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	<title>2d4chan - User contributions [en]</title>
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	<updated>2026-04-25T13:35:41Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Emerald_Enclave&amp;diff=197590</id>
		<title>Emerald Enclave</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Emerald_Enclave&amp;diff=197590"/>
		<updated>2022-09-29T02:38:32Z</updated>

		<summary type="html">&lt;p&gt;2601:646:9500:3260:5421:4D26:B9AE:3A20: /* Important Involvements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{dnd-stub}}&lt;br /&gt;
{{Topquote|1=No major activity within the Reach goes on without at least the tacit approval of the Emerald Enclave. That group of green-thumbed peace keepers is the biggest threat to business and wellbeing that exists in the Reach. Not that I, personally, mind them, of course.|2=  Erixal the Black, Wizard of Alaghôn}}&lt;br /&gt;
&lt;br /&gt;
[[File:EMLD banner 5e.webp|thumb|right|150px]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Emerald Enclave&#039;&#039;&#039; was an organization of druids and other nature worshipers on the island of Ilighôn. The actions of the Enclave influenced the lives of the high and low, its members avoiding good and evil to focus on the needs of the natural world and resist the growing influence of humankind. Despite their primary goal of preserving nature, members were not direct opponents of progress; they preferred instead to work with civilized folk to promote the health of the natural world without resorting to acts of violence.&lt;br /&gt;
&lt;br /&gt;
Then in 1385 DR the Spellplague hit, and their island became part of the Turmish mainland. Much of the order died or left for [[Gulthandor]]. The remaining druids, led by the increasingly mad female eladrin Cindermoon (formerly Shadowmoon Crystalembers), were less capable and experienced, and harbored a deep hatred of the spellscarred. The organization became perverted and xenophobic, bent on destroying all forms and manifestations of the Spellplague.&lt;br /&gt;
&lt;br /&gt;
Eventually the Enclave was revitalized in 1486 DR when the Chosen of [[Lathander]], Stedd Whitehorn, cured Cindermoon of a [[Shar]]-induced madness, and Ilighôn once again became an island.&lt;br /&gt;
&lt;br /&gt;
===Important Involvements===&lt;br /&gt;
* In the &#039;&#039;Hoard of the Dragonqueen&#039;&#039; and &#039;&#039;Rise of [[Tiamat]]&#039;&#039; adventure modules, the Enclave was one of the many factions who rose up to oppose the dragon goddess&#039; attempt at freedom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Forgotten-Realms-Factions}}&lt;/div&gt;</summary>
		<author><name>2601:646:9500:3260:5421:4D26:B9AE:3A20</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Emerald_Enclave&amp;diff=197589</id>
		<title>Emerald Enclave</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Emerald_Enclave&amp;diff=197589"/>
		<updated>2022-09-29T02:25:14Z</updated>

		<summary type="html">&lt;p&gt;2601:646:9500:3260:5421:4D26:B9AE:3A20: Added banner and topquote&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{dnd-stub}}&lt;br /&gt;
{{Topquote|1=No major activity within the Reach goes on without at least the tacit approval of the Emerald Enclave. That group of green-thumbed peace keepers is the biggest threat to business and wellbeing that exists in the Reach. Not that I, personally, mind them, of course.|2=  Erixal the Black, Wizard of Alaghôn}}&lt;br /&gt;
&lt;br /&gt;
[[File:EMLD banner 5e.webp|thumb|right|150px]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Emerald Enclave&#039;&#039;&#039; was an organization of druids and other nature worshipers on the island of Ilighôn. The actions of the Enclave influenced the lives of the high and low, its members avoiding good and evil to focus on the needs of the natural world and resist the growing influence of humankind. Despite their primary goal of preserving nature, members were not direct opponents of progress; they preferred instead to work with civilized folk to promote the health of the natural world without resorting to acts of violence.&lt;br /&gt;
&lt;br /&gt;
Then in 1385 DR the Spellplague hit, and their island became part of the Turmish mainland. Much of the order died or left for [[Gulthandor]]. The remaining druids, led by the increasingly mad female eladrin Cindermoon (formerly Shadowmoon Crystalembers), were less capable and experienced, and harbored a deep hatred of the spellscarred. The organization became perverted and xenophobic, bent on destroying all forms and manifestations of the Spellplague.&lt;br /&gt;
&lt;br /&gt;
Eventually the Enclave was revitalized in 1486 DR when the Chosen of [[Lathander]], Stedd Whitehorn, cured Cindermoon of a [[Shar]]-induced madness, and Ilighôn once again became an island.&lt;br /&gt;
&lt;br /&gt;
===Important Involvements===&lt;br /&gt;
* Along with other factions, the Enclave rose up to oppose a plot by the [[Cult of the Dragon]] to return Tiamat to the mortal realm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Forgotten-Realms-Factions}}&lt;/div&gt;</summary>
		<author><name>2601:646:9500:3260:5421:4D26:B9AE:3A20</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Emerald_Enclave&amp;diff=197588</id>
		<title>Emerald Enclave</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Emerald_Enclave&amp;diff=197588"/>
		<updated>2022-09-29T02:09:06Z</updated>

		<summary type="html">&lt;p&gt;2601:646:9500:3260:5421:4D26:B9AE:3A20: added stub and important involvements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{dnd-stub}}&lt;br /&gt;
The &#039;&#039;&#039;Emerald Enclave&#039;&#039;&#039; was an organization of druids and other nature worshipers on the island of Ilighôn. The actions of the Enclave influenced the lives of the high and low, its members avoiding good and evil to focus on the needs of the natural world and resist the growing influence of humankind. Despite their primary goal of preserving nature, members were not direct opponents of progress; they preferred instead to work with civilized folk to promote the health of the natural world without resorting to acts of violence.&lt;br /&gt;
&lt;br /&gt;
Then in 1385 DR the Spellplague hit, and their island became part of the Turmish mainland. Much of the order died or left for [[Gulthandor]]. The remaining druids, led by the increasingly mad female eladrin Cindermoon (formerly Shadowmoon Crystalembers), were less capable and experienced, and harbored a deep hatred of the spellscarred. The organization became perverted and xenophobic, bent on destroying all forms and manifestations of the Spellplague.&lt;br /&gt;
&lt;br /&gt;
Eventually the Enclave was revitalized in 1486 DR when the Chosen of [[Lathander]], Stedd Whitehorn, cured Cindermoon of a [[Shar]]-induced madness, and Ilighôn once again became an island.&lt;br /&gt;
&lt;br /&gt;
===Important Involvements===&lt;br /&gt;
* Along with other factions, the Enclave rose up to oppose a plot by the [[Cult of the Dragon]] to return Tiamat to the mortal realm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Forgotten-Realms-Factions}}&lt;/div&gt;</summary>
		<author><name>2601:646:9500:3260:5421:4D26:B9AE:3A20</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Emerald_Enclave&amp;diff=197587</id>
		<title>Emerald Enclave</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Emerald_Enclave&amp;diff=197587"/>
		<updated>2022-09-29T02:04:47Z</updated>

		<summary type="html">&lt;p&gt;2601:646:9500:3260:5421:4D26:B9AE:3A20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Emerald Enclave&#039;&#039;&#039; was an organization of druids and other nature worshipers on the island of Ilighôn. The actions of the Enclave influenced the lives of the high and low, its members avoiding good and evil to focus on the needs of the natural world and resist the growing influence of humankind. Despite their primary goal of preserving nature, members were not direct opponents of progress; they preferred instead to work with civilized folk to promote the health of the natural world without resorting to acts of violence.&lt;br /&gt;
&lt;br /&gt;
Then in 1385 DR the Spellplague hit, and their island became part of the Turmish mainland. Much of the order died or left for [[Gulthandor]]. The remaining druids, led by the increasingly mad female eladrin Cindermoon (formerly Shadowmoon Crystalembers), were less capable and experienced, and harbored a deep hatred of the spellscarred. The organization became perverted and xenophobic, bent on destroying all forms and manifestations of the Spellplague.&lt;br /&gt;
&lt;br /&gt;
Eventually the Enclave was revitalized in 1486 DR when the Chosen of [[Lathander]], Stedd Whitehorn, cured Cindermoon of a [[Shar]]-induced madness, and Ilighôn once again became an island.&lt;br /&gt;
&lt;br /&gt;
Along with other factions, the Enclave rose up to oppose a plot by the [[Cult of the Dragon]] to return Tiamat to the mortal realm.&lt;br /&gt;
&lt;br /&gt;
{{Forgotten-Realms-Factions}}&lt;/div&gt;</summary>
		<author><name>2601:646:9500:3260:5421:4D26:B9AE:3A20</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Emerald_Enclave&amp;diff=197586</id>
		<title>Emerald Enclave</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Emerald_Enclave&amp;diff=197586"/>
		<updated>2022-09-29T02:04:27Z</updated>

		<summary type="html">&lt;p&gt;2601:646:9500:3260:5421:4D26:B9AE:3A20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Emerald Enclave&#039;&#039;&#039; was an organization of druids and other nature worshipers on the island of Ilighôn. The actions of the Enclave influenced the lives of the high and low, its members avoiding good and evil to focus on the needs of the natural world and resist the growing influence of humankind. Despite their primary goal of preserving nature, members were not direct opponents of progress; they preferred instead to work with civilized folk to promote the health of the natural world without resorting to acts of violence.&lt;br /&gt;
&lt;br /&gt;
Then, in 1385 DR the Spellplague hit, and their island became part of the Turmish mainland. Much of the order died or left for [[Gulthandor]]. The remaining druids, led by the increasingly mad female eladrin Cindermoon (formerly Shadowmoon Crystalembers), were less capable and experienced, and harbored a deep hatred of the spellscarred. The organization became perverted and xenophobic, bent on destroying all forms and manifestations of the Spellplague.&lt;br /&gt;
&lt;br /&gt;
Eventually the Enclave was revitalized in 1486 DR when the Chosen of [[Lathander]], Stedd Whitehorn, cured Cindermoon of a [[Shar]]-induced madness, and Ilighôn once again became an island.&lt;br /&gt;
&lt;br /&gt;
Along with other factions, the Enclave rose up to oppose a plot by the [[Cult of the Dragon]] to return Tiamat to the mortal realm.&lt;br /&gt;
&lt;br /&gt;
{{Forgotten-Realms-Factions}}&lt;/div&gt;</summary>
		<author><name>2601:646:9500:3260:5421:4D26:B9AE:3A20</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Emerald_Enclave&amp;diff=197585</id>
		<title>Emerald Enclave</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Emerald_Enclave&amp;diff=197585"/>
		<updated>2022-09-29T02:03:24Z</updated>

		<summary type="html">&lt;p&gt;2601:646:9500:3260:5421:4D26:B9AE:3A20: Added Forgotten-Realms-Factions tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Emerald Enclave&#039;&#039;&#039; was an organization of druids and other nature worshipers on the island of Ilighôn. The actions of the Enclave influenced the lives of the high and low, its members avoiding good and evil to focus on the needs of the natural world and resist the growing influence of humankind. Despite their primary goal of preserving nature, members were not direct opponents of progress; they preferred instead to work with civilized folk to promote the health of the natural world without resorting to acts of violence.&lt;br /&gt;
&lt;br /&gt;
Then the Spellplague hit, and their island became part of the Turmish mainland. Much of the order died or left for [[Gulthandor]]. The remaining druids, led by the increasingly mad female eladrin Cindermoon (formerly Shadowmoon Crystalembers), were less capable and experienced, and harbored a deep hatred of the spellscarred. The organization became perverted and xenophobic, bent on destroying all forms and manifestations of the Spellplague.&lt;br /&gt;
&lt;br /&gt;
Eventually the Enclave was revitalized in 1486 DR when the Chosen of [[Lathander]], Stedd Whitehorn, cured Cindermoon of a [[Shar]]-induced madness, and Ilighôn once again became an island.&lt;br /&gt;
&lt;br /&gt;
Along with other factions, the Enclave rose up to oppose a plot by the [[Cult of the Dragon]] to return Tiamat to the mortal realm.&lt;br /&gt;
&lt;br /&gt;
{{Forgotten-Realms-Factions}}&lt;/div&gt;</summary>
		<author><name>2601:646:9500:3260:5421:4D26:B9AE:3A20</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Emerald_Enclave&amp;diff=197584</id>
		<title>Emerald Enclave</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Emerald_Enclave&amp;diff=197584"/>
		<updated>2022-09-29T02:02:31Z</updated>

		<summary type="html">&lt;p&gt;2601:646:9500:3260:5421:4D26:B9AE:3A20: Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;Emerald Enclave&amp;#039;&amp;#039;&amp;#039; was an organization of druids and other nature worshipers on the island of Ilighôn. The actions of the Enclave influenced the lives of the high and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Emerald Enclave&#039;&#039;&#039; was an organization of druids and other nature worshipers on the island of Ilighôn. The actions of the Enclave influenced the lives of the high and low, its members avoiding good and evil to focus on the needs of the natural world and resist the growing influence of humankind. Despite their primary goal of preserving nature, members were not direct opponents of progress; they preferred instead to work with civilized folk to promote the health of the natural world without resorting to acts of violence.&lt;br /&gt;
&lt;br /&gt;
Then the Spellplague hit, and their island became part of the Turmish mainland. Much of the order died or left for [[Gulthandor]]. The remaining druids, led by the increasingly mad female eladrin Cindermoon (formerly Shadowmoon Crystalembers), were less capable and experienced, and harbored a deep hatred of the spellscarred. The organization became perverted and xenophobic, bent on destroying all forms and manifestations of the Spellplague.&lt;br /&gt;
&lt;br /&gt;
Eventually the Enclave was revitalized in 1486 DR when the Chosen of [[Lathander]], Stedd Whitehorn, cured Cindermoon of a [[Shar]]-induced madness, and Ilighôn once again became an island.&lt;br /&gt;
&lt;br /&gt;
Along with other factions, the Enclave rose up to oppose a plot by the [[Cult of the Dragon]] to return Tiamat to the mortal realm.&lt;/div&gt;</summary>
		<author><name>2601:646:9500:3260:5421:4D26:B9AE:3A20</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lords%E2%80%99_Alliance&amp;diff=313895</id>
		<title>Lords’ Alliance</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lords%E2%80%99_Alliance&amp;diff=313895"/>
		<updated>2022-09-29T01:49:52Z</updated>

		<summary type="html">&lt;p&gt;2601:646:9500:3260:5421:4D26:B9AE:3A20: Made mention to harpers (added link too)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{dnd-stub}}&lt;br /&gt;
[[File:Lords&#039; Alliance 5e png.png|thumb|right|150px]]&lt;br /&gt;
&#039;&#039;&#039;The Lords&#039; Alliance&#039;&#039;&#039;, also known as &#039;&#039;&#039;the Council of Lords&#039;&#039;&#039;, are a Lawful Good partnership of merchant cities founded in 1325 DR. Its members are from the Sword Coast, the North and Western Heartlands, including [[Waterdeep]], [[Silverymoon]], [[Baldur&#039;s Gate]], and [[Neverwinter]], as well as other free cities and towns in the region, which made up the bulk of the organization. It was formed to oppose the growing influence of the Black Network in the North, as well as the Shadow Thieves of Amn.&lt;br /&gt;
&lt;br /&gt;
The alliance usually hires adventurers to work for them, with tasks ranging from gathering information, to raids against [[Zhentarim]] strongholds. Adventurers could quickly gain prestige, as well as powerful friends, by helping the alliance (and just as easily make enemies of the sinister Zhentarim.) Members of the Lords&#039; Alliance are typically guarded by knights of The [[Order of Tye]], and they could be easily identified by the knight&#039;s colors of  &#039;&#039;azure&#039;&#039; blue.&lt;br /&gt;
&lt;br /&gt;
Oddly enough, they consider the [[Harpers]] to be allies, despite the latter&#039;s disdain for large government bodies. &lt;br /&gt;
&lt;br /&gt;
===Important Involvements===&lt;br /&gt;
* During the [[Cult of the Dragon]]&#039;s plot to release [[Tiamat]] in Faerûn in the &#039;&#039;Hoard of the Dragonqueen&#039;&#039; and &#039;&#039;Rise of Tiamat&#039;&#039; adventure modules, the Alliance was one of the many factions who rose up to oppose the dragon goddess attempt at freedom.&lt;br /&gt;
* The Alliance is one of the important factions in Waterdeep and so can be an important part of the &#039;&#039;Waterdeep: Dragon Heist&#039;&#039; module; especially as Laeral Silverhand, Open Lord of Waterdeep, is one of its key members.&lt;br /&gt;
* Revels End is a high-security prison in the [[Icewind Dale]] and can be a destination in the &#039;&#039;Rime of the Frostmaiden&#039;&#039; module.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Forgotten-Realms-Factions}}&lt;/div&gt;</summary>
		<author><name>2601:646:9500:3260:5421:4D26:B9AE:3A20</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Harpers&amp;diff=246304</id>
		<title>Harpers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Harpers&amp;diff=246304"/>
		<updated>2022-09-29T01:36:12Z</updated>

		<summary type="html">&lt;p&gt;2601:646:9500:3260:5421:4D26:B9AE:3A20: Bolded titles of the organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Harpers 5e.webp|thumb|right|150px]]&lt;br /&gt;
&#039;&#039;&#039;The Harpers&#039;&#039;&#039;, or more properly &#039;&#039;&#039;Those Who Harp&#039;&#039;&#039;, are a semi-secret society ostensibly dedicated to the cause of good in the [[Forgotten Realms]] of [[Dungeons &amp;amp; Dragons]]. The &#039;&#039;Forgotten Realms&#039;&#039; video games seem to love them and they likely started Bioware&#039;s uncontrollable sexual fetish for tying their player characters to some manner of secretive pseudo-spy organisation with a basically blank check to get the job done no matter what it takes. &lt;br /&gt;
&lt;br /&gt;
The foundations for the modern Harpers were laid in the ancient elven empire of Myth Drannor, where a general wanted to create something like them as a mixture of state security and a time capsule in case things went wrong. A decentralized, grassroots organization, the Harpers operate on a local, cell-based structure, like [[ninja]], or terrorists. Theoretically self-sufficient, they are supposed to handle threats on their own while still having the ability to call on their fellow secret society members when necessary. Their famous &amp;quot;Harper pins,&amp;quot; silver harps surrounded by the moon and four stars of the Myth Drannor, have, unfortunately, become too famous to ignore, much like the other secret society logos memorabilia that inspired them. (Freemasons anyone?)&lt;br /&gt;
&lt;br /&gt;
Their creed sounds reasonably on the surface: promote freedom, equality, and decent treatment for all peoples, balance the power of civilization and nature, and protect and create beauty and art in the world.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, they&#039;ve gotten a bad rap for even more unfortunately well-justified reasons. [[Grognard]]s hate them because they were &amp;quot;meddlesome:&amp;quot; that is, the rails in most railroads during the nadir of adventure design in the AD&amp;amp;D days. While perhaps originally intended to be a group for high-level players and parties to join (after all, their symbol is a harp and the first edition made [[bard]] the ur-prestige class, and their fluff seems to suggest that a high-level group could set up local chapter houses), this quickly degenerated into the party either being shanghaied against their will by or forced to act as glorified bodyguards for the Harpers in many adventures. It&#039;s notable that nobody&#039;s favorite Gandalf clone [[Elminster]] is a member, for instance, and that many adventures boiled down to following him around while he actually solved the plot and did cool things while the party watched. The Avatar Trilogy was the nadir &#039;&#039;of&#039;&#039; this nadir, by the by, and it came around right at the beginning of second edition being a thing.&lt;br /&gt;
&lt;br /&gt;
Lore nerds hate them because, far from their ambition of being a force for good, the balance of nature and civilization, and the preservation of art and beauty in the world, they&#039;re actually agents of the [[Medieval Stasis| status]] [[Advancing the Storyline| quo]]. No shit; their dogma is that the ancient elven empire of Myth Drannor was a perfect society and their long-term aim is to recreate the world in its image.  Thus, it logically follows that every single good idea anyone&#039;s ever going to have has already been had, and every single new idea anyone has or will ever have is automatically bad. Also, they&#039;re outright &#039;&#039;working&#039;&#039; to prevent Faerun from moving beyond the city-state level, ostensibly to protect nature from civilization&#039;s encroachment. Collectively, this means that any time someone &#039;&#039;tries&#039;&#039; to come up with a new idea, like, say, advanced farming techniques, gunpowder weaponry, or democratic, nationalistic, or simply unified government over large regions, they get them to stop, first with honeyed words, then with veiled threats, then, if that fails, with brute force.  Seriously, an early example of some of their actions in one of the video games involves murdering a benevolent monarch who was uniting too much of the continent for their liking under his rule, and it&#039;s noteworthy that in, say, [[Al-Qadim| the southern continent where their reach is limited]], advancements in science, magic, politics, and culture have resulted in a generally higher quality of life for the inhabitants in a harsher environment without sacrificing good, art, &#039;&#039;or&#039;&#039; nature.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the whole &amp;quot;keep Faerun at city-state level or lower to preserve nature and ensure humanity doesn&#039;t wipe out [[demihuman]]ity&amp;quot; thing is a viewpoint shared by [[Seven Sisters|the Simbul]], although in &#039;&#039;her&#039;&#039; case, her writeups tend to admit that she&#039;s arrogant and self-righteous, whilst sometimes suggesting that she&#039;s more than a little insane.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
IHateTheHarpers.png|An average day&#039;s work for the Harpers.&lt;br /&gt;
Harpers symbol.jpg|Third Edition banner&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Forgotten-Realms-Factions}}&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&lt;br /&gt;
[[Category:Forgotten Realms]]&lt;/div&gt;</summary>
		<author><name>2601:646:9500:3260:5421:4D26:B9AE:3A20</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Zhentarim&amp;diff=573619</id>
		<title>Zhentarim</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Zhentarim&amp;diff=573619"/>
		<updated>2022-09-29T01:35:32Z</updated>

		<summary type="html">&lt;p&gt;2601:646:9500:3260:5421:4D26:B9AE:3A20: Bolded titles of the organization&lt;/p&gt;
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[[File:5e Zhentarim Symbol.png|thumb|right|150px]]&lt;br /&gt;
The &#039;&#039;&#039;Zhentarim&#039;&#039;&#039;, or &#039;&#039;&#039;&amp;quot;Zhents&amp;quot;&#039;&#039;&#039; for short, are one of the most instantly recognizable villainous factions in the [[Forgotten Realms]] after the Red Wizards of [[Thay]]. In fact, they&#039;re arguably more recognizable because they featured a &#039;&#039;lot&#039;&#039; as default bad guys throughout the Realms&#039; glory days in [[Advanced Dungeons &amp;amp; Dragons]]. &lt;br /&gt;
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&#039;&#039;&#039;The Black Network&#039;&#039;&#039;, as it&#039;s also known, is a combination of mercenary company and mercantile empire founded by the evil [[wizard]] [[Manshoon]] as a tool to provide him with wealth, resources and general muscle. Over time, it expanded through an alliance with the church of [[Bane]], and has basically become the go-to network for power-hungry wizards, evil clerics and money-grubbing mercenaries who are interested in achieving world domination. Though they do serve as legitimate mercenaries and traders, they deal heavily in contraband or downright illegal goods (slaves, poison, drugs, smokepowder weaponry, etc), and often resort to blatantly illegal tactics to secure both employment and service dominance in the areas they visit.&lt;br /&gt;
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Think the Faerûn mafia and you&#039;re more right than you are wrong.&lt;br /&gt;
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One of their most defining features is that they have the closest thing ever seen to a race-wide peace treaty with the [[Beholder]]s of the Realms, often recruiting them as magical muscle.&lt;br /&gt;
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Enemies of the Zhentarim are widespread, since their goals and methods piss off just about everybody, and so their foes span the spectrum from the [[Harpers]] to the [[Cult of the Dragon]].&lt;br /&gt;
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{{Forgotten-Realms-Factions}}&lt;/div&gt;</summary>
		<author><name>2601:646:9500:3260:5421:4D26:B9AE:3A20</name></author>
	</entry>
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