sin. | |||
* Show mercy when profit or strategy demanded the opposite. | |||
=== Ranks === | |||
'''Rank 1 – Fang''' (1 Renown) | |||
You are a fresh recruit—useful, untrusted, and expected to prove yourself. You may be assigned courier jobs, small deals, or information gathering. Other members are terse but watchful. Success earns attention; failure may be fatal. | |||
'''Rank 2 – Wolf''' (3 Renown) | |||
You are seen as reliable. You might receive your own crew of thugs or traders to command on simple operations. You're granted access to faction hideouts and safehouses. More seasoned agents begin sharing rumors and minor tips, treating you as an investment. | |||
'''Rank 3 – Viper''' (10 Renown) | |||
You are respected, possibly feared. Lesser members defer to you. You may be entrusted with sensitive missions, such as silent assassinations, coercing nobility, or managing regional smuggling operations. You have a direct line to a local Zhentarim leader. | |||
'''Rank 4 – Ardragon''' (25 Renown) | |||
You are a major player. Operatives report to you. You speak on behalf of the faction in negotiations with outsiders. You may be asked to vet new members, shape internal politics, and plan campaigns of sabotage or influence. Your word carries weight, and failing upward is no longer an option. | |||
'''Rank 5 – Dread Lord''' (50 Renown) | |||
You are the knife behind the curtain—or its wielder. You hold audience with arch-agents or even the Black Network's supreme commanders. You oversee whole territories, shape policy, and command forces. Your decisions alter the course of cities. Others speak your name in whispers. | |||
=== Notable Members === | === Notable Members === | ||
* [[Shade]] – Tiefling bard and member of the Zhentarim | |||
* [[Halia Thornton]] – Zhentarim agent in Phandalin | |||
* Various merchants and agents throughout Faerûn | * Various merchants and agents throughout Faerûn | ||
=== Relationships === | |||
* Allied and rival factions | |||
=== Associated Quests === | === Associated Quests === | ||
| Line 21: | Line 82: | ||
=== Appearances === | === Appearances === | ||
* [[Session 06 – Shadows and Allegiances]] | |||
* [[Session 23 - The Pair of Black Antlers and the Caravan Plan (12/2/23)]] | * [[Session 23 - The Pair of Black Antlers and the Caravan Plan (12/2/23)]] | ||
* [[Session | * [[Session 28 - Alliance of Scales (3/24/24)]] | ||
* [[Session 34 - Messages from Beyond]] | * [[Session 34 - Messages from Beyond]] | ||
[[Category:Factions]] [[Category:Campaign]] | * [[Session 35 - The Training Montage Begins]] | ||
* [[Session 39 - Waves, Wands, and Wagon Tracks]] | |||
* [[Session 43 - The Council of Waterdeep]] | |||
[[Category:Factions]] [[Category:Campaign]] [[Category:Rise of Tiamat]] | |||
Latest revision as of 23:06, 12 January 2026
Zhentarim
The Zhentarim, also known as the Black Network, is a shadowy mercantile network seeking profit and influence through any means necessary. A sprawling criminal empire and clandestine organization that spans the Sword Coast and beyond, their goals remain consistent: seize control, accumulate wealth, and manipulate power structures to their benefit.
Beliefs
- Power is the path to security.
- Wealth is influence.
- Business above all.
Methods
- Bribery, blackmail, sabotage, assassinations.
Desired Outcome
Crush the Cult of the Dragon to keep power balanced—and profit plentiful.
History
The Zhentarim originated over four centuries ago in Zhentil Keep under the leadership of Manshoon, a powerful wizard. Originally a tool for expanding influence through military force and arcane might, the faction has since evolved into a sprawling criminal empire and clandestine organization that spans the Sword Coast and beyond. Their goals remain consistent: seize control, accumulate wealth, and manipulate power structures to their benefit.
The Zhentarim were once openly tyrannical, favoring conquest through fear and domination. However, in recent decades, leadership has shifted toward a subtler, more business-savvy approach. While assassins and warlocks still serve within the Network, merchants, informants, and blackmailers are just as essential. This evolution has allowed them to infiltrate noble courts, merchant guilds, and even adventuring parties.
The organization now promotes a pragmatic balance between ruthlessness and finesse, fostering a loyalty built on mutual gain rather than fear alone. While their reputation is mixed, the Zhentarim are undeniably effective—and always watching.
Rules of Profit
The Zhentarim have many rules of profit that guide the actions of its members:
34. War is good for business
35. Peace is good for business
125. You can't make profit if you're dead
Renown System
The Zhentarim recognizes and rewards ambition, granting its members autonomy to pursue their own interests and gain some measure of personal power or influence. In this way, the organization is a meritocracy. The Zhentarim welcomes dangerous times as opportunities.
Gaining Renown:
- Secure a lucrative trade route for the Zhentarim.
- Silence (through bribe, threat, or blade) a whistleblower targeting the Network.
- Deliver a rare magical item or blackmail ledger to a regional captain.
- Expand Zhentarim influence into a new town or district.
- Recruit a valuable contact or convert a powerful figure to the Network's interests.
- Complete missions without implicating the Zhentarim.
- Defend or avenge another Zhentarim operative.
Losing Renown:
- Fail a mission and draw attention to the Network.
- Publicly deny your affiliation with the Zhentarim.
- Aid enemies of the Network (such as Harpers or Gauntlet operatives).
- Expose other agents through negligence or betrayal.
- Act without calculating risk or cost—recklessness is a sin.
- Show mercy when profit or strategy demanded the opposite.
Ranks
Rank 1 – Fang (1 Renown)
You are a fresh recruit—useful, untrusted, and expected to prove yourself. You may be assigned courier jobs, small deals, or information gathering. Other members are terse but watchful. Success earns attention; failure may be fatal.
Rank 2 – Wolf (3 Renown)
You are seen as reliable. You might receive your own crew of thugs or traders to command on simple operations. You're granted access to faction hideouts and safehouses. More seasoned agents begin sharing rumors and minor tips, treating you as an investment.
Rank 3 – Viper (10 Renown)
You are respected, possibly feared. Lesser members defer to you. You may be entrusted with sensitive missions, such as silent assassinations, coercing nobility, or managing regional smuggling operations. You have a direct line to a local Zhentarim leader.
Rank 4 – Ardragon (25 Renown)
You are a major player. Operatives report to you. You speak on behalf of the faction in negotiations with outsiders. You may be asked to vet new members, shape internal politics, and plan campaigns of sabotage or influence. Your word carries weight, and failing upward is no longer an option.
Rank 5 – Dread Lord (50 Renown)
You are the knife behind the curtain—or its wielder. You hold audience with arch-agents or even the Black Network's supreme commanders. You oversee whole territories, shape policy, and command forces. Your decisions alter the course of cities. Others speak your name in whispers.
Notable Members
- Shade – Tiefling bard and member of the Zhentarim
- Halia Thornton – Zhentarim agent in Phandalin
- Various merchants and agents throughout Faerûn
Relationships
- Allied and rival factions
Associated Quests
- Campaign involvement
Appearances
- Session 06 – Shadows and Allegiances
- Session 23 - The Pair of Black Antlers and the Caravan Plan (12/2/23)
- Session 28 - Alliance of Scales (3/24/24)
- Session 34 - Messages from Beyond
- Session 35 - The Training Montage Begins
- Session 39 - Waves, Wands, and Wagon Tracks
- Session 43 - The Council of Waterdeep