Built on the crushed dreams and broken bodies of citizens
deeply indebted to the consortium's banks and loan sharks,
Zinrova exists for the single purpose of funnelling wealth to
the top. As Orbis' principal bank, it stores and secures the
riches of the city, collecting interest at high rates to expand its
own wealth. Other legitimate operations include contractual
services and offering protection services.
Beneath the facade legitimate banking operations, Zinrova
is an organized criminal organisation with its fingers in
businesses spanning across the multiverse. Spying, theft,
assassinations and other mercenary-like operations are what
is featured as the consortium's lesser-known back-end
operations. Currently, the Zinrova has started offering
protection services as well, promising to shield "customers"
from both physical harm and fiscal disaster. These operations
amount to racketeering, bringing with them the underlying
threat that those who refuse to pay for protection become
targets of the Zinrova's thugs or blackmail.
Although many people know of the extortionist ways, many
still approach them due to their trust worthy methods. Every
consequence is laid out clearly in the contract, and every
contract is swiftly fulfilled on the consortium's part.
Inside the Consortium
Members of the Zinrova are roughly divided into two main
variants - Lux and Umbra. Zinrova Lux agents make up the
shining front-end of the faction while Umbra operatives
engage in secretive back-end operations. The consortium is
managed by the duo of Remiel the archangel and Elyon the
archdemon. Remiel manages the legal front-end operations
while Elyon runs the criminal back-end operations from the
shadows.
Goals of the Zinrova
The Zinrova Consortium is dedicated to the quest for power.
It sees the value in an organized, structured, law-abiding
community, because it is adept at exploiting laws and
structures for its own gain. It sees itself, in a perfect world, as
the arbiter and enforcer of a social order that keeps everyone
in their place and the Zinrova in the highest place.
Increasing tensions in the planes have led to
an atmosphere of instability, and to counter this, the Zinrova
Consortium promises the trappings of a stable, ordered life
amid the chaos-for a price. The Zinrova believe that
adherence to hierarchy is the key to success, and they find
great comfort in the rigid structure of their faction.
The Seraphic are the greatest threat to Zinrova's
operations. In times past, the Zinrova danced along the edges
of the law and presented an appearance of legality, but the
combination of an ever-expanding legal code and the faction's
move into racketeering and other explicitly illegal activities
has made it vulnerable to Seraphic enforcement.
To make matters worse, the Seraphic Dominion's
increasing use of precognitive magic is proving difficult for
the Zinrova to work around. So far, the consortium's most
effective tactic has been to increase the layers of separation
between the criminal back-end operations and the "legal"
front-end operations of the faction, ensuring that no matter
how many spies, assassins and thugs are apprehended to fill
the Seraphic prisons, the faction's money-making capabilities
remains intact, allowing them to swiftly replenish their lost
ranks.
Zinrova Characters
Joining the Zinrova Consortium
At the beginning of your association with the Zinrova, you are
regarded as a borrower. Whether you are the wealthy scion of
an oligarch family or a penniless citizen deep in debt to the
faction, your status is functionally equivalent: you owe
everything you have, even your life, to the Zinrova. Your only
hope of improving your status is through your service to the
faction. Choose one of three parallel tracks of advancement,
depending on your capabilities: lawyer, enforcer, or shadow.
Common Classes seen in the Faction
Class |
Subclass |
Barbarian |
NIL |
Bard |
College of Whispers |
Cleric |
Trickery |
Druid |
NIL |
Fighter |
Battle Master |
Monk |
Way of the Shadow |
Paladin |
Oath of Conquest |
Ranger |
Shadow (NEW) |
Rogue |
Arcane Trickster, Assasin, Inquisitive, Mastermind, Thief, Deadeye (new) |
Sorcerer |
Shadow Origin |
Warlock |
NIL |
Wizard |
Abjuration, Divination, Enchantment, Illusion |
Enforcer (NEW) |
Breaker Style, Lionhart Style, Revolver Style |
Zinrova Faction Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Zinrova Faction Spells table are
added to the spell list of your spellcasting class. (If you
are a multiclass character with multiple spell lists, these
spells are added to all of them.)
Rank and Renown
As a character allied with one of the factions goes on adventures, he or she earns renown for accomplishing tasks that align with the faction’s goals. This is expressed in the awarding of renown points at the end of an episode or adventure. Completion usually earns 0 renown (no interest to the faction), 1 renown (some interest to the faction), or 2 renown (great interest to the faction).As characters earn renown, they progress in the ranks of their factions, granting them greater authority and additional benefits. The Faction Advancement table below is a summary of requirements.
Faction Advancement
Rank |
Renown |
Other Requirements |
1 |
0 |
— |
2 |
3 |
— |
3 |
10 |
5th level, 1 secret mission |
4 |
25 |
11th level, 3 secret missions |
5 |
50 |
14th level, 10 secret missions |
Rank 1: Intern
This is the rank a character receives when first joining a
faction. It is available at character creation or any time the
character wishes to join.
Participate in Faction Activities. You can participate in
any activities that are considered faction-specific for your
faction.
Earn Renown. You can earn renown points in your faction
and advance in rank.
Rank 2: Agent
Rank 2 characters have shown that they’re aligned with the
faction’s goals, and are able to take on more responsibility. As
an agent, you have authority over interns. You also have
access to sufficient funds to maintain a comfortable lifestyle
between adventures.
Secret Missions. During certain adventures, you might be
given the opportunity to undergo a secret mission on behalf
of your faction.
Specialisation. You can now choose a faction
specialisation of lawyer, enforcer or operative.
Receive Your Faction’s Insignia. You now receive a
faction insignia from your superior. Details are mentioned in
the "Player Information" document, under the faction's magic
items.
As a lawyer, you copy documents, research legal precedent,
depose witnesses, and otherwise assist more senior faction
members.
As an enforcer, you flex your muscle to collect minor debts
that are of little importance to the faction as a whole.
As an operative, you acquire a spies' murmur-a magic
device that allows you to communicate telepathically with
other operatives who wear similar items. If this item is lost or
destroyed, it's up to you to secure a replacement.
Rank 3: Associate
Rank 3 characters are reliable faction members, entrusted
with many secrets and deserving of additional support during
adventures. In addition, you have the authority to demand
service from borrowers, including indentured spirits. But
that's an authority you must use sparingly, since their service
counts as credit to their debt, and it's in the faction's interest
to keep borrowers in debt.
Procure Illicit Goods. You can utilise the consortium's
vast criminal network to procure restricted goods. The items
you choose will have an appropriate number of downtime
days attached to it and may feature additional costs or
restrictions.
High Ranking Member. Gain access to a cache with
armour and weapons worth 500gp.
Rank 4: Manager
Rank 4 characters are trusted voices within the faction’s
leadership. They are looked upon as champions of the
faction’s beliefs, and as mentors by those of lower rank.
Between adventures, you can now maintain a wealthy
lifestyle.
Company Hierarchy. You now manage 1d2 associates
under your control. You have a staff of 2d4 agents and 4d8
interns under you that you command through your
associates. You can order them only to carry out tasks that
contribute to the work your director assigns to you.
You send these NPCs on missions, and they succeed or fail
based on the difficulty of the mission and a d100 roll. For
example, a mission may be to steal an object; it takes a tenday
and has a 61 percent chance of success. After a ten-day, you
roll a d100 and if the result is 61 or below, you gain the
rewards of the mission. This can be items, coins, experience,
or something much greater.
Rank 5: Director
No longer are you constrained by regional issues, rather you
are dealing with the main branch of the faction. Between
adventures, you can maintain an aristocratic lifestyle.
Headquarters. You can visit it at your leisure, but cannot
bring unapproved guests. The entire base has a single, driven
purpose which you are now a part of. Chances are, there are
curiosities available here that are not available elsewhere in
the realms. Also, you can attend, but not influence, political
debates of the faction at large.
Access. Where ever you go within the faction’s holdings,
you are greeted with the respect afforded to your status. You
earned this access, with hard work, and, probably, blood. You
are also granted the ability to use your power to shift
supplies, acquire resources, deal in favours, and all other types
of backroom deal-making.
Improved Company Hierarchy. You have a staff of 1d2
managers, with their interns, agents and associates as
described for rank 4. You also gain the occasional privilege of
speaking with the leaders of the consortium.
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