Organizations
General
Faerûnian
- Mercenary Companies
- Psionic Organizations
- Underdark Organizations
- Minor Valorous Organizations
- Organizations of Waterdeep
- Organizations of the East
- Demon-led Organizations
- Cult of the Dragon
- Druids of the Tall Trees
- The Emerald Enclave
- Fangshields
- Fellowship of the Purple Staff
- Fire Knives
- Guardian of the Weave
- Hand of Vengeance
- Marshals and Heralds in the Realms
- Harpers
- Knights of the Flying Hunt
- Knights of Imphras II
- Knights of the North
- The Lords' Alliance
- Malaugryms
- Order of the Grand Snakemaster
- People of the Black Blood
- Red Wizards of Thay
- The Seven Sisters
- Shades
- The Soft Claws
- Trade Consortiums of the Heartlands
- The Xanathar's Guild
- The Zhentarim
Epic In Use
Including an epic organization is easy in some ways, but it still requires more decisions about the campaign world than a less powerful organization does. Because of their extreme power, DMs should have a ready reason why each epic organization's goals haven't already been achieved. Usually, of course, this means establishing rival organizations or individuals. Such a rivalry explains why one group doesn't rule at least a large portion of the campaign world, and it provides the players with potential allies powerful enough to offer at least temporary protection should they run afoul of one of the organizations involved in the conflict.