The Arcane Brotherhood

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

The Arcane Brotherhood is an organization of wizards who rule the city of Luskan, periodically attempt to assassinate leaders in Mirabar and Waterdeep, and have very little influence anywhere else. They are led by Arklem Greeth.


Overview

Members
  • Arklem Greeth — Archmage Arcane
  • Overwizard Valindra Shadowmantle — Master of the North Tower
  • Overwizard Rimardo Domine — Master of the East Tower
  • Overwizard Arabeth Raurym — Master of the South Tower
  • Overwizard Blaskar Lauthlon — Master of the West Tower
  • Dendybar the Mottled
  • Eldeluc
  • Pureheartman — wandering abroad
  • Nyphithys — whether she has an official rank or not is irrelevant; her relationship with Arklem Greeth gives her absolute authority within the organization

Sources

Primary Sources
Passing Mention
Other Resources

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Red Wizards of Thay

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

An organization of wizards (who incidentally just happen to wear red robes and originate in Thay) of generally imperialist and sadistic bent, led by the Zulkirs. They are opposed by the Harpers, the Wychlaran, The Simbul and the Simbulmyn, and most other organizations and individuals.

The Zulkirs

More information can be found in the post specifically detailing the Zulkirs.

Notable Individuals

Sources

  • Lords of Darkness [11989] page 55
  • Villains’ Lorebook [9552] page 118

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Cult of the Dragon

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

The Cult of the Dragon is a complex organization devoted to the advancement of dracoliches.


Notable Individuals


Sources

Primary Sources
Passing Mention
Art
Other Resources

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Night Masks

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

The Night Masks is a guild, of sorts, for thieves and assassins and various other shady types. The organization is limited to Westgate, but wields a great deal of power within that city. They seek to absorb or destroy other local organizations including the Shore Patrol.


Organization

The Night Masks are organized into three distinct groups, with different types of hierarchies and titles, mainly to confuse infiltrators and spies.

  • The Deys of Night are low-level thieves and fighters who make up the bulk of the guild’s membership
  • The Sultans of Sunset are mid-level thieves, fighters, and wizards who lead Dey cells
  • The Midnight Maharajas are mid- and high-level thieves and clerics of Mask who plan guild activities
  • The Shadow Society is a sort of secret police, within the Night Masks; they spy on guild members as well as other residents of Westgate
Leaders

The Night Masks, including all the smaller subgroups, are led by a council of five called the Pentad. The members of the Pentad are not known to the general members, to minimize the risk of betrayal; like most other criminal organizations the leadership of the Night Masks is careful and paranoid.

  • Cedric Cormyr is the Night Masks’ head accountant, but to the public he is known as a low- or mid-level priest of Mask
  • Dhejja Vhammos is the lead strategist for the guild; the rest of the world knows her as the warden of the Watch Dock (harbormaster) and the twin sister of Lord Thontal Vhammos (the patriarch of that family and one of the rulers of the city)
  • Hildegard Bombaster is the Night Masks’ recruiting officer, but as far as everyone else knows she is the owner of the Gatereach Inn
  • Oswald Guldar is the external security officer for the guild, and the second-in-command of the city militia, as well as the bastard son of Lord Dathguld Guldar (another one of the city’s rulers)
  • Tayker Palehand is the Night Masks’ internal security officer, and he has no “day job” in the public eye
Members

Sources

Primary Sources
  • Lords of Darkness [11989] page 6
  • Dungeon #19: House of Cards, page 39
Passing Mention
Other Resources

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

City Watch of Waterdeep

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

The City Watch is the watch in Waterdeep.


Appearance

Ranks

Sources

Passing Mention
Other Resources

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Purple Dragons

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

The Purple Dragons are the standing army of Cormyr.


Ranks

Ranks include


Members


Sources

  • Power of Faerûn [95366] page 29; Thursk is mentioned on page 38
  • The placement of Roadcaptain and Trailcaptain are not certain; these ranks are given for NPCs in Waterdeep [FRE3/9249] pages 8 and 16 respectively
Primary Sources
Passing Mention
  • Cormyr [9410] pages 3, 12, 13, 17, 23, 24, 29, 31, 33, 37, 39, 41, 42, 43, 44, 46, 48, 49, 51, 58, 60, 61, 63
Maps
Other Resources

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

The Stalkers of the Silent Path

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

This organization is comprised of rangers who venerate Gwaeron Windstrom and Mielikki. They are most active in the northern lands, in and around Ardeep Forest, the Cold Wood, the Far Forest, the High Forest, Kryptgarden Forest, the Lurkwood, the Moonwood, Neverwinter Wood, and the Westwood, but they also range southward and technically may be found in any forest of the Realms.

Source

  • Powers and Pantheons page 28

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Harpers

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

The Harpers —at various times called Those Who Harp and the Harpers at Twilight— is an organization of somewhat anarchic intent, directly and violently opposed to the Zhentarim, the Red Wizards, and other individuals and groups which seek to oppress.


Overview

Senior Harpers

There may be additional hidden leaders, but the list of those who direct the Harpers includes Alustriel Silverhand, Belhuar Thantarth, Cylyria Dragonbreast, Dove Falconhand, Elminster, Khelben Arunsun, Laeral Silverhand, Obslin Minstrelwish, and Storm Silverhand.

Harpers

The Harpers are heroes, but some find themselves in the spotlight more than others. Of particular note are Arilyn Moonblade, Artus Cimber, Bran Skorlsun, Brenna Graycloak, Caledan Caldorien, Danilo Thann, Finder Wyvernspur, Galvin, Lander, Mari Al’maren, Mintiper Moonsilver, Myrmeen Lhal, Olive Ruskettle, Sheenra Duth, and Wynter.

Others are quieter in their pursuit of Harper ideals. A partial list follows.

Harper Contacts/Agents/Allies

Contacts are essentially information conduits, while agents might be more active in furthering Harper goals. Individuals of these categories may nor may not be aware that one or some of the people they speak with are Harpers. No two Harper relationships are the same.

Nleera Tarannath is one such contact in Waterdeep. She knows about, and eagerly supports, some Harper goals and actions in Waterdeep. She has posed for seven years (as of 1367 DR) as one of the ghosts at Tespergates, in order to pass information to Harpers and other contacts.

Allies are likewise too numerous to list in full, but some of the more prominent include Mourngrym Amcathra, Qilué Veladorn, Sarghun, The Simbul, Syluné, and Yanseldara.

Most non-evil rulers north of the Lake of Steam and west of the Earthfast Mountains can be assumed to owe the Harpers a favor or three… and most evil rulers within this area should offer a bounty on Harper heads.


Sources

Primary Sources
  • Code of the Harpers [FOR4]
  • Forgotten Realms [1031] (1e campaign setting) Cyclopedia of the Realms page 49
Passing Mention
Other Resources
  • Search for the Harpers on the FR Wiki

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Zhentarim


At a Glance

The Zhentarim —called naug-adar within Zhentil Keep and the Black Network or the Dark Network by the rest of Faerun— is an organization with tyrannical intent, loosely allied with the church of Bane. The inner circle resides in Zhentil Keep, but mid-level commanders control the Citadel of the Raven and Darkhold.


Overview

Puppet Governments

The organization has agents in every settlement of economic or political significance to the north and west of the Inner Sea. Some of these places they rule outright, through charm spells or disguised puppets; others they are content to control “as much as it matters.”

Leaders

The Zhentarim is directed, at various times, by Manshoon, Fzoul Chembryl, and Sememmon.

Members
Agents and Spies
Allies

Partly through its connection with the priesthood of Bane, the Zhentarim benefits from an alliance with certain beholderkin. There are also alliances with individuals.


Sources

Primary Sources
  • Champions of Ruin [17872] pages 92-94
  • Lords of Darkness [11989] pages 95-107
  • Villains’ Lorebook [9552] page 123
  • Ruins of Zhentil Keep [1120] map
  • Forgotten Realms Adventures [2106] pages 124-126
  • Forgotten Realms (1e campaign setting) — Cyclopedia of the Realms [1031a] page 92-93
Passing Mention
Art
Other Resources

This page, last modified on 5 November 2015, is intended for use with the Dungeons & Dragons role-playing game. Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This wiki is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.