- General
- Faerûn
- 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
- The Xanathar's Guild
- The Zhentarim
Minor Valourous Organizations
Faerûn has hundreds if not thousands of organizations, whether military, social, economic, or religious. Most of these are not valorous, are of no consequence, or have very little influence outside a very small area. The minor valorous organizations described below are large enough, influential enough, or at least travel far enough to make a lasting impression upon the people they encounter. Most of the organizations described here are knightly, some are monastic, and a good number are made up entirely of paladins. This is by no means a comprehensive list; it just includes a number of those that have a reputation, interesting history, or significant influence beyond a single settlement or structure. "Famous" orders known only by name but not for any deeds are not listed here.
Alliance of Freesailors: Founded in 1167 DR by King Palaghard of Cormyr, these Cormyrean, Sembian, and Impilturan privateers patrol the waters of the Inner Sea, defending their respective nations' shipping from piracy and serving as a supplementary naval force in times of war. Composed primarily of Cormyrean ships (collectively known as Cormyrean Freesails), much of this invitation-only order is active in the Dragonmere south of Cormyr and "the Neck," the narrow strait connecting the Lake of Dragons to Sembian waters. The total strength of the Alliance is estimated at some one hundred warships and other seaworthy vessels.
Arvoreen's Marchers: This Tethyrian military order is fifteen years old and has a history of 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. Their chapterhouse, called Keeperstone, houses almost one hundred members, including their leader and founder Estemal Talltankard (LG male lightfoot halfling paladin 6/fighter 3 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, and rogues.
Barbarians, Mir: These horsemen in the Tunlands around the Marsh of Tun fight both the forces of Darkhold and the Purple Dragons of Cormyr for control of the surrounding territory. The Mir have a secret base on the northern edge of the Marsh of Tun, where their women and children are secluded. The Mir are hunters and scavengers, living off the land and stealing from Zhent caravans that travel the northern trade routes. They seldom trust outsiders since the time a group of Zhentarim spies infiltrated their tribe and killed many of their women. Those who are accepted into the tribe are expected to give a blood oath of loyalty to the tralmir (tribal leader) and defend the lands of the Mir to the death.
Barbarians, Uthgardt: These tribal peoples who live throughout the Savage Frontier have sometimes been subtly manipulated by members of the Covenant into defending the civilized folk of the North. They are described in more detail in Uthgardt Tribes.
Berronar's Valkyries: 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. Very tactical-minded, 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, and some ride celestial boars as their mounts. They can multiclass freely as clerics of Berronar and dwarven defenders.
Berserkers, Rashemen: These proud tribal humans are described on Rashemen .
Broken Ones: This monastic order devoted to Ilmater is described Monastic Orders.
Champions Vigilant: This Tethyrian knightly order is more than two hundred years old and has more than two thousand members. It is very prestigious and popular, having saved untold lives from corrupt barons and bandits during their land's civil war. The order consists of clerics, fighters, and paladins of Helm. Its leader is High Watcher Toram Gyvvalstorm (LG human male paladin 10 of Helm). It has fortified bases in Saradush, Survale Ford, and Velen. Members of this order can multiclass freely as clerics and divine champions of Helm.
Circle of Leth: This extremely powerful druid circle based in the Forest of Lethyr govern the affairs of both Lethyr and the Great Dale. The organization is described in detail on Leth.
Claws of the Sun and the Ankh: This order was founded after the Time of Troubles on the orders of Horus-Re. It is the first order of Mulhorandi paladins to serve a god other than Osiris. Ignoring the obsession with politics so common among the priesthood of Horus-Re, this rapidly growing order energetically pursues the evil minions of Set. Members sometimes clash with the servants of Anhur when that god causes trouble with his warmongering. They are fanatics and pride themselves on their lack of fear. They can multiclass freely as clerics, divine champions, divine disciples, or hierophants.
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 divine champions and fighters.
The Covenant: This centuries old but newly revitalized group is an alliance of good-aligned wizards and sorcerers dedicated to uniting the human-ruled realms of the North against the ever-present threat of orcs and their kin, often by subtly manipulating human barbarian tribes to fight against the evil hordes. Hundreds of years ago, the Covenant played a significant part in the history of the Old North, as outlined on History of Old North.
The Darksong Knights: These fighters and clerics of the drow goddess Eilistraee are active mainly in the Underdark. Most are female, and every knight is expected to devote his or her life to furthering Eilistraee's ethos among the drow and destroying yochlol (the demonic handmaidens of Lolth).
Disciples of the Phoenix: This monk order worships Kossuth in his good aspect. Its members avoid casual contact with others and follow a rigid tradition of hard study and strict behavioral taboos (for example, they only eat food and drink that has been cooked, preferring starvation to uncooked food and thirst to water that has not been heated by fire). They strongly believe in the purifying and redeeming power of fire, and have been known to brand themselves as punishment for sins or even commit suicide by self-immolation for the greatest of offenses. They can multiclass freely as clerics of Kossuth.
Dukars: These mysterious spellcasters of many races live under the Sea of Fallen Stars. Divided into two subgroups (the Lorekeepers and Peacekeepers), this all but forgotten order once promoted peace and harmony among the aquatic races for the prosperity of all, but now struggles to survive attacks by its enemies. The group has a secret ritual that implants living coral under the skin of fully trained members, granting accelerated healing and a focus for their magic. Lorekeepers gain increased magical specialization, much like Red Wizards; Peacekeepers learn how to alter their coral implants for attack, defense, enhanced senses, enhanced movement, or stranger objectives.
Dusk Circle: This group of three druids shelters beneath the boughs of the edge of the Kryptgarden, near the tiny logging village of Kheldell, which is tucked into the foothills of the Sword Coast Spires. The druids' only link to the outside world is a trail winding down through the rolling hills to Red Larch. The folk of Kheldell cut timber only where the druids direct, and they plant and tend more trees than they cut, slowly extending the forest. The druids are rarely seen in the village, but they maintain numerous moss-floored glades in the woods where visitors might find them.
Field Guardians: This special paladin order devoted to Chauntea is described on Chauntea.
Golden Hands of Vergadain: This group of dwarves, predominantly rogues, defends the interests of dwarves in Faerûn. Its members eliminate monsters and brigands along dwarven trade routes, ransom kidnapped dwarf merchants, and recover goods from plundered dwarven caravans. Though some might dismiss their raids on non-dwarven warehouses as simple thievery, they do it to recover goods stolen from dwarves by force or fraud.
Gray Hands: This elite cadre of powerful Waterdhavians who defend the city against criminal offenders is described in Gray Hands.
Hammers of Grimjaws: Members of this elite order of paladins are drawn solely from two of Tyr's orders, the Knights of Holy Judgment and the Knights of the Merciful Sword. An existing member must nominate a paladin, who then maintains a prayer vigil in Tyr's temple. A positive vision (Tyr's warhammer) means the paladin is accepted, no vision means the paladin must try again, and a negative vision (Tyr's sword) means the paladin has failed in some way and must go on a quest to atone, with a successful quest meaning the paladin is forgiven and accepted into the order. There are less than a dozen of these paladins in all of Faerûn, all of them serious, devout, and experienced warriors of the faith. Paladins of this order can multiclass freely as clerics, fighters, and divine champions.
Hammers of Moradin: This special paladin order devoted to Moradin is discussed in Hammer of Moradin.
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.
Harpers: This loose-knit organization of heroes champions individual freedoms and the good of humankind. Its members seek to strike a balance between preserving the natural wilderness and aiding the advances of enlightened civilization. They actively oppose slavery and other evil activities and challenge sinister groups such as the Red Wizards of Thay, the Cult of the Dragon, and the Zhentarim, working to thwart their diabolical plans. See Harpers.
The High Heralds: The oldest and most important group of heralds in all of Faerûn, the High Heralds were once part of the Harpers. They eventually separated from that group in order to remain neutral in the political affairs of the lands throughout Faerûn, a necessity if they were to maintain the trust of the lords of the various realms. Though their most important role is the maintaining of records and heraldic symbols, they have also in more recent years become active in the efforts to reestablish bardic colleges throughout Faerûn. They see this endeavor as paramount to preserving the oral and written traditions of many cultures and nations.
Hin Fist: This monk order was founded in Luiren by halflings given divine inspiration by their pantheon of deities. Though members are not required to be good (neutral monks are allowed), all members see themselves us defenders of all hin, and travel Faerûn to right wrongs against the hin, and (they hope) test their skills against other martial artists. Many of the maneuvers taught by this order are centered on using an opponent's size and strength against him. Monasteries outside Luiren may accept exceptional dwarves and gnomes as students, and it is common for experienced Hin Fist monks to teach the rudiments of their fighting style to other halflings in need of self-defense (in game terms, this means the halfling can take the Improved Unarmed Strike feat; and his fighting style is recognizable as a lesser form of the hin fist teachings). Monks of this order can multiclass freely as fighters, paladins (usually of Yondalla), or rogues. More information can be found in Monk Orders, Hin Fist prestige class and People of Luiren.
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 thirty-five 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 or doomguides.
Knights of Holy Judgment: This order of Tyr's paladins focuses oil 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. The order has approximately one hundred members. It is on very good terms with the Knights of the Merciful Sword, another Tyrran order. Exceptional members of this order can be selected to join the Hammers of Grimjaws, an elite order of holy knights. Paladins of Holy Judgment can multiclass freely as clerics and divine champions.
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. Members are on very good terms with the Knights of Holy Judgment, another large paladin order serving Tyr. Exceptional Merciful Swords of this order can be selected to join the Hammers of Grimjaws, an elite order of holy knights. Paladins of the Merciful Sword can multiclass freely as fighters and divine champions.
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 and guild wizards of Waterdeep.
Knights of Samular: This order of paladins in the service of Tyr is tightly focused on the supremacy of law. See More information.
Knights of the Shadow Sword: This group of elite worshipers of Shaundakul is dedicated to cleansing Myth Drannor of the evil that dwells there. Its members face long odds and a hard struggle, but they have persisted in some form or another since the city's fall centuries ago. Most of them are fighters and rangers, though they have a few clerics and were recently joined by an incantatrix whose specialized abilities have turned the tide in several battles. They operate out of Shaundakul's Throne, an old temple to the god in Myth Drannor, and have to keep their numbers relatively low (less than thirty) to help maintain a low profile in between planned attacks.
Knights of the Shadowy Cloak: 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. They can multiclass freely as clerics, fighters, illusionists, and rogues.
Knightswood Nine: This circle of druids dedicated to Silvanus dwells in the King's Forest of Cormyr near Knightswood on the Starwater River. The circle's ongoing efforts to ensure that no unlawful felling of trees occurs have made the forest around Knightswood rich in exotic plants, bustling with woodland creatures, and beautiful to the eye. Members of the circle are rumored to dwell in an underground home reached by climbing down into a huge hollow tree and to cultivate mushrooms in a vast series of caverns linked to their abode. The Nine, who are all old men led by one Draguth Endroun - a white-maned, opinionated man who likes to cultivate an air of mystery - can be contacted by speaking to Aunglar the miller or his assistant in Knightswood.
Legion of Lions: This organization of wemic and werelion paladins of Nobanion was founded by Karrlon (LG male wemic ranger 4/paladin 4), a former mercenary who now fights for the Lord Firemane. Karrlon created the order shortly after th Time of Troubles, and though its numbers are small (less than two dozen), its members are all powerful fighters, and they have quickly become the champion of good monsters throughout Faerûn - and dire foes to servants of Malar. They often travel as a group, but lone members are known to join with adventuring bands of other races to see more of the world, spread the faith, and fight evil. Paladins of this order can multiclass freely as clerics and divine champions.
Lords' Alliance: This group of emissaries representing the interests of numerous major cities in the North and the Western Heartlands was originally formed to oppose the Zhentarim and other sinister factions seeking to dominate the region through trade or treachery. Though the group is more diplomatic than adventurous, it may call on champions to serve its needs from time to time. See More information.
Loyal Order of Innocents: This knightly order was formed in 1369 DR by royal decree of the Queen of Tethyr. Dedicated solely to Torm, its members number seventy strong and consist of fighters and paladins. 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, and it has many noble sponsors (including the queen), making it a wealthy order despite its size. Paladins of this order can multiclass freely as fighters.
Marchwardens: This organization of halfling scouts, outriders, and rangers protects Luiren from incursions of ogres and other fell creatures wandering out of the. Lluirwood. Luiren Marchwarden and People of Luiren.
Monks of the Yellow Rose: Also known as the disciples of Saint Sollars, these strange monks of Ilmater are describe in Yellow Rose.
Moonstars: Also known as the Tel Teukiira, this prominent organization, in Waterdeep has extensive trading interests in the City of Splendors and the entire North, and its members often serve as patrons for valorous expeditions. See Tel Teukiira for more information.
Order of the Aster: This widespread and popular special paladin order dedicated to Lathander is described in Order of the Aster and Waterdeep.
Order of the Crescent Moon: This order is over one hundred years old, but is relatively unknown outside Impiltur. 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. 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. 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, divine disciples, and hierophants.
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). 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. 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.
Order of the Red Falcon: Housed in the Citadel of Strategic Militancy (northeast of Baldur's Gate), this small order of Red Knight worshipers has 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 (LN human female aristocrat 1/fighter 7), 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. The order has about fifty members. Paladins of this order can multiclass freely as divine champions and fighters.
Order of the Risen Scepter: This elite and exclusive order of paladins and rangers is only open to those who have been raised from the dead by priests of Osiris (or even spontaneously by Osiris himself) after death at the hands of minions of Set. This grim group has a remarkably casual attitude toward death, since Osiris has blessed them with the power to return from the dead unaided if slain by Set's followers with unjust, dishonorable, or unrighteous means. Because this ability doesn't apply if someone is slain by other creatures or in other ways, each member makes the best use of it by focusing on hunting Set's followers. Paladins of this order can multiclass freely as rangers.
Order of the Silver Chalice: This order formed in Waterdeep during the Time of Troubles when nine young nobles banded together to defend the Sea Ward against invaders. Aalangama Gulderhorn (LN human female cleric 9 of Siamorphe) joined them, and they officially declared themselves a knightly order. They relocated to Tethyr to restore just rule in that country. Though all but three of the founders were killed, the survivors saw a true heir put on the throne, and now the group defends Tethyr's eastern border. Only nobles can join this group, and only on Shieldmeet; because of these strictures the order has grown slowly, now numbering about forty-five members. Paladins of this order can multiclass freely as aristocrats and fighters.
Order of the Watchful Lion: This military order of Anhur's followers consists of clerics and fighters. Though they mainly serve as the front line in the defense of Mulhorand, they are encouraged to take leave in times of peace and adventure beyond Mulhorand, reporting to their superiors on activities beyond their borders.
Red Raven Mercenary Company: Based in Arabel, the Red Ravens are by far the largest chartered adventuring band in Cormyr, with membership exceeding one hundred. Led by Rayanna the Rose (LN female human fighter 16), the group has for almost a decade been under contract to the crown of Cormyr to scour the Stonelands of evil creatures, and can triple its membership for short durations given the right mission and sufficient funds from an employer. The Red Ravens are primarily fighters or multiclassed fighters with levels in barbarian, ranger, or rogue. They include a small number of sorcerers and clerics, but wizards, paladins, bards, monks, and druids are scarce.
Red Sashes: This mysterious group of Waterdhavian vigilantes and experts at intrigue and hiding is detailed in Red Sash.
Riders of the West Wind: This group of mercenary clerics and rangers serves Shaundakul by protecting caravans running through uncharted wilderness or distant lands. Its members have clashed with the Zhentarim many times and are looking for ways to augment their own forces with flying creatures to offset the advantage held by the Zhentarim skymages. Because of their interests, most of this group are very well traveled, speak several languages, and are familiar with the customs of foreign lands to help negotiate peaceful passage for their caravans.
Sacred Shields of Berronar's Blessed: This dwarven knighthood was founded by clerics of Gorm Gulthyn to look after dwarf children and parents (the "blessed" in the group's title). This very old order is greatly revered by all dwarves, and it is an honor to serve as a Sacred Shield. The knights also consider it their duty to recover any dwarf children kidnapped for slavery or extortion, and at least two dwarf clans owe their existence to the Sacred Shields' finding and returning an entire generation of youths' stolen by agents of the Spider Queen.
Shadoweirs: This half-elf military order of Mielikki's clerics, druids, and rangers is centered in the High Forest and only thinly present in the surrounding areas. They are religious zealots intent on protecting their forest from anything that poses it significant harm, and often preach to others or go on the offensive to accomplish their goals. They are desperate to halt the encroachment of civilization on forest lands and work to regrow areas lost to civilizations now fallen.
Shields of the Golden Hills: This order of clerics, fighters, and paladins serves the gnome deity Gaerdal Ironhand. It uses a system of classification based on fighting and spellcasting ability (each ranked separately) to determine who is the best individual for any particular situation. The group is dedicated to defending gnome communities against any attackers; members of the order also serve as officers and champions of larger gnome military assemblies. Each gnome community tends to have a chapter of this order, and the chapters operate autonomously except when several communities are endangered by a common threat. Paladins of this order can multiclass freely as clerics and fighters.
Shields of Yondalla: This Luiren-based special paladin order devoted to the primary halfling deity is described in Yondalla.
Sisters and Brothers of the Ruby Rose: This powerful paladin order dedicated to Sune is described in Ruby Rose.
Skyriders of Aglandar: These knights of Haela Brightaxe are known for their hippogriff mounts, which they use to perform rescues and hunt monsters in their home territory, the Great Rift. The Skyriders rarely leave the Great Rift, though they have done so in the past to pursue criminals, dangerous creatures, or even send messages in desperate times.
Sun Soul: This order of good and neutral monks is described in Sun Soul and Waterdeep.
Swords of the High One: These paladins-turned-wizards devoted to Azuth are briefly discussed in Azuth.
Swords of the Lady: Members of this order of Selûnite clerics, druids, rangers, and mystic wanderers are thought mad by many people because of their sometimes eccentric behavior. However, when the servants of Shar appear, the Swords are quick to respond and do so in a completely rational and ruthless manner. They are fanatics and willing to die for their cause (though, because they are close with the church of Selûne, death is often a temporary condition). Because of their ability to quickly travel long distances, they almost certainly have access to teleportation magic or a good network of crossroads and backroads.
Telormar Gultor: The dwarf children born of the Thunder Blessing are no more likely to be valorous than any other dwarves, but thunder children who do live valorous lives (and particularly those who are twins) see each other as special kin sharing a bond like that of an extended clan. These valorous thunder children, called Telormar Gultor ("good-forged souls" in Dwarven), are quick to step up in time of need, especially when other dwarves arc involved and always when another of their creed needs help. They watch over each other, trade news on others in the "family," and aren't afraid to get their hands dirty when the battle horns sound. A person who harms or kills one of the Telormar Gultor has made many enemies with a single act.
The Triad: This alliance between the churches of Torm, Tyr, and Ilmater seeks to bring about justice and order in the lives of good folk everywhere. Organizations dedicated to the Triad offer protection and succor to anyone who needs it, and strive to vanquish evil foes. Different groups focus on different aspects of the trio of gods' portfolios, but they all serve a common cause and work tirelessly to further those aims. The Triad is perhaps the single most powerful force for good in Faerûn, for it is openly spread across every land to one extent or another. Below are described two Triad-based organizations:
Janessar: Defenders of the oppressed and downtrodden in Calimshan, the Janessar waylay slaving caravans and free their illicit cargoes, and stop anyone from being robbed on the road. They have loose ties with the Knights Kuldar of Barakmordin (see below) and often ride across the Calimshan-Tethyr border to evade capture by Tethyrian troops. They travel in small groups of five or six priests, cavaliers, and paladins, and because they are never found in groups of more than twelve, their true numbers are a matter of speculation. They maintain several secret strongholds in the Marching Mountains and are led by a trio of elderly priests who no longer ride or fight (or in some cases, even see).
Knights Kuldar of Barakmordin: This militant group of holy warriors, dwelling in a fortified abbey on the Ithal Road between Darromar and Saradush in Tethyr, stands apart from other organizations honoring the Triad due to its singular composition. 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 Barakmotdanna among the local populace, these champions number about two thousand four hundred, 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.
Vigilant Eyes of the God: These cautious paladins of Helm 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 arcane devotees, clerics, fighters, divine champions, and Purple Dragon knights.
Warriors of the Star: This Tethyrian knightly order is composed of the personal bodyguard of the king and queen. The organization is supported exclusively by royal grants, and its duties to the royals take precedent over all other activities. The forty members are all skilled combatants (at least 4th level, usually in fighter, ranger, or rogue). Their leader is Monarch's Champion Vander Stillhawk (NG human male fighter 8). The Warriors' barracks is in the palace, and they are charged with carefully screening any visitors for loyalty conflicts.
Watchers over the Fallen: These Helmite clerics and paladins take it upon themselves to protect and heal those wounded in battle. Though they number only eleven, each is well versed in battlefield healing, casting spells in the thick of combat, and surviving multiple enemy strikes while taking care of his charges. The Watchers usually accompany large forces of soldiers (fifty or more) rather than small ones, though they have been known to look after danger-prone adventuring groups. The Watchers have developed a reputation for saving soldiers who would have died if left unattended, and soldiers in some armies have a running joke that they "hope Helm finds them before Kelemvor does."
Wayward Wardens: 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 and rangers.
Zealots of the Written Word: These monks are followers of Deneir. They spend their time recording information, developing their theses on various forms of unarmed combat, earning money for their church (usually by making books, paper, and ink, or working as scribes), and even accompanying clerics of the faith on quests. When traveling, a Zealot normally carries a small book or bundle of scrolls showing the next martial arts form she intends to master, all of which have complex and flowery names. Members of this order are sometimes called Carmendines after their (long-dead) founder. Monks of this order can multiclass freely as clerics.