The Order of the Gauntlet is the hard moral line of the major D&D factions. Where the Lord’s Alliance says “maintain order” and the Emerald Enclave says “maintain balance,” the Order of the Gauntlet says:
“Evil must be confronted and destroyed.”
No hedging. No deals with monsters. No “greater good” excuses.
The Order is a coalition of holy warriors and devout champions dedicated to:
Justice
Righteousness
Smashing evil wherever it hides
They exist because laws fail, politics compromise, and nature doesn’t care if evil wins.
Their core mindset:
If you knowingly allow evil to persist, you are complicit.
Members are usually:
Paladins
Clerics
Zealous fighters
Knights sworn to lawful or good deities
Common deities represented include:
Tyr (justice)
Torm (duty)
Helm (vigilance)
Lathander (renewal)
They value personal integrity over rank. A lone knight acting righteously can outrank a corrupt commander in spirit—even if not on paper.
The Order of the Gauntlet:
Hunts undead, fiends, cultists, and tyrants
Breaks evil strongholds
Refuses to bargain with clearly evil forces
Acts decisively—even brutally—when needed
They are often the first faction to say:
“Stop talking. Draw steel.”
This makes them effective—and controversial.
Have strong moral codes
Hate undead, fiends, or mind-controlling horrors
Believe action matters more than diplomacy
Want clear enemies and righteous purpose
Rank Progression
Chevall – Initiate; often a squire, acolyte, or probationary knight
Marcheon – Full member entrusted with missions
Whitehawk – Veteran champion; leads squads or crusades
Vindicator – Elite knight; judge, executioner, or field commander
Righteous Hand – Regional or faction leadership
