Paladin Orders


Paladin Orders

Characters may not multiclass with Paladin and any other class unless the character specifically belongs to one of the Paladin orders below that allows that particular multiclass. Paladins who choose to break the multi-classing rules and take levels in a class not associated with an order are not allowed, even if they pledge to never take Paladin levels again. Fallen Paladins may be the only exceptions, but this is generally reviewed on a case to case basis.

Characters must have at least 2 Paladin levels for every 1 level of another class (total combined levels) at any given time. This applies to both PrCs and base classes.

Deitie(s)Name of OrderMulticlass Options⅛ paladin level as a skill bonus1/day Spell
Arvoreen, GaerdalArvoreen's Marchers (Halflings, Gnomes)Cleric, Fighter, Rogue, WardenSpotFind Traps
AzuthSwords of the High One(after level 4 Paladin) WizardConcentrationLesser Spell Breach
Baravar CloakshadowKnights of the Shadowy Cloak (Gnomes Only)Cleric, Fighter, Wizard (Illusion), Rogue, ScoutSpotUltravision
Berronar TruesilverKnights of the Valkyrie (Female Dwarf Only)Cleric, Fighter, Divine ChampionSense MotiveCharge (TDN Fighter Ability)
ChaunteaField GuardiansCleric, Divine Champion, ShamanKnowledge: NatureEntangle
Clangeddin, SelûneKnights of the Crescent Moon (Dwarves Included)Cleric, RangerSpotRemove Curse
Garl, FlandalCustodians of the Undergarden (Gnomes Only)Artificer, Ranger, Rogue, Wizard (Illusion)Disable TrapImproved Invisibility
HelmChampions VigilantCleric, Divine Champion, WardenDiscipline"Order's Wrath"
HelmVigilant Eyes of the GodCleric, Fighter, Divine ChampionSpotClairaudience/Clairvoyance
HoarOrder of VengeanceRogue, Scout, SwashbucklerIntimidateOath of Wrath
IlmaterCompanions of the Noble HeartFighter, Divine ChampionDisciplineAura of Glory
IlmaterOrder of the Golden CupCleric, Divine ChampionHealLesser Restoration
JergalOrder of the White GloveCleric, ScoutKnowledge: ReligionNegative Energy Protection
KelemvorKnights of the Eternal OrderCleric, RangerKnowledge: ReligionUndeath to Death
LathanderOrder of the AsterCleric, Divine Champion, WardenDiplomacySearing Light
Mielikki, EldathOrder of the Forest HeartRanger, ScoutDiplomacyCharm Animal
MililHarmonious OrderFighterTauntFreedom of Movement
MoradinHammers of Moradin (Dwarf Only)Artificer, Cleric, Divine Champion, Fighter, WardenSearchHammer of the Gods
MystraKnights of the Mystic FireWizardKnowledge: ArcaneLesser Dispel
Red KnightChapter of the Nine PeersDivine Champion, Fighter, WardenDiplomacyWar Cry
Red KnightOrder of the Red FalconDivine Champion, Fighter, WardenDiplomacyWar Cry
SiamorpheChampions of the Divine RightFighter, RangerKnowledge: WorldEagle's Splendor
SuneOrder of the Ruby RoseDivine ChampionDiplomacyEagle's Splendor
TormLoyal Order of the InnocentsFighterHealLesser Mind Blank
TormOrder of the Golden LionAny Class (Max 1); Not Sorcerer, Shadowdancer, Favoured Soul, Warlock, Dread Necromancer, Blighter, Palestone Knight or ArtificerIntimidateShield of Faith
Torm, Tyr, IlmaterKnights KuldarDivine Champion, Fighter, WardenDisciplineHammer of the Gods
TyrKnights of Holy JudgementCleric, Divine ChampionDiplomacy"Order's Wrath"
TyrKnights of the Merciful SwordFighter, Divine ChampionSense MotiveHold Person (Evil Only)
YondallaWayward Wardens (Halflings Only)Cleric, Ranger, ScoutTumbleShield of Faith

  • Lathander's Renewal: Once/day, the Paladin stabilizes automatically when dying, healing 1d10 of their HP. Note: This is a passive ability.
  • Templar's Perseverance: Smite Evil cooldown is reduced by 15 seconds.
  • Heroic Shield: Cooldown added (3 minutes).
  • Oath of Wrath: Duration modified: 3 Rounds.
  • Sap: Cooldown added (3 minutes), stun reduced to 3 seconds if target is a PC, 6 seconds if target is an NPC.

Order Details
Arvoreen's Marchers
Avoreen (Halflings), Gaerdal Ironhand (Gnomes)
This Tethyrian military order started in response to the Tethyrian Interregnum and has a history of battling anarchy, keeping order, and fighting monsters. Consisting mainly of halfling paladins of Arvoreen (and a few like-minded gnomes), the Marchers are highly respected by local humans and halflings alike. Both faiths take a more stern approach to duties than most others of their respective races and many community members may not appreciate them until the fighting starts. Their chapterhouse, near Barrowsmorn in the Purple Hills called Keeperstone, houses almost one hundred members, including their leader and founder Estemal Talltankard (LG male lightfoot halfling paladin/fighter of Arvoreen), whose efforts helped keep order in parts of Tethyr during its civil war. Paladins of this order can multiclass freely as clerics, fighters, rogues, and wardens.
Narrative Considerations: This is a local order based out of Western Tethyr and it would be unlikely members of this order would be spread much beyond Tethyr. If your character is from outside Tethyr, they did not join this order before they arrived here.

Swords of the High One
Rather than gaining levels as paladins throughout their career, the rare paladins of the High One are more likely to spend some time progressing as a paladin and then learn wizardry full time. They believe themselves to be the protectors of the Weave and therefore go to great lengths to defend the Weave against any who would wish to abuse, corrupt, or destroy what the Knights believed to be a gift to be used equally by all. They are a far-reaching but only moderately powerful group and employ small-scale operations against evil, magic-defiling consortiums such as the Zhentarim, Twisted Rune, Red Wizards of Thay, or Sharrans. Paladins of this order can multiclass (after level 4 of Paladin) as wizards.
Narrative Considerations: This is an uncommon order, however, it is Faerûn-wide and members could come from and travel to nearly anywhere. The order is centered in Cormyr but would find support across Faerûn in most Mystran and Azuthan temples.

Knights of the Shadowy Cloak
Baravar Cloakshadow (Gnomes)
This paladin order of the gnome god Baravar Cloakshadow keeps a low profile in gnome communities. Its members seek to eliminate goblinoids, kobolds, and other evil humanoids, for they believe these creatures cannot be redeemed. They work secretly so as not to attract attention or bring about retaliation against local gnome settlements. They rarely spend much time together, preferring to join mixed-race adventuring parties to use the strength of the “big folk” against their common enemies. Paladins of this order can multiclass freely as clerics, fighters, illusionist wizards, rogues, and scouts.
Narrative Considerations: This quiet order of knightly gnomes will at times wander far and wide from gnome settlements and they're considered Faerûn-wide. One of the nearest, named, canon Gnome settlements that could provide a suitable origin is Elbencort, east of Riatavin.

Knights of the Valkyrie
Berronar Truesilver (Female Dwarves)
The members of this order of female dwarf paladins worship Berronar Truesilver. Their role is to make sure that dwarf soldiers (most of which are male) make it home from war. Well studied in tactics, they prefer to find a high vantage point in battles, observing the action until they see a group of allies in particular danger, at which point they charge in to help. Most favor training involving mobility in battle. Members of this order hold the sanctity of oath in very high regard and are known to punish oathbreakers. Paladins of this order can multiclass freely as clerics of Berronar, fighters, and divine champions.
Narrative Considerations: This order is Faerûn-wide in places of dwarven populations. There are few dwarves in the Lands of Intrigue and less dwarven origins. Clan Ghalmrin under the eastern Starspire Mountains is really the only notable clan. Dwarves coming from elsewhere would be ideal, however, there should be a reason for a member of this order to want to come to a location with few dwarves to protect.

Field Guardians
The paladins of this order are rare and thinly spread across Faerûn. These compassionate, yet courageous knights wander far and wide helping common folk and other faithful through rural areas. They help protect fields of crops; reclaim monster-infested farmland; serve as intermediaries between farmers and nearby nature denizens who are fearful of encroachment; and lecture, report, or even expect penance from, in severe cases, those who cross the line of balance with nature. Paladins of this order can multiclass freely as clerics, divine champions, and shamans.
Narrative Considerations: 1) Forcing penance would be illegal in Tethyr so it would only be strongly suggested if the farmer wishes to continue receiving the blessing of Chauntea. Silvanus followers would not likely be so gracious however should they learn of it. Chauntea's doctrine can be subjectively interpreted so there may be a variance in how it's applied; characters need not always agree. 2) Her significance to Tethyr is long-held and precious - since the importance of land-holding and agriculture stems back to the country's founding 15 centuries ago. Cultivated land (including as small as planter boxes in the city) is a symbol of status as much as wealth is to Amn. As such, Tethyr would provide a very suitable origin for a knight of this order.

Knights of the Crescent Moon
Clangeddin Silverbeard (Dwarves), Selûne
With Tethyr now reunited, Queen-Monarch Zaranda faces the challenge of reducing lycanthrope and Malarite attacks. She has approached this difficulty through connections made during the Tuigan War with soldiers of Impiltur, specifically, those who mentioned an unusual and curious paladin order they'd heard about. This Order of the Crescent Moon is over one hundred years old but is relatively unknown outside Impiltur (where it was founded) and Tethyr (where it has very recently arrived). It is remarkable because its members are mountain-dwelling dwarves who worship Clangeddin Silverbeard and surface-dwelling humans who revere Selûne. This unusual collaboration is the result of a series of lycanthrope attacks on a human trading village in Impiltur and a nearby dwarf settlement. The humans and dwarves decided to join forces to eliminate the shapeshifter threat, and they found that the combination of Selûnite magic and dwarf battle prowess was very effective. The organization is a loose one, mainly passed down through families (now in its fourth human generation, while a few of the original dwarf founders survive), and only becomes relevant when one family is in danger and asks for help from their old allies. Zaranda, through favors and promises unknown to others, has convinced a small number of members of these families to move to Tethyr and build a new branch of the order. Its symbol is an upright hammer (part of Clangeddin’s holy symbol) surrounded by seven stars (part of Selûne’s symbol), which appears on armor and shields carried by dwarf and human descendants of the founders. Paladins of this order can multiclass freely as clerics and rangers.
Narrative Considerations: This order is only found in Impiltur and Tethyr. If a character is coming from Impiltur they would have to be a member of one of these families to arrive as a paladin. If a character isn't taking this route, they'd have to join the order within Tethyr where the skills and tools are being taught to all who seek to join the order - there are no family ties required within the Tethyr branch. The Selûnites are taught in the largest regional temple to Selûne, Moonmaiden's Hall, in Murann while the Clangeddites are taught within Clan Ghalmrin in Morndivver under the far-eastern Starspire Mountains.

Custodians of the Undergarden
Garl Glittergold (Gnomes), Flandal Steelskin (Gnomes)
This order of light-hearted tricksters is as ordered as they are mischievous. The order is comprised of rogues, rangers, and illusionists who may wander far and wide from their communities in their searches, often joining other adventuring parties who will appreciate their methods. They delight in the “retrieval” of things that should not be in the hands of various malevolent races or beings, such as precious metals, gemstones, crafting materials, tools, weapons, and evil magic (especially illusions). Going about these recoveries is as much about the process as it is the act itself. Traps, tricks, and misdirection are all part of the game in luring the undeserving away from these goods, and if direct physical conflict can be avoided that makes it even sweeter - though physically capable gnomes may not object to more direct means of conflict, even if they do still enjoy the amusement of deception. Items and materials collected might be donated to local gnomes or sold to recover lost supplies used to adventure. Paladins of this order can multiclass freely as artificers, rangers, rogues, and wizard-illusionists.
Narrative Considerations: This is a Faerûn-wide order and members may be found in nearly any region.

Champions Vigilant
This group is currently among the most prestigious of Tethyr's knightly orders, second only to the Order of the Silver Chalice. This popular order of Helm-worshipers has a centuries-long history of dedicated service in defending Tethyr. Their members' vows to protect the innocents of Tethyr made them heroes when they began in the Year of the Long Shadows (1164 DR) during the reign of King Coram III. During the Interregnum, those same vows saw them at odds with many an opportunistic baron or bandit gang. Still, they kept their forces relatively secure throughout the two decades of unrest, and their protected followers are so grateful that any outsiders in eastern Tethyr or on the Almraiven Peninsula who speak ill of Helm (due to the Time of Troubles) may find themselves at the bad end of a brawl. This serious group of militant clergy is over 2,000 strong, its ranks filled with clerics, paladins, and fighters piously dedicated to Helm. The leader of the entire order is High Watcher Toram Gyvvalstorm, and he runs the order from its oldest holding at the fortified abbey of Chevangard in Survale Ford. The other two fortified bases for these warrior-priests are found at Velen and Saradush. Paladins of this order can multiclass freely as clerics, divine champions of Helm, and wardens.
Narrative Considerations: This order is considered a regional order and typical membership wouldn't extend much outside Tethyr. This order is a founding member of the TDN faction, Starspire Accord.


Vigilant Eyes of the God
These heroic, yet cautious and modest paladins of Helm proactively look for evil that threatens innocents and place themselves between the two. Although the order is relatively young, its numbers are steadily rising as the church encourages certain members of the Companions of the One True Vision (the Helmite knightly order responsible for many native slaughters in Maztica, and thus unpopular in Faerûn even years later) to join the Vigilant Eyes. Many guilt-ridden Companions see service in the Vigilant Eyes as a way to atone for the needless deaths they caused in Maztica, and the Vigilant Eyes is developing a reputation for selflessness and humility because of the penance of some of its members. Paladins of this order can multiclass freely as clerics, fighters, and divine champions.
Narrative Considerations: This is a Faerûn-wide order and members may come from across the continent. Characters choosing to be a Companion who is now a Vigilant Eye is best to have Amn or Murann as their origin due to Helmsport/Ulatos where they were stationed being the capital of New Amn. Also, consider that the incident with the Companions occurred after The Longest Year, and travel across the ocean since then is dangerous and very uncommon.

Order of Vengeance
Most of the Doombringers followers are individualists, traveling the roads in their quest for poetic justice. Paladins of the Order of Vengeance are committed to seeking out and punishing those who have perpetrated grave sins - from tyrannical rulers and corrupt nobles to savage monster tribes and wicked undead. While the order is not large, many have found their way into the Lands of Intrigue over the past two decades initially sparked by Tethyr’s Interregnum and then involving themselves in nefarious affairs of Amn and Calimshan. Paladins of this order may multiclass freely as rogues, scouts, and swashbucklers.
Narrative Considerations: This Faerûn-wide order has a wide variety of personalities involved in all aspects of life, from cunning socialites looking to bring down tyrants from the inside to social outcast individualists hunting villains in the wilderness.

Companions of the Noble Heart
One of two Ilmataran paladin orders, these aggressive heroes are tasked with eliminating the cruel and those who are known to enjoy the torture and suffering of others. The church of Loviatar is their greatest enemy, and they take great joy in tearing her temples down to the foundation once the evil followers within are dead. They are friendly with their peaceful counterparts, the Order of the Golden Cup. Paladins of this order can multiclass freely as fighters and divine champions.
Narrative Considerations: This Faerûn-wide order has members spread far and wide focused on places where evil is prevalent. They'd have been active through Tethyr during the Interregnum and would likely remain active due to the Black Spires of the Maiden temple, the largest and most energetic Loviatan temple in Faerûn, being located in the Small Teeth; as well as Amn's openness to evil faiths.

Order of the Golden Cup
This Ilmataran order is dedicated to healing and protecting the sick, innocent, and weak. Its members are the peaceful counterparts to the Companions of the Noble Heart, soothing the hurts of the world rather than seeking out evil to destroy. They are not opposed to such actions, but see their role as something different, though they are not pacifists and never hesitate to fight evil when confronted with it. Paladins of this order can multiclass freely as clerics and divine champions.
Narrative Considerations: Members of this Faerûn-wide order may be found in any manner of environment, from serving out of huge temples in major cities to rural monasteries. Their duties and actions are relatively unrestricted.

Order of the White Glove
In the time since Jergal stepped into near obscurity, his faithful have all but vanished. Even less common than his clergy are his members of the White Glove Order. These knights scour anywhere from the deep wilderness, to dark tombs, to town cemeteries for restless undead spirits intending to learn the reasons for them persisting beyond death and helping them overcome that which binds them into their incorporeal forms. The order takes on this task with the idea that our existence is but a process of seeking our eternal resting place. Lingering spirits have had that process interrupted and the order seeks to bring order to that chaos. Knights may also seek out beings who cause this restlessness or even hunt evil spirits who create disorder in the process of death or kill too liberally. Paladins of this order may multiclass freely as clerics and scouts.
Narrative Considerations: This order is extremely uncommon but widespread across Faerûn. Members are generally found in regions known to have hauntings of undead, or overtly malicious and evil spirits.

Knights of the Eternal Order
The church of Kelemvor recently created this order to seek out and destroy powerful undead that tax the powers of the normal branches of the church. Its stronghold, a small fortified keep outside Iriaebor, can house all of its fifty members of the order plus support staff, though at any time approximately half of the members are away from home, in search of undead to slay. Paladins of this order can multiclass freely as clerics and rangers.
Narrative Considerations: Kelemvor has only been a deity since 1368DR so this order is very new. This small order is based just north of Amn and would generally be contained to western Faerûn. Outside of those restrictions, the order is rather open to how, where, and why its paladins hunt undead.

Order of the Aster
The paladins of this widespread and popular order are among the best-loved heroes of Faerûn. They're loosely organized along with other holy warriors devoted to Lathander and allied with devotees of the Moonmaiden and other like-minded deities. While this order is based out of Waterdeep, each member of the Order of the Aster is assigned to a company of the Morninglord’s church army. Each company is housed in one of a dozen or so church-sponsored abbeys scattered across western and central Faerûn. Companies are dispatched by the commanding abbot to battle enemies of the faith, usually in response to an entreaty from a high-ranking cleric of the Morninglord. Between tours of service, members of the order are frequently given leave to pursue their own goals. Most spend their time defending individual temples of the Morninglord, but some serve the faith by becoming adventurers. Within their own church, the paladins are frequently more conservative and concerned with the way things should be done than the clerics, who are often neutral rather than lawful. The order is dedicated to the destruction of evil undead (especially vampires); thwarting the plans of evil faiths such as Bane, Loviatar, and Talos; and defense of the clergy. Paladins of this order may multiclass freely as clerics, divine champions, and wardens.
Narrative Considerations: There are very few restrictions among members of this order. The overall order is based out of Waterdeep and led by High Dawnknight Tlinthar Regheriad (LG male Illuskan paladin 16), though a company of this order may be found in Tethyr based out of the recently rebuilt House of the Dawn Lord in Zazesspur, overseen by Dawnknight Alaura Cartier (LG female Tethyrian paladin 14) and in Amn based out of Esmeltaran overseen by Dawnknight Galistor Crytrapper (NG male Tethyrian fighter 5/cleric 5/morninglord of Lathander 6).

Order of the Forest Heart
Mielikki, Eldath
Knights of this order are rare and widespread and are generally found traveling as intermediaries between faithful within civilizations and those in deep forests. Despite following compassionate deities of protection, these members are not opposed to violence in the face of aggression and will actively seek out peaceful wilderness locations which have been spoiled, diseased, blighted, or otherwise damaged. Slaying anyone or anything would be avoided except in the direst of situations - though aberrations, Malarites, Talonites, and other great evils may find themselves facing the point of a sword more swiftly. When not protecting the forest’s peace, members preach of the benefits of nature and the peaceful relaxation of finding the perfect place to unwind and reflect. Paladins of this order may freely multiclass as rangers and scouts.
Narrative Considerations: Knights of the Forest Heart can be found all across Faerûn. Both faiths would find support at holy places of either faith.

Harmonious Order
These personable and swaggering clerics and paladins of Milil encourage bards (whom they tolerate despite alignment differences) to accompany them to create ballads based on their exploits. This order, currently numbering about one hundred members, is fairly old, and many famous stories told by bards actually stem from real quests performed by this order (though warped and exaggerated in the retellings over the years). Its role is to guard Milil’s holy sites and do good works in Milil’s name. Paladins of this order can multiclass freely as fighters.
Narrative Considerations: Paladins of this order would be widespread across Faerûn and wouldn't have many restrictions. Arbalest's House, monastery and temple to the god Milil
on the hills north of Goldspires is, by far, the most sacred holy place in this region for the god. The mysterious Patriarch of Song (NG unknown P20 Milil) oversees it. This temple is significant for three reasons: It was Milil's place of rest during the Time of Troubles; it houses the mighty organ called the Bellows of Milil, which can be heard well out into the harbor; and Milil himself made a gate linking this temple and the bards' college of New Olamn in Waterdeep. This temple was not destroyed by the Sythillisian Horde though the gate has not been remade since The Longest Year caused it to fail. Overcoming the Horde to allow the temple to be safely accessed again may be a long-term quest for members of this order.

Hammers of Moradin
Moradin (Dwarves)
The Hammers of Moradin are an elite military order dominated by crusaders, paladins and fighter/clerics with chapters in nearly every dwarven stronghold and members drawn from every dwarven clan. Hammers may serve as commanders of dwarven armies, members of elite strike forces skilled in dealing with anything from large groups of ores to great wyrms to malevolent fiends from the Lower Planes, or may choose the path of an adventurer to represent the will of a stronghold or clan to the outside world. The order is dedicated to the defense of existing dwarven holdings and dwarven communities within human settlements, as well as exploring new territory to carve out dwarven holdings. Individual chapters have a great deal of local autonomy but, in times of great crisis, a Grand Council (the reigning monarchs and senior Hammers of the affected region) assemble to plot strategy and divine Moradin's will. Paladins of this order may multiclass freely as artificers, clerics, divine champions, fighters, wardens.
Narrative Considerations: This order is a bit of a catch-all for dwarves to play paladins with few narrative restrictions. This is a Faerûn-wide order and dwarves could come from all over the continent as members, though they may change their affiliation to the nearest stronghold if they planned to stay forever. The nearest dwarven stronghold to Murann is Clan Ghalmrin in Morndivver under the far-eastern Starspire Mountain.

Knights of the Mystic Fire
This order of paladins and rangers serves Mystra. The paladins accompany other members of the church on quests to locate lost hoards of ancient magic, and most of the leaders of temple guardians are drawn from this order. The rangers (sometimes called the Order of the Shooting Star) serve as long-range scouts and spies for the church and deal with magical threats against the natural order, such as rampaging monsters and creatures born of mad experimentation. The order has at least five hundred members, though rarely are more than a dozen gathered into a single place. Paladins of this order can multiclass freely as wizards.
Narrative Considerations: This order is Faerûn-wide and not uncommon to come across as an adventurer. Paladins may settle into an area joining adventuring parties to locate or uncover lost magic while using these quests to defeat dangerous creatures of foul magics.

Chapter of the Nine Peers
Red Knight
Born as a Tethyrian & Amnian chapter to the Order of the Red Falcon and a founding member of the Starspire Accord, the Chapter of the Nine Peers once held the same tenents as its parent order. However in the wake of the Longest Year the Chapter has undergone drastic changes and considers itself a wholly separate entity ever since 1364 DR, much to the chagrin of their erstwhile parent order. The founding members - survivors of the Tethyrian Interregnum and the Longest Year - preach caution and control in all things magical, whether divine or arcane. Paladins of the Chapter combine the pragmatic, strategic beliefs of the Red Knight with the stance that magic was never meant to be wielded unchecked, intent on showing the Realms that the lessons of the past must never be forgotten, but also that magic can be used for good; that it can still exist under a different world order. Commonly hunting spellcasters and magical beings that cause grief and harm to innocents, as well as campaigning for greater control over any and all magic, some fear that the Chapter is upon a path that will inevitably lead into dangerous zeal and perhaps even the forming of another Palestone Order. Paladins of this order can multiclass freely as divine champions, fighters, and wardens.
Narrative Considerations: This order is only found around Tethyr and Amn, though should a character have once been a part of the Red Falcons they could have an origin of near Baldur's Gate. A character from anywhere else would have to join the order after arriving in the area. Paladins are the steadying, stabilising hands of the Chapter - the only ones keeping the Order from the precipice of zeal - and thus this Order is more prone to political and internal conflict than others.


Order of the Red Falcon
Red Knight
Housed in the Citadel of Strategic Militancy (northeast of Baldur’s Gate), the Order of the Red Falcon members have a history of triumphing in the face of overwhelming odds. It trains officers and others in tactics and military history. Its leader, Lady Kaitlin Tindall Bloodhawk, was possessed by the Red Knight’s avatar during the Time of Troubles, and while so possessed she and her large adventuring band traveled to Tethyr to repel an army of monsters, earning the fame and gratitude of Tethyr. When the Order considered its return north, the Chapter of Nine Peers was formed as a way to keep a remaining presence in the region. Members of the Chapter seek to train others in tactics and can be found leading adventuring groups, training militias, and in other positions of martial education. Paladins of this order can multiclass freely as divine champions, fighters, and wardens.
Narrative Considerations: This order is typically found only around the Sword Coast. Those of the order wishing a presence within the Lands of Intrigue must be a part of an independent mission of the PC's choosing, or an official inquiry recently sent to ascertain the Chapter of the Nine Peers does not stray too far from the teachings of the order, due to disconcerting rumours of total reform and supposed detachment from the Order of the Red Falcon.

Champions of the Divine Right
Though less prestigious as the Order of Silver Chalice, the Champions of the Divine Right provide a much more attainable position to serve the church. The Champions also hold a more active role and members are constantly on the move, most serving adventuring lifestyles. The order is primarily tasked with the rediscovery of ancient ceremonies, traditions, customs, and similar which have been lost over time in places where mortal descendants or ancient clergy of Siamorphe or her predecessors served various forgotten rulers. Knights may also be called to protect nobles, or even confront false nobility (only if directed by the clergy) and those who have been tempted by corruption. Followers of Bane, Cyric, and Gargauth are the most likely to find steel crossed. Paladins of this order may multiclass freely as fighters and rangers.
Narrative Considerations: The Companions are not a large order but are spread across Faerûn, typically found in places with clear noble and royal classes, such as Tethyr, Impiltur, and Cormyr, though not exclusively. Anywhere with nobility current or past may find knights of this order searching ancient ruins, castles, tombs, or otherwise for lost knowledge. The knights support those who rule in the best manner possible for the people who serve them and oppose cruel despots and corruption. They're not to be judges as to who is 'noble' and who is not, that's for the clergy. These knights should support any good leader unless directed otherwise.

Order of the Ruby Rose
This knightly order of Sunite paladins defend things of charm and beauty and seek out and destroy creatures that are particularly hideous in their evil. They tend to be incredibly self-confident and are particularly effective at destroying undead. They may multiclass freely as divine champions.
Narrative Considerations: This order spans Faerûn and can be found in all regions, and meeting a paladin of this order would not be uncommon in any major city with a Sunite Temple. Ruby Rose knights would commonly travel with adventuring bands on the hunt for disturbing creatures of vileness and undeath. When they aren't on the dusty trail they could likely be found upkeeping themselves and the beauty around them, and socializing with friends new and old.

Loyal Order of the Innocents
Formed through a royal decree in 1369DR by Queen-Monarch Zaranda, this order has nearly just been formed. Dedicated solely to Torm, its members number near seventy strong and consist of fighters and paladins, all of whom are held to a high moral standard. Patient and compassionate, yet courageous and confident, members of this order are charged with defending those unable to defend themselves and protecting those who may find themselves in harm's way. Their patron saint is Shield of Innocence, an orog paladin of Torm who gave his life to save the city of Zazesspur. The order is closely allied with Torm’s church in Darromar, the five-spired temple named the Open Gauntlet, and it has many noble sponsors (including the queen), making it a wealthy order despite its size. The Loyal Order is commanded by his lordship Ellem Sunspear II (LG hm Pal9) from County Bardshyr. Paladins of this order can multiclass freely as fighters.
Narrative Considerations: This is a small Tethyr-based order and is not typically found very far outside the country. This order is brand new, being created just before the start time of the server, so all members would have recently joined. The Innocents have immediately become a member of the TDN faction, Starspire Accord. The Innocents generally take a more defensive role compared to the Order of the Golden Lion.


Order of the Golden Lion
This order of paladins of Torm is led by Sir Dylan Lionshand (LG human male paladin 12). Its specific task is to actively serve the Penance of Duty (aid other religions, oppose Bane and Cyric, report and repair areas of wild and dead magic, and other magical anomalies). Members of this order usually serve by guarding temples of other faiths that would otherwise be vulnerable or by performing quests to eliminate Banite and Cyricist strongholds and their members. The several hundred Golden Lions are easily recognized by their ornate armor and helm, which they keep polished to a golden hue. Paladins of this order can multiclass freely in any one other class apart from sorcerer, shadowdancer, warlock, dread necromancer, blighter, palestone Knight or artificer.
Narrative Considerations: This is a Faerûn-wide order and members could come from any region. Members need not only go after Banites and Cyricists though they'd be a priority and this order would take a more proactive role in hunting down trouble than the Innocents. It's unlikely many PC's will end up with official temple guarding roles but protecting others of allied faiths could be seen as related.

Knights Kuldar
Torm, Tyr, Ilmater
This militant group of holy warriors, dwelling in a fortified abbey, Barakmordin, on the Ithal Road between Darromar and Saradush in Tethyr, stands apart from other organizations honoring the Triad due to its singular composition. The fortified abbey is one of the few collective temple complexes to the Triad of Ilmater, Torm, and Tyr. Made up of clerics, cavaliers, paladins, rangers, priests, and pious fighters of all three faiths, the Knights Kuldar have all vowed to do their best to heal the sick, help the weak, and avenge those harmed by injustice. Sometimes called the Barakmordanna among the local populace, these champions number about 2,400, the majority of whom worship Torm, though all are considered equal brethren. The group is led by a triumvirate of martial commanders, one from each faith of the Triad: Revered Father Darrom Vallson, Painbearer of Ilmater (LN hm P12 - Ilmater); Tomas Trosbann, Great Sword of Torm (LG hm Pal14); and Hammer Lord Gharek Minorson, Holy Justice of Tyr (LG hm P11 - Tyr). Each man is among the senior clergies of the temples of Barakmordin, though his primary activities are among the Knights Kuldar. This order has been a tripartite coalition since the Year of the Lean Purse (1198 DR). Paladins of this order cmay multiclass freely as fighters, divine champions, and wardens.
Narrative Considerations: This is a very large Tethyr-based order, though its size may find members on missions in nearby lands, such as Erlkazar and Calimshan - most missions to Amn would be done through the Starspire Accord as they're a founding member. Similar to the Red Falcon Order and Champions Vigilant, this order is celebrated for its work to protect and save lives during the Interregnum and members would be held in high regard through Tethyr.


Knights of Holy Judgement
This order of Tyr’s paladins focuses on the more lawful aspects of the god’s philosophy, and hunts and punishes criminals and monsters - particularly devils - which it sees as abhorrent perversions of a lawful society. They seek to create and enforce just laws, suppress rebellion and anarchy, and bring places of chaos and unrest under just and worthy rule. The order has approximately one hundred members. It is on very good terms with the Knights of the Merciful Sword, another Tyrran order. Paladins of Holy Judgment can multiclass freely as clerics and divine champions.
Narrative Considerations: This order is a Faerûn-wide order and members might come from any region. Knights could easily take up an adventuring lifestyle, leading groups in pursuit of villains, fiends, and sources of lawlessness and chaos.

Knights of the Merciful Sword
This order of Tyr’s paladins, currently seventy strong, focuses on upholding good in the world (as defined by Tyr). It regularly quests to find and slay all kinds of evil monsters, particularly demons. They speak up against and seek to change unjust laws and undermine despot leaders and corrupt nobles. Members are on very good terms with the Knights of Holy Judgment, another large paladin order serving Tyr. Paladins of the Merciful Sword can multiclass freely as fighters and divine champions.
Narrative Considerations: The Merciful Sword Order is a Faerûn-wide order with members overcoming evil and corruption in all regions. These knights may commonly be found leading adventurers on missions against evil, corruption, and treachery.

Wayward Wardens
Yondalla (Halflings)
This group is a loose fellowship of wandering Yondallan halflings who feel the need to see the world and aren’t tied to any particular settlement. They travel alone or in groups across Faerûn, coming to the aid of besieged or threatened halfling communities. If some of them in a group are sneakier than others, they tend to split into a visible group and a secret group to hide their true numbers and allow for quick reinforcements if a roadside encounter goes wrong. Paladins of this order can multiclass freely as clerics, rangers, and scouts.
Narrative Considerations: These halflings would have great liberty in their actions and intentions and could originate from nearly any location in Faerûn.