Faerûn’s organizations in 1372 DR are diverse, ranging from noble militias and arcane cabals to secretive societies and mercantile guilds, each pursuing its own agenda in a world of magic, conflict, and intrigue. The Purple Dragons and War Wizards of Cormyr are elite forces loyal to the Obarskyr crown, defending the kingdom with martial and magical might, often clashing with rivals like the Zhentarim, a ruthless network of mercenaries and mages based in Zhentil Keep, who seek to control trade and power across the Moonsea through espionage and conquest (Lords of Darkness). The Red Wizards of Thay, a magocracy ruling Thay, dominate eastern Faerûn with their arcane supremacy, using slavery and necromancy to expand their influence, frequently opposed by the Witches of Rashemen, a mystical sisterhood who protect their land with nature magic (Unapproachable East). The Harpers, a semi-secret group of bards and agents, work to maintain balance and freedom, thwarting tyrants like the Zhentarim and Red Wizards with espionage and sabotage (The Code of the Harpers). Mercantile powers like the Iron Throne in Sembia manipulate trade routes for profit, often funding mercenary bands, while the Lords’ Alliance, a coalition of city-states including Waterdeep and Baldur’s Gate, unites to protect mutual interests against threats like orc hordes or Luskan pirates (Forgotten Realms Campaign Setting). Religious orders, such as the Knights of the Eternal Order serving Kelemvor, hunt undead, and arcane societies like the Eldreth Veluuthra, an elven supremacist group, plot against humans in forests like the High Forest (Races of Faerûn). These organizations, whether noble, sinister, or pragmatic, drive Faerûn’s conflicts and alliances, their actions rippling across the continent