Knights of the order and their loyal squires can be
found throughout the North, gathering information on
the giants, searching for their lairs, and aiding in the
defense of settlements.
‘Tye ZHENTARIM
‘The Zhentarim, also known as the Black Network, is
an unscrupulous shadow network that seeks to expand
its influence and power base throughout the North. Its
members crave wealth and personal power, though
the public face of the organization appears much more
benign, offering the best mercenaries money can buy.
Adventurers allied with the Zhentarim are free to profit
as they see fit, either by helping or hindering the giants.
The Black Network has spies and operatives in every
‘major northern settlement, and it doesn't wish to see its
footholds destroyed by rampaging giants. As it strives to
protect its holdings, the Zhentarim also wants to under-
‘stand the giants’ motivations. The leaders of the Black
Network are open to the possibility of establishing trade
relations with the giants or bribing them, ifnecessary,
to ensure their own continued wealth and prosperity.
Atthe same time, the Zhentarim profits by selling the
services of mercenaries to those who can't defend
themselves.
Tue Kraken Society
Far from being a benevolent faction, the Kraken Society
is a group of spies, smugglers, slavers, and assassins.
Only the society's leaders know that the founder of their
organization is Slarkrethel, a magic-using kraken that
lives in the depths of the Trackless Sea.
Krakens are forsaken creations of the gods, left be
hind after a cosmic war that ushered in the dawn of the
civilized world. Ancient beyond reckoning, Slarkrethe!
Jongs to rejoin its creators in the heavens. For tens of
thousands of years, the kraken has been searching
tirelessly for a long-lost path to divine ascendancy. In
the meantime, its stretches its tentacles across Faerdn,
laying low powers that might one day threaten i
Worship of Slarkrethe! began hundreds of years ago
on the Purple Rocks. The humans who inhabit these
islands cast their young into the sea as part of a ritual
to appease Slarkrethel. These sacrificed offspring re-
surface and return to their villages years later as adults,
albeit with piscine deformities. When they reach the end,
of their natural life span, they return to the sea and their
fearsome master. The inhabitants of the Purple Rocks
otherwise eke out quiet lives, unaware of the kraken's
vast spy network on the mainland.
‘The Kraken Society's widespread organization wasn't
born at the Purple Rocks, but in the cities of the North.
‘The psychic abilities of the kraken are so great that it
can reach out to creatures on land up and down the
‘Sword Coast. Over the years, it has telepathically lured
exiles, outcasts, and lost souls to its organization with
the promise of a better life. Its agents are evil and grasp-
ing. When they are not gathering information for the
keaken, they lurk in the shadows and indulge in activi
ties befitting their evil nature.
Slarkrethel was old when the giants and dragons
‘waged war against each other forty thousand years ago,
TENDAYS ANO THE ROLL OF YEARS
Inthe Forgotten Realms setting, a weekis ten days long
andi referred to as a tenday. There ae three tendays per
‘month, and twelve months ina year. For more informa-
tion on the calendar of the Forgotten Realms, see “The
Calendar of Harptos" sidebar in chapter 1 of the ungeon
Mosters Guide,
This adventure isnt set ata specific time but is assumed
to take place sometime after 1485 DR, the Year ofthe ron
Dwarfs Vengeance, during which a horde of ores waged
war on the North before being driven back into the moun-
tains. This conflict is referred to in this adventure as the
War ofthe Silver Marches. The years that follow the Year of
the Iron Dwarfs Vengeance have similarly colorful names:
1486 DR, the Year ofthe Nether Mountain Scrolls
11487 DR, the Year of the Rune Lords Triumphant
1488 OR, the Year of Owarvenkind Reborn
1489 DR, the Year ofthe Warrior Princess
1490 DR, the Year ofthe Star Walker's Return
1491 DR, the Year ofthe Scarlet Witch
14928, the Year of Three Ships
1493 DR, the Year ofthe Purple Dra
‘and the kraken aims to rekindle that war and destroy
the cities of the Sword Coast in the process, When lym.
rith reached out to its agents for assistance, Slarkrethel
instructed its devotees to humor the dragon by cap:
turing Hekaton, the storm giant king, after slaying his
queen. Iymrith wants Hekaton kept alive so that he can't
be resurrected and so that he can be held for ransom if
her plans are thwarted.
A seafaring Kraken Society wizard named Tholtz
Daggerdark has turned his ship, the Morkoth, into a
floating prison. King Hekaton lies bound and chained.
within, unable to escape without aid. The ship circles
the islands of the Trackless Sea, far from prying eye
RUNNING THE ADVENTURE
Torun this adventure, you need the fifth edition Player's
Handbook. Dungeon Master's Guide, and Monster Man
tal, Take afew minutes to reread the section on giants
in the Monster Manual, since it contains important
information about giants. The Sword Coast Adventur.
r's Guide, while not required reading, has extensive
information on the Sword Coast and the North that can
help you flesh out the adventure’s default setting. I also
presents new character backgrounds that work well for
this adventure
‘
Text that appears in a box lke this i meant to be read
aloud or paraphrased for the players when their charac-
ters frst arrive at a location of under a specific ctcum-
stance, as described in the text.
‘The Monster Manual contains stat blocks for most of
the monsters and NPCs found ie this adventure. When a
monster's name appears in bold type, that's a visual cue
pointing you tothe creature’ stat block in the Monster
Manual. Descriptions and stat blocks for new monsters
appeariin appendix C. Ifa stat block is in appendix C,