How do dragons in the Forgotten Realms feel about The Cult of the Dragon?

There’s plenty of information around about The Cult of the Dragon in the D&D Forgotten Realms campaign setting. As the Realms Wiki summarises:

The Cult of the Dragon venerated dragons, evil dragons in particular, and specifically dead evil dragons.

However, I can’t find any sources to help me understand how the dragons might feel about this. Cultists come to them and offer them servitude and treasure in exchange for the dragon’s favour, which is fine. But most dragons are not stupid, and you’d imagine they’d be well aware of the cultist’s aims which is to turn them into Dracoliches.

Certainly, in older editions of D&D, the process of becoming a Dracolich involved ritual suicide, which isn’t something you’d have thought dragons would be particularly keen on.

So in general terms, how do dragons feel about encounters with the cult? Is it possible they might be hostile toward the cults’ entreaties? Or do these relationships tend more to develop into games of manipulation and counter-manipulation?

Is there an official Forgotten Realms map for D&D 5e?

Is there an official Forgotten Realms map out for D&D 5e yet? Any book or map I can purchase if it is not available online?

As of now, I have the Starter Set which comes with the just the Sword Coast region of Faerun around Neverwinter (The Craggs, Sword Mountains, etc). I would like to know how does it all fit in?

From what I have read up on this topic, from 3.5e to 4e, FR had lot of changes to the geography. And in 5e FR, some event happened (The Sundering) which kind of restored it to 3.5e FR but not fully?

Is this homebrew Far Realms domain balanced compared to the official domains?

I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Far Realms Domain balanced compared to the other cleric subclasses?

Far Realm Domain

You worship the creatures that dwell in the infinite abyss beyond the outer planes, that most creatures cannot even comprehend. Gods of the Far Realms include Cthulu and Tharizdun.

Domain Spells

Level
1st Arms of Hadar, Cause Fear
3rd Magic Mouth (R), Mind Whip
5th Clairvoyance, Hunger of Hadar
7th Black Tentacles, Summon Aberration
9th Antilife Shell, Contact other Plane

Bonus Proficiencies

You gain proficiency in Intelligence saving throws and Deep Speech.

Aberration Lesser Boon

You gain one of the following abilities of your choice:

  • As an action, you can turn your arms into tentacles, increasing your reach by 5 feet. For the purposes of grabbing objects, your reach increases by 20 feet, though you cannot attack or cast touch range spells in this range. You can transform them back into normal arms as an action.

  • As an action, you become slimy, slippery, and rubbery. This gives you advantage on checks to escape from grapples and restraints, and allows you to fit through spaces only 6 inches across. You can transform to solid, dry form as a bonus action.

  • You always know if your mind is being read. You can use your reaction to do 1d12 psychic damage per level you have to whoever is reading your mind, unless they succeed on an Intelligence saving throw.

Channel Divinity: Greater Arms of Hadar

At 2nd level, when you cast arms of hadar, you can use your channel divinity to increase the effect. When you do so, all creatures who failed their saving throw are stunned until the end of their next turn, in addition to the spell’s normal effects.

Channel Divinity: Gibbering Mouther

At 6th level, as an action when you are grappling a creature or being grappled, you can use your channel divinity to grow mouths across your entire skin. The other creature takes 4d4 piercing damage and stops grabbling you if you are the one being grappled. It becomes frightened for 1 minute. The creature can make a wisdom saving throw at the end of each of its turns to stop being frightened.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

True Form

At 17th level, when you are reduced to zero hitpoints, you can choose to briefly reveal the true form of an aberration. All creatures who can see you must make a dexterity saving throw to avert their eyes. On a failed save, they are frightened for one minute. At the end each of their turns, they can make a wisdom saving throw to stop being frightened. In addition, you regain 1 hitpoint. You can use this feature only once per long rest.

What is the status of the nation of Chondath in the Forgotten Realms of 5th Edition D&D?

The 4th Edition Forgotten Realms Campaign Guide indicates that Chondath was among the lands "most changed by the Spellplague" (p. 50), inasmuch as the entire nation was "obliterated" (p. 100) in the violent merging of Abeir with Toril. "[T]he strip of land formerly called Chondath" was either subsumed into the Abeiran realm of Akanûl (p. 86) — now littered with "[t]he shattered ruins of Chondathan cities" (p. 90) — or else became part of a frontier called the Vilhon Wilds (p. 193).

All of that happened in the late 14th century DR, with 4th Edition officially starting in 1479 DR (see FRCG p. 40).

Starting in the 1480s, the Second Sundering separated Abeir and Toril once more, and 5th Edition is set circa 1489 DR.

Popular opinion seems to hold (not without evidence, granted) that 5e was intended to roll back some of 4E’s more drastic lore changes, leaving the state of the world roughly compatible with pre-4E lore. However, even with Akanûl returned to Abeir, the ten-year stretch between 1479 and 1489 seems awfully short for Chondath to have been rebuilt from blasted ruins into the functioning nation it was before 4E.

Mysteriously, the Sword Coast Adventurer’s Guide mentions various other nations around the Sea of Fallen Stars, such as Aglarond, Chessenta, Impiltur, and Thesk, (see p. 11-13), yet there is no mention of Chondath.

Is there any available information on the state of Chondath as of 1489?

How do zendikar work in the Forgotten Realms [closed]

So I’m playing a zendikar race character (which while Zendikar is a Mtg setting it is also a race) and we can’t figure out what defines me from vampires, vampire spawns, & how zendikar society lore fits in with other societiy lore in The Realms. What is the difference between vampires/vampire spawn & zendikar and how do they fit in in the Forgotten Realms?

In the Forgotten Realms, are Druids fundamentally against necromancy?

In my group, we have an undead skeleton necromancer and a Druid. The Druid is very, very against necromancy and the undead because he is under the assumption of “that’s how Druids are role played because Druids worship life”.

I was under the impression that Druids didn’t worship life, but specifically nature. That and Druids are traditionally neutral. I would understand if the Necromancer was creating undead plant life, but is it mentioned somewhere that a Druid should be at least ambivalent to undead creatures if they are used for the common good?

This is in the Forgotten Realms setting.

What is the relationship between demons and aberrations in Forgotten Realms lore?

The relationship between devils and demons is well understood through the lore of the Blood War. Is there a similar relationship between demons and aberrations from the Far Realm? Is there a relationship in Forgotten Realms canon that would serve as a backdrop or scaffolding to support interaction between the two groups in a campaign (e.g Descent into Avernus)?

What Games Are Widespread in Forgotten Realms?

I know that Three-Dragon Ante is one of the widely popular table games across Faerûn, and here’s a nice answer with some info about the Talis deck. But I am having trouble finding what other ‘table’ games are widespread throughout Forgotten Realms. Are dice games generally plentiful, and what are they usually like? Is there perhaps a common fondness for pieces-on-a-board games like baduk or checkers? Sowing games like mancala? Maybe something with a blurrier line between luck and positioning, such as nard or diced chess?

Ideally, I’d be interested in being pointed to some sort of list/compilation with descriptions and other information of the various games (comparable to, e.g., the list of semi-magical substances on the same wiki). But failing that, a direct answer is also welcome.

While I’m particularly interested in games that are widespread throughout all layers of society and common in the northern parts of Faerûn, other games are of interest too.

Is there an absolute rest frame in Forgotten Realms or D&D cosmology?

Certain spells and effects are defined in the rest frame of a certain unspecified observer which makes me wonder if it is the rest frame of the spellcaster or it is an absolute cosmological rest frame (like the hypothetical aether of our world). For example, is Leomund’s Tiny Hut stationary with respect to the spellcaster’s inertial frame of reference at the time of the casting of the spell or is it stationary with respect to an absolute frame? Another example would be the ambiguity in Glyph of Warding which specifies measurements from the position at which the spell is cast in order to determine the effective duration of the spell. Is that position relative or absolute?

If there is an absolute rest frame, do planets move with respect to this frame or are they stationary?

What high-end fantasy fabrics and textiles exist in the Forgotten Realms?

Dungeons and Dragons has defined many fantastic and interesting metals (mythril, adamantine…) and leathers (dragon scales, Leather golem armour…). The lore also likes to call out food and drink as local specialty trade goods (Knucklehead Trout in Icewind Dale, or Crumblecake in Red Larch). It seems, however, that there are very few signature fabrics, like fancy silks or wools. I am not specifically looking for magical items or special effects, or any real game effect at all really.

What high end, fantastical materials for clothing exist in the lore of the Forgotten Realms?

I am currently running a game for a player who plays a weaver, and is looking for an interesting material to weave into a scarf for purely RP reasons. I can easily handwave Giant Spider Silk or Unicorn Hair, but I would be very interested to know about actual in-lore materials. The party is currently near Yartar, which has a bustling fashion and textile industry, so I can handwave that VERY exotic materials are imported at high cost, or sold on the black market.