- 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
- Fellowship of the Purple Staff
- Fire Knives
- Guardian of the Weave
- Hand of Vengeance
- Marshals and Heralds in the Realms
- Knights of the Flying Hunt
- Knights of Imphras II
- Knights of the North
- The Lords' Alliance
- Order of the Grand Snakemaster
- People of the Black Blood
- Red Wizards of Thay
- The Seven Sisters
- The Soft Claws
- The Xanathar's Guild
- The Zhentarim
Organizations of Faerûn
Originally a band of assassins based in Cormyr, the Fire Knives were driven from that land in 1341 DR after their ties to the assassination of a local lord were revealed. The current group Consists mostly of exiled nobles of Cormyr's house Bleth and Cormaeril, who rebuilt the organization after adventurers broke its power in 1357 DR. Now they scheme to assassinate those Cormyrians who oppose their return, reserving their special hatred for House Obarskyr.
The Fire Knives are based in Westgate, existing there with the permission of the Night Masks (the assassins' guild that runs the city). The guild's new headquarters is under Castle Cormaeril in Westgate. Bitter about their exile, the former nobles of the Fire Knives have a strict hierarchy under the Grandfather of Assassins. Lord Tagreth Cormaeril (LE male human Ftr3/Rog7/Asn7) tolerates no dissent among the ranks of his followers. Agents of the guild exist in all of the major cities in Cormyr and many of the smaller towns, with a few scattered among Sembia, the Dales, and Chessenta. Since Cormyr is unaware of the rebirth of the guild and has its own problems, the Fire Knives have been able to act unopposed, placing assassins close to targets who only await a command from the Grandfather.
Because most of the Fire Knives were born to the nobility, they are schooled in diplomacy, subtle language, and high society. Most of have acquired some skill at disguise. Forced to flee Cormyr with what they could carry, many have heirloom magic items and jewelry, some of which they were forced to pawn in the months before the guild was formed. Fire Knives tend to use giant wasp poison on their weapons when performing an assassination, but don't shy from poisoning their target's food and drink when possible.
Recently Lord Tagreth has been urging his followers to dissociate themselves from the Night Masks, sensing trouble on the horizon as the vampire leader of the Masks exerts his influence more force fully upon the Knives. Tagreth has purchased a large mansion and a scroll with teleportation circle, which he plans to use to evacuate his followers should the Masks turn against them.
The Fire Knives are dangerous due to their ability to blend in with elite society and their fixation on the destruction of Cormyr's house Obarskyr. They are willing to accept other assassinations at very low rates just for the opportunity to hone their skills. This eagerness makes them popular with those who would otherwise be unable to afford such services.
Typical Fire Knife: Human Rog4/Ftr1/Asn2; CR 7; Medium-size humanoid (human); HD 4d6 plus 1d10 plus 2d6; hp 29; Init +9; Spd 30 ft; AC 20 (touch 13, flat-footed 12); Atk +8 melee (1d8+2/19-20, +1 longsword) or +9 ranged (1d8+2/19-20, masterwork light crossbow); SA Sneak attack +3d6, poison use, death attack (DC 14); SQ evasion, uncanny dodge (Dex bonus to AC), +1 save vs. poison; AL NE; SV Fort +3, Ref +10, Will +0; Str 12, Dex 16, Con 10, Int 14, Wis 8, Cha 13.
Skills and Feats: Balance +7, Bluff +10, Climb +1, Diplomacy +8, Disguise +10, Hide +22, Innuendo +10, Intimidate +10, Listen +6 ,Move Silently +12, Pick Pocket +9, Spot +6, Tumble +8; Dodge, Improved Initiative, Mobility, Thug, Weapon Focus (longsword).
Assassin Spells per Day: 1. Base DC = 12 + spell level.
Possessions: +1 chain shirt, +1 buckler, +1 longsword, cloak of elvenkind, masterwork light crossbow, 20 bolts, 6 doses greenblood oil (DC 14, initial damage 1 Con, secondary 1d2 Con).