Elminster's Ecologies, Appendix II - tsr9490: ... Llorkh has a dubious claim to fame, having been corrupted by evil forces, specifically the Zhentarim. As long as the Zhentarim don't turn to trying to run the High Moor, I'm not too concerned, but recent evidence of some recruitment drives by them on the High Moor has surfaced. The Zhentarim have been trying to convince goblins, orcs, and trolls to leave their natural homes and go serve in battles between humans. So far, these Zhentarim agents haven't done anything to really harm the High Moor, but you adventurers always run the risk of encountering a few of them.
FR05 - The Savage Frontier - tsr9233: ... ZHENTIL KEEP Leader: Mythkar Leng (in the North) Base of Operations: Llorkh Goal: Domination of all trade routes in the North and along the Sword Coast. Allies: Llorkh and the Beast Lord. Chief Foes: The Harpers and the Lords' Alliance. Mythkar Leng is a lawful evil, 9th level cleric of Bane, who acts as an advisor to Lord Geildarr of Llorkh (a 7th level magic-user who is secretly a member of the Zhentarim). With the aid of Rakaxalorth (a beholder who is never seen in public), Mythkar keeps Geildarr in line with the Zhentarim goals for the North. Llorkh has been chosen as a foothold due to its distance from the powers in Waterdeep and Silverymoon. The Zhentarim already monopolize trade between Loudwater and Llorkh, have a firm base in Secomber, and wellplaced agents in Waterdeep, Zundbridge, Yartar and Triboar.
Llorkh Population: 2,000 humans, 300 dwarves Government: Lord Geildarr (LE 7th level magic-user). The folk in the isolated town of Llorkh still delve in the old, nearly worked-out mines that honeycomb the mountains to the north and east. Now, many citizens find more profit in assisting the Zhentarim caravans that come in from the east. The old lords of Llorkh, respected and retired former miners and fighters, never would have tolerated the Zhentarim in their midst. But the last of the old lords, Phintarn "Redblade," was found dead at the base of Lord's Keep. Overnight, a new Lord seized the Keep and the Throne. Since Geildarr the mage took power, the Zhentarim caravans have been arriving, bringing gold into the town, and the dwarves have been quietly leaving (there are whispers that many have been murdered as Phintarn was). Geildarr keeps order in the town and his 400 purple-cloaked "Lord's Men" keep the town safe against orc and Hellgate Keep incursions. Still, he is not loved or even liked by the townsfolk. Economy: Mining, farming, caravan services. Militia: 400 1st-4th level warriors in chainmail and shield loyal to Geildarr (and the Zhentarim).
City of Splendors - tsr1109: Llorkh Many old, nearly-worked-out mines tunnel the mountains to the east and north of this isolated little town. Llorkh was once home to nearly 2,000 humans and 300 dwarves, but with the fall of their recognized ruler, Llorkh fell under the shadow of the Zhentarim in the guise of the town's new lord, Geildarr. All the dwarves have since abandoned Llorkh, and have now joined King Bruenor Battlehammer at Mithral Hall in hopes of better lives. The humans who remain in the town are now under the "protection" of the garrisoned Lord's Men, fully armored and armed men who defend the town and, more specifically, enforce the lord's will. Zhentilar reinforcements and supplies funnel through Llorkh with more regularity, and, while small, it seems that Zhentil Keep has a toehold in the North with Llorkh, though they too are subject to attacks from the evil denizens of Hellgate Keep.
Forgotten Realms Campaign Setting (second edition) - tsr1085: Llorkh Formerly a sleepy mining community, Llorkh has become a base of Zhentarim operations in the Savage North. The old lord of the community was mysteriously murdered, and the wizard Geildarr (LE hm W7) installed himself as the new ruler. Most of the inhabitants have thrown in with the new regime (though they have no great affection for its leader), and the town is the endpoint of caravans up from Darkhold. Geildarr has multiplied his personal wealth several times over. He has been known to hire adventurers to loot the remains of Netheril, looking for magic to improve his standing in the Black Network. Geildarr is served by a force of 400 purple-cloaked Lord's Men who protect the town from orcs and protect Geildarr from townsmen who think they can do the job better than him. The greatest threat to the Black Network's growth in the area is another evil force in the region, Hellgate Keep. Llorkh has a thriving temple to Cyric. It is presided over by Mythkar Leng (late of Bane) (LE hm P12).
Ruins of Zhentil Keep - tsr1120: Llorkh: Once a dwindling mining town of humans and dwarves, Llorkh was quietly conquered by the Zhentarim, who slew its previous lord. The Zhentarim planned to use Llorkh as a western base for their desert caravan route. A Zhentarim mage, Geildarr Ithym (LE hm M8), quickly installed himself as the new lord with the support of 400 "Lord's Men" (Zhentilar troops, LE hm F1-F4). Nearly all dwarves have since fled to Mithral Hall. The coming of the Zhentarim has been met with mixed feelings among the remaining populace. Some view the increase in gold and commerce to be a sign of prosperity for the town, while others see the unscrupulous elements of society increasing daily and feel less safe in their homes. In effect, both are true. Fearing the forces of nearby Hellgate Keep, Lord Geildarr is hurrying to strengthen Zhent might in Llorkh. Zhentilar troops are digging a large defensive trench around the city, and caravans arrive weekly from Darkhold to fortify this Zhentarim base. A temple to Cyric, called the Dark Sun, has also been constructed to help reinforce Zhent power. Its high priest is Mythkar Leng (LE hm C12 of Cyric). Despite its heavy activity in Llorkh, the Black Network has been confined to the area just around the town by the efforts of the Lords' Alliance.
Есть еще и другие упоминания, но незначительные.
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