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Rogue's Gallery - Villains of Faerun

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Post by DungeonMaster Sat Sep 05, 2015 10:18 am

Thousand Fists Tribe (orcs) [Savage Frontier]

     The 'Thousand Fists' Tribe have been a danger in the Savage Frontier for decades.  As their name suggests, they have a long history of favoring quantity over quality, preferring to swarm their enemies.  With the relocation of the 'Many Arrow' Tribe to the west, the Thousand Fists have become the dominant tribe of orcs in the Savage North, and the most direct threat to the survival of the Silver Marches.
     It appears that the Thousand Fists survived the Longest Winter through the timely aid of a band of Orogs, who showed the orcs the right places and ways to harvest lichen in the Underdark.  The crafty orogs have come to positions of leadership within the tribe, and transformed it into a dangerous force.  While keeping the breeding program at the heart of the Thousand Fists going strong, they have complimented the numbers-advantage with certain skills; foremost is scouting and marching under cover.  The Thousand Fists have used these new tactics to surprise several enemies, securing for themselves the central location in the Silver Marches recently vacated by the Many Arrow tribe (and thus the potential for leadership over all orcs of the Savage Frontier).
     These recent victories have spurred a revival of Gruumsh's cult (Luthic was long a favorite of the Thousand Fists, for her blessings of fecundity) within the tribe; the depraved 'Marriage of Luthic' is now celebrated somewhere in the lands of the Thousand Fists every other week or so.


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Post by DungeonMaster Sat Sep 05, 2015 10:18 am

Twisted Rune [Lands of Intrigue]

     "The Twisted Rune is a cabal of undead spellcasters that manipulate and twist the webs of power in Calimshan...  Hiding behind layers and layers of secrecy and agents, they make their existence known only to a few, and only a handful of their minions are aware of their connection to the leaders.  The Twisted Rune depends entirely upon secrecy. Fewer than a third of its top-ranking agents know that they work for the Rune at all, and this secrecy makes it almost impossible for good-doers to uproot the leaders. The Rune has even been known to hire good adventurers to further their plans, never revealing the ultimate source of the funds.
     Among those who are aware of the group, Halaster of Waterdeep resents their attacks on him and the pilfering of his knowledge of portals and seeks revenge for this slight."
 - Lords of Darkness, pp.177, 179


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Post by DungeonMaster Sat Sep 05, 2015 10:18 am

'Unseen' [Waterdeep / Sword Coast North]
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Post by DungeonMaster Sat Sep 05, 2015 10:19 am

Vampire realm of 'Merrydale' [Lands Under Shadow]
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Post by DungeonMaster Sat Sep 05, 2015 10:19 am

Veldorn, Land of Monsters [crossroads between Old Empires, the Shaar & the Shining South]
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Post by DungeonMaster Sat Sep 05, 2015 10:19 am

Warlock Knights [Vassa]
      A faction calling themselves the Warlock Knights are active in Vassa, occupying old outposts of Zhengyi's era. It was apparently due to their aid that the population of Vassa survived the Coldest Winter. Little is known about them, but they apparently claim dominion over the nigh-empty land.


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Post by DungeonMaster Sat Sep 05, 2015 10:19 am

Yuan-ti [under every damn rock]

Known Yuan-ti Anathemas: Beliss’ss’rae (Mhair Jungles), Olome (Mhair Jungles), Phelriss (west of the Nagaflow), Sssravvan (Mhair Jungles), and T’s’tranth (Mhair Jungles).

     Varae’s clergy [a snake cult] is led in Hlondeth by Emerald Boa of the Vilhon Medusanna Mhairdaul (female yuan-ti abomination cleric) of the Se’Sehen tribe, whose human head sports countless poisonous snakes in lieu of hair.  Medusanna personally loathes the relatively cold climate of Hlondeth, the city’s inhabitants, and House Extaminos, and these feelings are reciprocated.

The Serpent Sibyl, chosen avatar of Sseth during Time of Troubles, appeared in the Scaled Halls in the Year of the Wild Magic (1372 DR).


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Post by DungeonMaster Sat Sep 05, 2015 10:19 am

Zhentarim [Moonsea]
      "The Zhentarim is a network of merchants, spies, and assassins backed by a large army and led by a Chosen of Bane named Fzoul Chembryl. Also known as the Black Network, the group uses intimidation, treachery, and brute force to establish itself as the foremost mercantile power in every area where it is a significant presence. Although its tactics are questionable, the Zhentarim has established itself as an integral part of the economy across much of the Moonsea region. The Zhents’ influence does not stop there, however; they have established strong bases in and around the desert of Anauroch and the Lake of Steam.  [...]  The Zhents are a normal part of life in the Moonsea, as accepted there as any other mercantile group would be in another region of Faerûn. Of course, their methods and tactics are well known, but they are also fair traders who bring a lot of foreign gold and goods within reach of those in the region who can afford them.  Along the Sword Coast, the Zhentarim is seen as a faraway enemy that uses blackmail, extortion, and intimidation to get whatever it wants. Those who travel under the Zhent banner in Waterdeep or Baldur’s Gate are likely to raise a few eyebrows and close a few doors, but few citizens in those cities feel overtly threatened by the Black Network."
 - Champions of Ruin, p.92
      "The Zhentarim hierarchy follows a linear branching structure, with Fzoul Chembryl at the head of the organization.  Several powerful lords report directly to him, with each lord having subordinates who pass on reports and requests. The Zhentarim discourage skipping ranks in the chain when giving orders, so only in times of emergency does Fzoul give orders directly to one of his generals’ officers without that general’s knowledge. The exception is Manshoon, who has Fzoul’s permission to command agents as he pleases in the pursuit of furthering the goals of the Zhentarim."
 - Lords of Darkness, p.96
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