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Long has Arelith been influenced by the Church of Bane.



Its greatest heights were in the age of Ryan Valtheran who with his lust for drow females, his innovations with the use of magic devices, and brutality saw the first Stonehold rise, fall, and then be built again with halfling gang-labor upon the peaks of the Skullcrags - the peak still holding his namesake to this day. But it is not often that the wicked men of the Realms maintain such power if they are careless and after the departure of that warlord - another lost that keep to Talassian heathens and their demonic overlord Paush.



The Zhentarim (or more those who claim to represent them) have perennially popped up in various ways through the years which have furthered the cause of the Black Hand though usually in name only; being so far from the Zhentil Keep allows for freedom among that cabal of killers, merchants, and thugs that its Zealous master would otherwise demand.



Some would say the Black Hand's days upon Arelith are numbered. But so long as Men hate, so too, will Bane maintain his horrific grip upon this isle and the world.





CHURCH OF BANE UPDATES!


I. There are now guards on and in the keep. Praise Bane.
II. The shop has been moved outside to allow heathens the opportunity to gain from Lord Bane. Praise Bane.
III. The church is now peopled by those who fear the Lord and provide diverse trades for the commune. Praise Bane.
IV. The priesthood in its guildhall have reorganized and been given donations from around the isle and the Banefaith at large. Praise Bane.
V. The history of Bane upon Arelith has been documented in the church's reliquary. But what sacrifices will you need do to see them? Praise Bane.




The Zhentarim Classes (PGCC Only)


Note: These classes are variants of the Neverwinter Nights Harper Classes, as they appear on Arelith, and are subject to many of the same rules and systems, including DM approval for taking the class.


Zhentarim Naug-adar



The Zhentarim is among the most famed and feared "secret" organizations in Faerûn. Its members have their hands in nearly every illicit business imaginable, from assassination to drug trafficking to slavery.



Every Zhentarim caravan is said to be watched over by a spellcaster of some skill. Many mages join the Zhentarim for the political power it offers and the access to a large library of spells.



The naug-adar, or devil dogs, are the ever-watchful minor mages of the Zhentarim. These low-ranking or inexperienced mages are given certain spying and eavesdropping tasks that the Zhentarim deem important and that require the magical capabilities endowed by the ability to use wizard spells. While the naug-adar must perform their assigned tasks to remain in good stead with the Black Network, they are never promoted within the ranks of the Zhentarim until they show some initiative. They must unearth information of importance, manipulate people or events in a way beneficial to the Black Network, or arrange for the death of their rivals or superiors on their own to be considered for promotion. Needless to say, the result is that naug-adar are a bunch of prying, conniving, backstabbing vipers.



Beneficial information is passed up the chain of command promptly. Bad news is buried whenever possible. If information does not serve a naug-adar's needs, but does not hurt his or her prospects either, it is passed on about half the time; the rest of the time it is hoarded like secret gold, with each naug-adar thinking that something only she or he knows might help his or her cause down the line.


BAB: Middle
Hit Die: d6
Proficiencies: Simple weapons and light armor
Skill Points: 4 + Int Modifier.
Skill List: appraise, bluff, concentration, craft armor, craft trap, craft weapon, heal, hide, listen, lore, move silently, parry, persuade, pick pocket, ride, spellcraft.
Bonus Pre-epic Feats: As wizard.
Bonus Epic Feats: As Sorcerer and Wizard.



REQUIREMENTS:
Alignment: Any evil
Skills: Bluff 4 ranks, Intimidate 4 ranks
Feats: Great Fortitude, Thug
Classes: May not have any other Zhentarim class. Must have an arcane caster class.
Special: This class requires a permission token.



ABILITIES:
1: Skill Focus: Lore
1st Bonus Feat
+1 Arcane Caster Level
Spell Penetration



2: +1 Arcane Caster Level
Skill Focus: Spellcraft



3: +1 Arcane Caster Level
Epic Skill Focus: Concentration
Greater Spell Penetration



4: +1 Arcane Caster Level



5: Eschew Material - Does not require spell components
Epic Skill Focus: Spellcraft
+1 Arcane Caster Level
2nd Bonus Feat


Zhentarim Fear Speaker



The Zhentarim is among the most famed and feared "secret" organizations in Faerûn. Its members have their hands in nearly every illicit business imaginable, from assassination to drug trafficking to slavery.



Fear Speakers have their origins in the days of Cyric's ascent as the chief god of the Zhentil Keep and the Black Network. In those days the Priesthood of Cyric was unchallenged and those who took up the divine cause of the Black Sun could not be questioned. Part holy warrior, part spy, and absolutely concerned with rank both in the church as well as the Network these men and women would stop at nothing; including fabricating disobedience to their god in order to rise.



Though the Dark Sun seems to set over this black empire with the destruction of the Zhentil Keep, the turn of Fzoul Chembryl to Iyatchu Xvim and eventually back to the Black Lord this has not seen this style of priest banished from its ranks. Though most in the Zhentarim praise Bane; there are many dark cults who are tolerated within their number so long as they at least pay lip service... and there are quite a few members of Cyric's own order still lurking, waiting for that rise in rank which will see the Dark Sun rise again.


BAB: Middle
Hit Die: d8
Proficiencies: Simple weapons and light armor
Skill Points: 4 + Int Modifier
Skill List: appraise, bluff, concentration, craft armor, craft trap, craft weapon, discipline, heal, hide, listen, lore, move silently, parry, persuade, pick pocket, ride, spellcraft
Bonus Pre-epic Feats: divine might, divine shield, extra turning, favored enemy, greater spell focus, turn undead
Epic Feats: As cleric



REQUIREMENTS:
Alignment: Any evil.
Skills: Bluff 4 ranks, Intimidate 4 ranks, Concentration 8 ranks.
Feats: Great Fortitude, Thug.
Classes: May not have any other Zhentarim class.
Special: This class requires a permission token.
ABILITIES:
1: Skill Focus: Lore.
1st Bonus Feat
Extend Spell
+1 Divine Caster Level



2: +1 Divine Caster Level
+3 DC on Turning



3: +1 Divine Caster Level.
Planar Turning



4: +1 Divine Caster Level



5: Gain piety from all aspects.
Armor Skin
+1 Divine Caster Level
2nd Bonus Feat


Zhentarim Enforcer



The Zhentarim is among the most famed and feared "secret" organizations in Faerûn. Its members have their hands in nearly every illicit business imaginable, from assassination to drug trafficking to slavery.



Enforcers have their origins in the foot soldiers recruited by the priesthoods loyal to the Zhentarim. Jack booted thugs who bust down doors and haul off infidel and political prison alike to be slain or enslaved.



Many of their rites are only loosely based in the divine worship and seem to very much indulge in matters not unlike a blackguard; cavorting with fiends and other sentient immortal evils to gain power and thus rank in the Black Network. Surely they enforce the will of their mortal and divine lieges... but also themselves.


BAB: High
Hit Die: d10
Proficiencies: Simple weapons and light armor
Skill Points: 4 + Int Modifier
Skill List: appraise, bluff, craft armor, craft trap, craft weapon, discipline, heal, hide, intimidate, listen, lore, move silently, parry, persuade, pick pocket, ride
Bonus Pre-epic feats: As fighter, except for weapon spec
Bonus Epic Feats: As fighter and paladin, except for (epic) weapon specialization



REQUIREMENTS:
Alignment: Any evil
Skills: Discipline 4 ranks, Search 4 ranks, Intimidate 6 ranks, Bluff 8 ranks
Feats: Great Fortitude, Thug
Classes: May not have any other Zhentarim class
Special: This class requires a permission token



ABILITIES:
1: +2 Universal Saves



3: +2 Universal Saving Throws
Turn Undead
Divine Shield



5: +2 Universal Saves
Divine Might
Note: For non-blackguards, as long as your charisma score is above a base 11, the save progression will be replaced with Dark Blessing at Zhentarim Level 5


The Leader of the Zhentarim Fzoul Chembryl


Zhentarim Operative



The Zhentarim is among the most famed and feared "secret" organizations in Faerûn. Its members have their hands in nearly every illicit business imaginable, from assassination to drug trafficking to slavery.



Though there are many diverse character types within its ranks, the Zhentarim operative is probably the one Faerûnians encounter most often - even if they never realize it. These are the spies, the thieves, the assassins lurking in the world. Undermining civilization, orchestrating coups, and those just trying to make their way through the ranks by making their fellows look worse than themselves.


BAB: Middle
Hit Die: d6
Proficiencies: Simple weapons and light armor
Skill Points: 8 + Int Modifier
Skill List: appraise, bluff, craft armor, craft trap, craft weapon, discipline, heal, hide, listen, lore, move silently, open lock, parry, persuade, pick pocket, ride, search, spot, tumble, use magic device
Bonus Pre-epic and Epic Feats: As rogue and ranger, except for two weapon fighting and ambidexterity



REQUIREMENTS:
Alignment: Any evil
Skills: Discipline 4 ranks, Search 4 ranks, Bluff 6 ranks, Intimidate 6 ranks
Feats: Great Fortitude, Thug
Classes: May not have any other Zhentarim class
Special: This class requires a permission token



ABILITIES:
1: Skill Focus: Lore
1st Bonus Feat
Track
+1 Caster Level
Use Poison
Rogue Affinity



2: Skill Focus: Bluff



3: +1 Untyped Caster Level



4: Epic Skill Focus: Bluff



5: Loviatar's Whip - +5 bonus to DCs vs Poison
+1 Caster Level
2nd Bonus Feat
Trackless Step


These classes will added to PGCC in due course for testing.



Harper & Zhentarim Agents


Over the next weeks we will be adding a number of Harper and Zhentarim NPC agents with hidden functions and dialogs beyond their usual dialogs. These will only be revealed when spoken to by a member of their respective organization. These agents will either be entirely new characters, or more frequently repurposed existing NPCs.


Further details of this update will be on our forums.