The Order of the Fiery Heart is one of the largest orders of Templars in the old World, mainly due to the patronage of Emperors through the years. The order has won a reputation for ferocity in battle and quickly developed itself into a predominantly cavalry force, which can operate and respond quickly to threats to the security of The Empire or Sigmar’s religion. It’s members do more than fight though, and many a sacred item or relic was saved by the swift intervention of the order. They also gained a reputation for upholding the letter of the law, leading to a drop in the crime rate (everyone is too frightened to risk being caught by these religious warriors) in the areas they visit. Despite their somewhat awkward start, the order and the cult of Sigmar are now virtually inseparable. inseparable. Templars are stationed at all main temples in all the major cities, with their grand lodge in the grounds of the main temple in Altdorf. The Grandmaster of the order is elected in almost an identical way to the Grand Theogonist, from within the hierarchy of the order. While the Grandmaster does not have a vote when it comes to electing an Emperor, the Grand Theogonist often seek the opinion of the Grandmaster. Joining th e Order Order If a player character decides he wants to join the Templars of Sigmar, make it plain that they are relinquishing their freedom, and will have to answer to a higher authority for their actions. They have, after all, joined an army. While they may work for the order directly or covertly, they should not be allowed to join the Order of the Fist. th
Players can join the Templars of Sigmar by turning up at the entrance to the main Templar barracks in Altdorf on the 18 Sigmarzeit, and declaring for one whole day to all who will listen their intention to serve Sigmar. If and when they are invited to try for a place they will be tested on the fighting abilities, courage, loyalty and faith. Only when they have satisfied all these condition will they be asked to join. Strictures of the Cult of Sigmar Obey the commands of their superiors in the Cult without question. Never refuse aid to a Dwarf Dwarf (unless of evil or chaotic chaotic alignment). Work to promote the the unity of The Empire – even at the cost of individual liberty. liberty. Bear true and loyal allegiance to His Imperial Majesty the Emperor. Root out out and destroy Goblinoids, Goblinoids, and the servants of Chaos, wherever they may may hide. • • • • •
Templar Strictures Templars must follow the same strictures as clerics of Sigmar as well as the following: Those joining the Order relinquish their possessions. This This includes armour and weapons. Those Those joining for a temporary period will have these returned when they leave. Should they die during their period of service, all possessions become the property of the order. On being accepted into the order, the recruit’s head is completely shaven. They are allowed to shave, but many choose not to, to indicate their length of service to the order. Templars must be celibate. This encourages purity of mind. •
•
•
Although not compulsory, many new recruits also take a Dwarfen name. Successful applicants are trained in Altdorf in the arts of warfare and horsemanship, before being assigned to a Temple. They will be allowed to wear the emblem of the fiery heart on their shield, and from that point onwards can claim to be a Templar of Sigmar, a member of an organization as powerful in influence and wealth as any guild, and with a fighting force known and respected even outside the Old World. On rising to Knighthood, they receive full orders. They can request to be allowed to continue adventuring, as long as they are dedicated to Sigmar’s ideals. If possible, they are to return to Altdorf every two years for new orders (although these may remain the same). A Temp lar ’s Armo Ar mour ur After his weapons and horse, the most important item a Templar has is his armour. On entering the or der, they receive a complete suit from the armoury. On rising to the rank of Knight, they are presented with a suit of armour that once belonged to a previous Templar, giving them a link with the Order’s past. To lose their suit is considered a g reat sin, and a dishonour. Considering the damage done to armour in battle and the progress in production methods, most armour is fairly recent, although it is likely to include elements of older suits. The Temple employs its own smiths to ensure it remains of the finest possible quality.
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Desertion As is to be expected, the order takes a very dim view of Templars deserting. Those that do so are hunted down and brought back dead or alive to face a Court Martial, headed by the Grandmaster (the dead ones don’t usually get off, as they can’t say that much in their defense). Those that deserted in battle have a slim chance of only being expelled when special circumstances are taken into consideration (such as terror inspired by unnatural creatures or magic). Those that cannot explain their actions are executed swiftly and privately. The Order does not wash its dirty linen in public. Squires and Support Staff Templars could hardly be expected to cook or fend for themselves. As a result, the Temple employs vast numbers of support staff (approximately five to each knight) whose duties cover every possible menial task. In fact, the only responsibility left to the Templars is the upkeep of their own horse, which is a commodity too valuable to be entrusted to a servant. General staff are banned from dealing with Temple finances and must swear an oath of secrecy when first employed. Oathbreakers are dealt with severely, punishments ranging from a flogging for minor offences to excommunication and execution for treason. Templars are not expected to provide their own squires, but are allocated one by the administration. Squires are also required to abide by Temple Stricture. Unlike the squires of secular orders, those of the temple do not necessarily come from Noble families. A squire’s indenture ends on their sixteenth birthday, at which point they must choose whether or not they wish to be inaugurated as Templars. If so, they must pass the same criteria and tests as a non-squire joining the order. Officially their previous service gain them no advantage, but the fact that they’ve lived with, worked with, and trained with the Order stands them in good stead to pass the tests.
Temple Guard (Advanced Career) As the name suggests, many Temple Guards are sent out to protect Sigmarite sites of worship across The Empire. This is the lowest rank of Templar, and the obligatory starting point for all who enter the the order. Once knights have completed the advance scheme and served for at least a year minus a day, they become full Knights Templar. The period of a year minus a day means that most Temple Guards are made Templars before the arrival of new recruits the next day Advan Ad vance ce Sch eme M WS +20 Skills: Skills:
BS +20
S +1
T +1
W +6
I +20
A +1
Dex +10
Ld +10
Int +10
Cl +10
WP +10
Fel +10
Animal Care, Disarm, Dodge Blow, Read/Write, Read/Write, Ride - Horse, Secret Language – Battle Tongue, Tongue, Secret Signs – Templar, Strike Mighty Blow, Strike to Stun, Stubborn Determination *
Knights (Advanced Career) The standard Templar Templar rank. These are not referred to as ‘Sir’, but as ‘Knight’. Only those that have sworn lifelong service to the Temple can progress past this rank. Select knights may become part of the the Grand Master’s personal guard. Knights can also be seconded to the Order of the the Fist for specific tasks. Advan Ad vance ce Sch eme M WS +30 Skills: Skills:
BS +30
S +1
T +2
W +8
I +30
A +2
Dex +20
Ld +20
Int +20
Cl +20
WP +20
Fel +20
Heal Wounds, Righteous Certainty *, Specialist Weapon – Lance, Theology – Theology – Sigmar
Temple Master Master / Knigh t Commander (Advanced (Advanced Career) Each Temple Master has the responsibility responsibility for running of a Temple. This involves not only internal politics, but also dealing with the the local government and nobility. Many Temple Masters are knights of long service, retired retired to this less active role after being badly wounded. They are expected to have some degree of diplomatic ability in addition to strong leadership skills.
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Marshall (Advanced Marshall (Advanced Career) The four Marshals of the order are its generals and ministers. ministers. Each post has its own own area of responsibility. These are: Training – Located in Altdorf. Takes charge of the recruitment and training of Templars. Templars. War – – There are two Marshal posts for war. One of these is always in the field, the other becomes a close adviser to the Grand Master. Typically, one of these will succeed the Grand Master on his death. Puriti – Puriti – Also located in Altdorf and historically historically having great influence with the Grand Master. The holder of this post is responsible for maintaining the ideological purity of the order, and controls the Order of the Fist. The marshals fulfil various roles, acting as the Grand Mast Master’s er’s trusted lieutenants in all matters. At court they deal as equals, although they retain a certain distance from from courtly intrigues. They are addressed by the term ‘Marshall’, ‘Marshall’, or the ancient Dwarven title title Kazdar Zek. Advan Ad vance ce Sch eme M WS +40 Skills: Skills:
BS +30
S +2
T +2
W +8
I +30
A +2
Dex +20
Ld +30
Int +20
Cl +30
WP +30
Fel +30
Influence
Grand Master The leader of the Templars of Sigmar. Sigmar. The Grand Master is located located in Altdorf, where he has considerable influence. influence. Of necessity, he must be a formidable leader and statesman. Once he starts to fail in his powers, it is the responsibility of the Marshals Marshals to recommend his retirement (generally to a post of Temple Master outside Altdorf). The Grand Master’s symbol of office office and power is Reticulum, a magical Dwarven-crafted warhammer. warhammer. It was presented to Beaufort th Ishmail, the 13 Grand Master, to symbolize symbolize the close friendship between Dwarfs and the Order. Its true powers are unknown, except to the Grand Master and the Marshals.
Although the Order of the Fist has a number of career exits, these are taken within the confines of the order. Where possible, all training is partaken internally. Where this is not possible the Templar secretly finds his knowledge elsewhere. Addi Ad di ti on al Ski ll s :
Arcane Language – Magick, Disguise, Linguistics, Scroll Lore, Secret Signs – Order of the Fist
Temple Guards Typical Trappings: Trappings : Sleeved Mail Shirt & Leggings (1 AP Body/Arms/Legs), Breastplate (1 AP Body), Mail Coif (1 AP Head), Helm (1 AP Head), Shield (1 AP all loc), Dagger (I+10, D-2, P-20), Sword or Hammer Knights Typical Typical Trappings: Trappings : Sleeved Mail Shirt & Leggings (1 AP Body/Arms/Legs), Breastplate (1 AP Body), Bracers & Greaves (1 AP Arms/Legs), Mail Coif (1 AP Head), Helm (1 AP Head), Shield (1 AP all loc), Dagger (I+10, D-2, P-20), Sword or Hammer, Lance (I+20, WS+10, D+2, P-20) Knight Commander Commander Typical Trappings: Trappings : Sleeved Mail Shirt & Leggings (1 AP Body/Arms/Legs), Breastplate (1 AP AP Body), Body), Bracers & Greaves (1 AP Arms/Legs), Mail Coif (1 AP Head), Helm (1 AP Head), Shield (1 AP all loc), Dagger (I+10, D-2, P-20), Sword or
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To outsiders, the Templars of the White Wolf are all of one rank. This is because they are closely bound up with the cult hierarchy, and simply viewed as elite guards. However, within the Order there are three grades of Templar, headed by the Master of the White Wolf. Movement through these grades is obtained by a combination of prowess in battle and the favor of Ulric. The Templars are referred to as The Chosen Sons by most. However they themselves make a further distinction with the additional titles of Kindred and First Born. Master of the White Wolves The Master of the Order is known as the First Son. He is directly answerable to Ar-Ulric, who is responsible for his appointment. While located in Middenheim he often leaves to fight. Nearly all of the Masters have died in battle, leaving behind many tales off their bravery. The Order of the White Wolf The Order of the White Wolf (or Knights of the White Wolf) and the Templars of the White Wolf are sometimes confused. The Knights of the White Wolf form a secular army of warriors that fight in the name of Ulric but who are not tied to the Cult in any official way. The Knights evolved from a normal militia force into a more efficient military unit by adopting some of the tactics of knightly orders (like the use of full helms and lances), becoming a knightly order almost by accident. The Order is more like an army than the Templars, having a full military structure and fighting on a number of fronts. The Kislevian Order is one of the largest and most feared. They live for months in the cold wastes constantly skirmishing with Chaos. Requirements Joining the Templars of the White Wolf is a difficult task. Only the most skillful and dedicated warriors are admitted, many of whom are drawn from the ranks of the Knights Panther and the Order of the White Wolf. Templars are asked to join after proving their devotion and loyalty in battle. On joining, the recruit spends a month in the temple proving his purity of purpose, after which he should be fully versed in the ideals of Ulric (he must acquire the Theology skill). As soon as winter comes, he will be sent forth into the forest, where he must survive for forty days, and return having killed a wolf with his bare hands. Only then will he be considered a full Templar of the White Wolf. Strictures of the Cult of Ulric Never refuse or question an order from a superior authority, except where to obey would would lead to another stricture being broken. Never refuse a direct challenge to combat combat or to any other kind of contest. contest. Never resort to to lying, cheating or any any other kind of trickery. trickery. This does not include attacking from ambush or using camouflage. camouflage. Wolf-skin may may only be used on clothing by characters who have have killed the wolf themselves, using only the weapons provided by nature. Gunpowder weapons, weapons, explosives, incendiaries and crossbows are prohibited. All other other types of weapons and armour are permitted. The fires in temples and shrines to Ulric must never be allowed to go out; it is said that if they they do so, the next winter winter will last a full year. •
• • •
•
•
Blanchiktu Put simply, Blanchiktu is the belief that Ulric favours his bravest warriors with white or grey hair. This ancient belief disappeared from the clerical hierarchy long ago, something which has caused arguments for years. Although it is not acknowledged officially, many still have faith in it. Lupenir Literally translated as "Spirit of the Wolf", this is the state of frenzy that Ulric's followers are famed for. There are three stages of Lupenir, which correlate to the three ranks of progression. Each advance must be purchased as a separate skill. 1. The first stage: treat as the the 'Frenzied attack' skill. 2. As above but with a -20 Cl modifier, modifier, making making Frenzy more likely.
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Appear Ap pear ance anc e & Ar mour mo ur The Orders members are difficult to miss. They are rarely s een without their armour and Wolfskin cloaks. Only Templars of the first rank use shields in combat (all ranks may use them against missile fire), although all Templars carry them on ceremonial occasions. Similarly, wearing helmets is discouraged, and Templars make much of growing their hair and beards. Many Templars are also heavily decorated with tattoos in the Norse style. Scarring Another ancient practice, now dying out is scarring. This This involves filling battle battle wounds with dyes which stain them a permanent black. The Sigmarian Heresy Whilst the Order tries to remain within the boundaries of the Cult of Ulric, certain official teachings are scorned. Most Templars believe that Sigmar was a prophet of Ulric and that the Cult of Sigmar is heretical. This is embodied as a fierce rivalry with the Knights of the Fiery Heart. The faithful of the White Wolves wait expectantly for the time of truth, when the heresy will be revealed. Maimed Templars Templars who are unable to fight cannot remain in the Order, and there are many tales of Templars maimed on the battlefield being killed by their fellows. Those who leave the order are not supported by it in any way. Celibacy "Does the wolf not take a mate?" Templars are not required to become celibate but only those that are can enter the Priesthood. This is another source of tension within the cult, the Templars angry at what they see is unwanted interference from the Cult of Sigmar. (see Warharnmer City) Wanderers While the Cult has many duties both in and outside Middenheim a number of Templars have chosen to forsake this. They take to travelling (alone or in parties), carrying the word and sword of Ulric far and wide. While Templars of the White Wolf are in no way encouraged to tread this path, it is accepted some may feel restrained by the Order. However, to become a wanderer and remain a Templar, the warrior must have proven his loyalty and bravery.
Kindred (Advanced Kindred (Advanced Career) Advan Ad vance ce Sch eme M WS +20 Skills:
BS +10
S +1
T +1
W +7
I +20
A +1
Dex +20
Ld +10
Int +10
Cl +10
WP +10
Fel
Dodge Blow, Frenzied Attack (Lupenir – Stage One), Righteous Certainty, Secret Language – Battle Tongue, Secret Signs – Templar, Strike Mighty Blow, Stubborn Determination *
Chosen Sons (Advanced Sons (Advanced Career) Advan Ad vance ce Sch eme M WS +30 Skills:
BS +10
S +2
T +2
W +8
I +30
A +2
Dex +20
Ld +10
Int +10
Cl +10
WP +20
Fel
Lupenir – Stage Two, Specialist Weapons – Two Handed, Specialist Weapons – Fist Weapon, Street Fighter, Theology
First Born (Advanced Born (Advanced Career) Advan Ad vance ce Sch eme M WS +40 Skills:
BS +10
S +2
Lupenir – Stage Three
T +2
W +8
I +30
A +2
Dex +20
Ld +30
Int +20
Cl +20
WP +30
Fel
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Kindred Typical Trappings: Trappings : Sleeved Mail Shirt & Leggings (1 AP Body/Arms/Legs), Breastplate (1 AP Body), Bracers & Greaves (1 AP Arms/Legs), Mail Coif (1 AP Head), Helm (1 AP Head), Shield (1 AP all loc), Dagger (I+10, D-2, P-20), Sword or Hammer Chosen Chosen Son o r First Bo rn Typical Trappings: Trappings : Sleeved Mail Shirt & Leggings (1 AP Body/Arms/Legs), Breastplate (1 AP Body), Bracers & Greaves (1 AP Arms/Legs), Mail Coif (1 AP Head), Helm (1 AP Head), Shield (1 AP all loc), Dagger (I+10, D-2, P-20), Sword or Hammer, Two-Hand Weapon (I-10, D+2)
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The Order of the Shield is perhaps the most individualistic of the Templar orders. Its members are often to be found in the role of advisors to various nobles. They also spend time in the Empire's wilder borders, teaching settlements how to defend themselves better. They are more likely to be encountered in Tilea or Estalia. Templars of Myrmidia are also sometimes to be found defending Temples of Shallya. Entry to the Order To become a member of the order, the character must complete the initiate career and a and a warrior career. During their training they are taught the Art of Warfare. At the end of this period they are expected to have learnt the basics and to progress are required to make a successful Intelligence test Intelligence test in addition to paying the standard 100 Experience Points. Failure means the Experience Points are lost. This test must be made to advance each level. The clerical level costs are also to be used. Strictures of the Cult of Myrmidia Never kill an enemy who has surrendered. Never question an order given by a military superior authority, unless following it would lead to the breaking of the first stricture. • •
Advan Ad vances ces The Templars are closely bound to the clerics of the order. The four Templar advances for this are equal in responsibility and position to the Clerical levels. As they progress they are expected to learn all aspects of warfare. For this reason progress is slow. Mentor On reaching the first rank, new entrants are assigned to a senior Templar. They travel together until the trainee reaches the rank of the Shield Bearer. Appear Ap pear ance anc e & Ar mour mo ur In appearance a Templar of Myrmidia is very different to the Templars from other religions. Unless preparing for battle they do not dress in an obviously military way. When in barracks (usually this just means staying in a temple) they will dress as clerics in robes. When travelling on the road, whether as a group or as an individual, they will wear a minimum of armour, carrying the rest on pack horses. They do not display their membership of their order as openly as their comrades in the North, preferring not to draw attention to themselves if it is unnecessary. They will, however, wear a ring or medallion declaring their allegiance to Myrmidia and usually wear white cloaks with red edging. When they do put on their full armour it is as impressive any Templar from any order. The armour is always immaculate and in the best condition and they all have a shield showing the simple device of their order - a shield and a spear. On ceremonial duty they carry a s pear and shield, but otherwise the choice of weapon is left up to the individual. Squires Templars of Myrmidia each have a squire (should they wish). These squires usually approach the Temple by themselves, when their previous Knight has died. The Templars sometimes look amongst the towns and villages for those that have the potential to be good squires. In Tilea it is considered a great honour to be chosen for this calling. The Gathering Gathering When the temple finds it necessary to call the Templars together, runners are sent to track them down. When the Templar's location is
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The Singouri Conspiracy Pablo Singouri, was a member of the War Council who rose to fame in the siege of Carrosack. It was during the fierce fighting that he grew to hate the Arabs. He believed that unchecked they would eventually rule the civilised world. He began to campaign for a crusade to wipe them out once and for all. However, he would need to convince the nobility to supply troops and money. Many believe he was on the edge of a breakthrough, when he was murdered by an unknown assassin. Since then a number of templars have strived to influence a generally uninterested nobility.
Spear Bearer (Advanced (Advanced Career) On reaching the first rank, new entrants entrants are assigned to a senior Templar. They travel together until the trainee trainee reaches the rank of the Shield Bearer. Advan Ad vance ce Sch eme M WS +20 Skills:
BS +20
S +1
T
W +5
I +20
A
Dex +10
Ld +20
Int +10
Cl +10
WP +10
Fel +10
Animal Care, Disarm, Dodge Blow, Heal Wounds, Read/Write, Secret Language – Battle Tongue, Secret Signs – Templar, Specialist Weapon – choose, Strike Mighty Blow, Strike to Stun, Theology
Shield Bearer (Advanced (Advanced Career) Advan Ad vance ce Sch eme M WS +20 Skills:
BS +20
S +1
T +1
W +6
I +30
A +1
Dex +20
Ld +30
Int +20
Cl +20
WP +20
Fel +20
Carpentry, Engineering, Heraldry, Ride – Horse, Read/Write Other Language, Specialist Weapon – choose, Specialist Weapon – Lance, Strike to Injure, Stubborn Determination
Knight of Myrmidia (Advanced Myrmidia (Advanced Career) Advan Ad vance ce Sch eme M WS +30 Skills:
BS +30
S +1
T +1
W +7
I +30
A +2
Dex +20
Ld +40
Int +30
Cl +30
WP +30
Fel +30
Meditation, Public Speaking, Read/Write Other Language, Specialist Weapon – choose, Specialist Weapon – Bombard, Specialist Weapon – Bolt Thrower, Specialist Weapon – Stone Thrower
War Marshall (Advanced Marshall (Advanced Career) Advan Ad vance ce Sch eme M WS +40
BS +30
S +1
T +1
W +8
I +30
A +2
Dex +20
Ld +40
Int +40
Cl +30
WP +40
Fel +30
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The Knights of this order are located deep in the South of Middenland. They are a small but much respected order with a distinguished history. They were the first of the Knightly Orders from the west to travel to Nuln and join with Magnus. The knights take great pride in their weapons and abilities. They can often be seen charging on the battlefield in their highly polished and resplendent armour of black and gold. The Knights of the Blazing Sun are a small elite order of Templars devoted to the study and mastery of the science and art of warfare. These fervent followers of Myrmidia value ability and accomplishment over all other factors, including noble birth. It is because of this that the order has grown in prosperity attracting the finest military minds to its banner. A Knight of the Blazing Sun's primary goal is to obtain perfection in the art of War, as such they travel the old world individually seeking battle both large and small. An army with a unit of Knights of the Blazing sun at its head is a potent force capable of dealing with opponents with a level of cunning that ensures victory before the battle is even joined. Foremost of the many knightly orders in the service of Myrmidia, the Knights of the Blazing Sun were not always so pious. They were founded during the Crusades in IC 1457, over 1000 years ago. Once the knights were a secular order of the Empire sworn to no one God, but during the precursor to the c rusade of Araby they underwent a miraculous conversion that has passed into legend. Sixty of the knights were stationed in Estalia when the sultan's attack washed over them. They were cornered by his forces, with no hope of relief, when they were saved from certain defeat by a freak earth tremor which dislodged a huge statue of Myrmidia from a temple roof. It crashed to the ground and landed on the enemy general and his bodyguard, killing them instantly, allowing the Knights to turn the tide of battle and escort several hundred Estalians to safety. After the battle, the survivors banded together and founded the Order of the Blazing Sun in Myrmidia's honour. They converted to the worship Myrmidia and set out on the crusade of Araby in the name of the Goddess of strategy and battle, earning much glory there for themselves and their faith. Upon their return to the Empire, they built a shrine to Myrmidia in the heart of Talabheim. The Knights of the Blazing Sun are by no means the largest of the Myrmidian orders – the order Order of the Shield, along with its countless sister orders, is much, much larger – but it is by far the most famous and well-respected, not to mention the richest within the Empire. The order is based in the middle of the Empire, but is rapidly gaining support and influence in the south, and in these parts it holds a great deal of political power. In recent years the cult of Myrmidia has gained a stronghold among warriors, replacing Ulric in the prayers of many soldiers. As the cult has ascended, so too has the order. Foremost of the order's duties is the maintenance and guarding of the important pilgrimage routes between the Empire and the holy sites of Magritta. These duties have proven to be especially lucrative, as many upperclass would-be pilgrims are willing to pay handsomely for the guarantee that their Gods will, indeed, keep them safe as they travel (albeit using the Myrmidians as vessels to ensure that safety). Since it was established, the order has spread throughout Estalia, and is one of the most prominent of the knightly orders. Unlike most other templar orders, its members do not reside in large chapter houses; instead they travel the land individually or in small groups, looking for new challenges to test their skills. They are well versed in the use of arms and armour, but their true expertise is as tacticians and strategists, and they often serve as military advisers and commanders on the battlefield. Throughout Estalia, countless villages, farms and isolated outposts owe their survival to the timely arrival (and subsequent assumption of command) by a Knight of the Blazing Sun.
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More so than other knightly orders, the Knights of the Blazing Sun value ability and accomplishment over noble status or birth. This opinion, which makes the order the target of more than a few jokes among other cults, stems from the Order's founding battle, when men and women of all stations took up arms in a desperate defense of Magritta. To this day, the "brethren in arms" regard even the son of the lowliest peasant as an equal, as long as he proves his worth on the battlefield. At some point in in his career, a Knight of the Blazing Sun will be sent out on his own own for one to two years, to test what he has learned learned and forge his skills in the crucible of combat. Many an isolated farmstead, or coaching inn has been saved by a young Knight taking charge of the defence. The Knights of the Blazing Sun are noted for their devotion to Myrmidia, and work alongside the priests of her cult. The Knights are known to travel regula to Estalia and Tilea to visit important members of the cult and listen to their plans and concerns. The knights have their chapterhouse in Carroburg, and have extensive contacts and influence in the city and its surroundings. They have fought alongside of Carroburg on many occasions and are regarded as heroes by many people in the city.
Temple Guard (Advanced Guard (Advanced Career) Advan Ad vance ce Sch eme M WS +20 Skills: Skills:
BS +20
S +1
T +1
W +6
I +20
A +1
Dex +10
Ld +10
Int +10
Cl +10
WP +10
Fel +10
Animal Care, Disarm, Dodge Blow, Read/Write, Read/Write, Ride - Horse, Secret Language – Battle Tongue, Tongue, Secret Signs – Templar, Strike Mighty Blow, Strike to Stun, Stubborn Determination *, Theology – Myrmidia
Knights (Advanced Knights (Advanced Career) Advan Ad vance ce Sch eme M WS +30 Skills: Skills:
BS +30
S +1
T +2
W +8
I +30
A +2
Dex +20
Ld +20
Int +20
Cl +20
WP +20
Fel +20
Ld +30
Int +20
Cl +20
WP +30
Fel +30
Heal Wounds, Righteous Certainty *, Specialist Weapon – Lance
Temple Master Master / Knigh t Commander (Advanced (Advanced Career) Advan Ad vance ce Sch eme M WS +30 Skills: Skills:
BS +30
S +2
T +2
W +8
I +30
A +2
Dex +20
Dynastic Knowledge, Etiquette, Intimidate, Law, Public Speaking, Read/Write Other Language, Secret Language Classical
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The Knights of the Holy Order of St. Rembrandt the Faithful (more commonly known as “Manann’s Marines” to Marienburgers) were founded in Marienburg nearly a millennium ago. Since then, they have come to serve as the c ult’s main military arm, protecting temples and striking at its enemies wherever they are found in the Old World and beyond. It is dedicated to the interests of the cult first and Marienburg second, and serves the Arch-Priest as a counterweight to the Household marines of the Ten. Joining th e Order Order Play Characters may wish to join the order if they feel the call of religion, but don’t want to enter the priesthood. New Knights may also be serving a sentence of penance, atoning for some offence by fighting for Manann’s caue. Terms can be of any length for new recruits, from one year to a lifetime. PCs wishing to follow other careers before their term of service is up must have the approval of the ArchPriest of their home temple. Candidates must have served at least one career as a marine or sailor and be vouched for by three members of the cult of Manaan. Test against Fellowship, with a +5 modifier for each sea-going career served and another +5 for dedicated service to the cult. Apply a 10 penalty for any hint the character, his family, or any close to him have had anything to do with the heretical cult of Stromfels. Certain connection to that hated cult will bar the character forever from service in the Order – and perhaps get him arrested is he’s stupid enough to make it known! Otherwise, failure of the Fellowship roll means that the PC can try again next year. New recruits typically serve on term as marines or sailors in the cult’ service, even if they followed these careers before – this is a trial period for them to prove their worthiness. Provided they haven’t disgraced themselves in some way, they become full members once they have taken all advances and skills in their career, and accumulated the necessary experience to move to another. Even though they are not Templars per se, these marines and sailors are still Knights of the Order and are bound by its strictures. Characters coming from advanced careers that have skills useful to the Order, such as Navigator, Wizard or Scholar, will still be admitted if they meet the above requirements. Rather then serving a term as a common sailor or marine, they will instead be given duties that best fit their skills and the Order’s needs. In no case, however, will anyone be allowed to advance to the Templar career and thus high rank in the order without having first served as a Marine. Tradition demands it. Strictures of the Cult of Manann Most of the strictures imposed on followers of Manann are simply formalized formalized versions of common sailors’ superstitions. Whistling while aboard ship is forbidden, for example, as is starting a voyage on the thirteenth day of the month or killing an albatross. •
Templar Strictures As members of a holy or der, the Knights of St. Rembrandt the Faithful follow certain religious strictures, similar to those followed by priests. In addition to the strictures imposed on priests of Manann, Knights of St. Rembrandt must obey the following rules: Always obey the order of a priest of Manann, unless the Knight is himself a priest of higher higher rank or obedience would lead lead to heresy. Oppose the works of Stromfels and Chaos wherever wherever they may be found, found, and never suffers their servants to live, unless commanded otherwise by a Priest or higher-ranking Templar. •
•
Trials & Blessings
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Templar-Marine Master (Advanced (Advanced Career) Advan Ad vance ce Sch eme M WS +40 Skills: Skills:
BS +20
S +1
T +3
W +8
I +20
A +2
Dex +20
Ld +30
Int +20
Cl +30
WP +20
Fel +20
Etiquette, Influence, Righteous Certainty *
Marines & Masters Masters Typical Trappin gs: gs : Sleeved Mail Shirt & Leggings (1 AP AP Body/Arms/Legs), Mail Coif (1 AP Head), Helm (1 AP Head), Shield (1 AP all loc), Dagger (I+10, D-2, P-20), Two hand weapons (typically Sword and Axe), Xbow (Rng/ES-32/5-64/4-300/4, Rld1) & 20 Bolts, Grapnel and 2-yds rope, Prayer book
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Although formally called “The High And Chivalric Order of Deserved Rest”, the Chamber Militant of the Morr Temple is better known publicly as “The Raven Knights” (after the raven icons incorporated into their shields, surcoats and other parts of their armor) or most commonly simply as “The Black Guard” after their obsidian-black armor and terrifying demeanor. As the chamber militant of the cult of Morr, it is the duty of the Black Guard to take the righteous anger of Morr to those who transgress against his domain, as well as protecting their fellow clerical brethren and the final resting places of the dead. The Order’s primary concern and purpose is to violently fight practitioners of Necromancy and the Un-dead who have escaped Morr’s Realm and Judgment. To this purpose the Black Guards travel widely in the Old World to do battle with the Scourge of Necromancy in whatever form it takes. The Templars are fielded both as a conventional fighting force, as well as doing deep-cover and infiltration work in smaller units to get to the secret Death Cults that sometimes spring up to protect powerful Necromancers and Vampires. Sometimes Templars will be working in close collaboration with local authorities to get extra man-power for operations, but just as often Templars will work clandestinely and only care that they hold Divine Authority no matter what secular leader might hold power over the region in which they operate. Like the Mourner’s Guild, the Black Guard requires a character to have completed the career Initiate of Morr before admission to the order. From that point on, the character has a number of career paths to choose from. The order's clerics, templars and witch hunters are famous in song and story but they are by no means the only kinds of Black Guard. A substantial academic and logistical organisation exists to support their efforts, and to develop new ways of detecting and counteracting the cult's enemies. Guards Of The Dead All Black Guard Templars dress in black armor with heavy black monk-like habits worn over it. Onto this monastic surcoat may sometimes be found an embroidered raven, symbol of Morr. Iconic ravens are often worked into shoulder guards and kneecaps of the armor, as well as being repeated on the shields of the Templars. All armor is forged in the forges of the Orders for-tress monastery, under the blessing and watchful eyes of clerics, and is considered holy ar mor by the cult. Quite often veteran officers will have elaborate ornamentation added to their armor, a special honor bestowed upon those who have served Morr long and faithfully.
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Strictures of Morr The members of the Black Guard follow the same strictures as their cleric brethren, although some of the strictures do not apply as the Templars for practical reason, but the Templars follow two strictures above all others: • • • •
Always oppose Necromancers Necromancers and and followers followers of Kháine whenever and wherever wherever they they encounter them. Never refuse refuse to conduct a funeral service if requested to do so (Initiates and Priests Priests only). Never enter or disturb a place of burial which has been properly dedicated to to the protection of Mórr. Never bring Undead into existence unless specifically authorized authorized to do so by Mórr (by means of an omen, a divination, divination, or a dream).
Strictures of the Black Guard The members of the Black Guard follow the same strictures as their cleric brethren, although some of the strictures do not apply as the Templars for practical reason, but the Templars follow two strictures above all others: • •
Always oppose Necromancers, Necromancers, the Undead and followers of Kháine Kháine whenever and wherever they encounter them. them. Never disturb a place of burial that has been properly dedicated to Morr.
Holy Days Like their clerical brethren, the Black Guard observes the two holy nights of the cult. The cult has two holy nights, when the world’s two moons are full. The first is Hexensnacht, the eve of the new year. The second is Geheimnisnacht, a few weeks before the beginning of autumn. These nights are considered inauspicious by most, for the moons cast an eerie light, the dead are said to stir, and ill luck befalls those who venture out of their homes. On these nights, the priests of Morr hold solemn rites, for the gateways between the realms of the dead and the living and the sleeping and the waking are believed to stand widely open, aiding communion with the deceased and prophesy. The Black Guard attend these rites as guardsmen of the Realm of Dead, ready to intervene should any un-holy forces attempt to commit sacrilege against the Will of Morr on these solemn occasions.
Initiate Of The Temple Of Morr (Basic Morr (Basic Career) Those wishing to become a Knight of the Raven / Black Guard must first prove their devotion to Morr by completing a term as an
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Knight of the Temple of Morr - Novice Novice (Advanced (Advanced Career) Those wishing to become a Knight of the Raven / Black Guard must then prove their martial prowess and their devotion to Morr by completing an apprenticeship as a Novice. During this apprenticeship, the Novice must learn each of the fundamental skills required to become a Templar of Morr (such as Horse Riding). Templars of Morr, unlike most other Knights Templar, do not have squires (which is one of the many requirements of the Templars Rule). A Novice must therefore learn how to maintain their weapons, clothing and armor and to tend to the needs of their mount (although this does not extend to the training of one's mount). Such skills were made a compulsory part of a Novice's training regime following the initial Crusades to the Unholy Lands (since the majority of the squires who served the Knights were killed by the desert or its terrifying denizens!). Once the fundamental skills have been mastered, the Novice must complete the 'Quest of Virtue'. Advan Ad vance ce Sch eme M WS BS +10 + 10
S +1
T +1
W +2
I + 10
A +1
Dex + 10
Ld + 10
Int + 10
Cl + 20
WP + 20
Fel + 10
Skills: Animal Care - Horse, Etiquette, Etiquette, Heraldry, Ride – Horse, Smithing, Tailor Career Career Entr ies: Initiate of Morr, Noble, Church Soldier, Soldier, Freelance, Judicial Champion Career Career Exit s: Agitator, Cleric of the Temple Temple of Morr Level 1, Clerk, Freelance, Herbalist, Judicial Champion, Knight of the Temple of Morr – Brother-At-Arms, Witch Hunter Restrictions: Restrictions: Templar's Oath and Templar's Rule
Knight o f the Temple of Morr - Br other-At-Arms other-At-Arms (Advanced Career) Once a Novice's apprenticeship has been satisfactorily completed, he may advance and become a Brother-At-Arms, a fully fledged member of the Order. The Knights of the Raven are, like most knightly orders, a potent potent military force. However, it is their fervor and apparent disregard for their own life which makes them such a feared organization, particularly amongst the mercenaries of Tilea. Some of the Chapterhouse's more famous mottos include: "In Death We Serve Morr."; and, "With Death, I Live Forever".
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Knight of the Temple of Morr - Brother Sergeant Sergeant (Advanced (Advanced Career) Once the skills have been mastered, the Brother Sergeant must complete a second 'Quest of Valor'. Advan Ad vance ce Sch eme M WS BS + 30 + 30 Skills: Skills: Magic Points : Career Career Entr ies: Career Career Exit s: Restrictions: Restrictions:
S +3
T +3
W +8
I + 30
A +3
Dex + 30
Ld + 40
Int + 30
Cl + 50
WP + 40
Fel + 30
Disguise, Identify Magickal Artifact, Law, Public Speaking, Repel Undead Level 2 1D8+4 Knight of the Temple of Morr – Brother Templar Cleric of the Temple Temple of Morr Level 1, Freelance, Judicial Champion, Knight Knight of the Temple Temple of Morr – Preceptor, Witch Hunter Templar's Oath and Templar's Rule Entry to this career is via Heroic Advancement (as per Priest Advancement Table in WFRP Rulebook). Applicants must have successfully completed a second 'Quest of Valor' to be considered a full Brother Sergeant.
Knight of the Temple of Morr - Preceptor (Advanced (Advanced Career) Generally, a Preceptor (or Commander of Knights) is responsible for the operation of a single Chapterhouse (comprising a small unit of knights, sergeants and men-at-arms, and other servants) These Chapterhouses (or Preceptories) exist in most major cities of the Old World. Although subordinate to the Masters of the Order, a Preceptor is more more likely to participate in large scale conflicts. For this this reason, the Preceptors are particularly influential members members of the Order. As a Preceptor must complete a 'Quest to the Unholy Unholy Lands' before he can be considered a fully fledged Preceptor, he is also more likely to directly confront the Order's most hated enemies, the Tomb Kings of Khemri and their blasphemous Liche Priests. The Preceptor's most important duty is to ensure the Chapterhouse troops are well trained and are 'blooded' on the battlefield. Although the ability ability to read/write is viewed viewed as an unnecessary distraction when a Novice and Templar, it becomes more important once becoming a Preceptor (particularly if lucky enough to be granted stewardship of a Chapterhouse). Once the skills have been mastered, the Preceptor must complete the 'Quest to the Unholy Lands'.
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Novice Typical Trappings: Trappings : Mail Shirt (1 AP Body), Helm (1 AP Head), Shield (1 AP all loc), Dagger (I+10, D-2, P-20), Sword, Spear (I+10/+20, WS+10), Xbow (Rng/ES-32/5-64/4-300/4, Rld1) & 20 Bolts, Pony with Saddle and Plain Harness, Raven Pendant, Religious Symbol Brother-At-Arms Typical Trappings: Trappings : Sleeved Mail Shirt & Leggings (1 AP Body/Arms/Legs), Mail Coif (1 AP Head), Helm (1 AP Head), Shield (1 AP all loc), Dagger (I+10, D-2, P-20), Sword, Hand and a Half Sword (I-10, D+1), Spear (I+10/+20, WS+10), Xbow (Rng/ES-32/5-64/4-300/4, Rld1) & 20 Bolts, Bone/Black Colored Habit and Cloak, Medium Riding Horse with Saddle and Harness, Raven Pendant, Religious Symbol, Tome of Morr Brother Templar Typical Trappings: Trappings : Sleeved Mail Shirt & Leggings (1 AP Body/Arms/Legs), Breastplate (1 AP Body), Bracers & Greaves (1 AP Arms/Legs), Mail Coif (1 AP Head), Helm (1 AP Head), Shield (1 AP all loc), Dagger (I+10, D-2, P-20), Sword, TwoHand Axe (I-10, D+2) or Flail ( WS-10, D+1, P-10), Lance (I+20, WS+10, D+2, P-20), Bone/Black Colored Habit and Cloak, Medium or Heavy Warhorse with Saddle and Harness, Raven Pendant, Religious Symbol, Tome of Morr Brother Sergeant Typical Trappings: Trappings : Sleeved Mail Shirt & Leggings (1 AP Body/Arms/Legs), Breastplate (1 AP Body), Bracers & Greaves (1 AP Arms/Legs), Mail Coif (1 AP Head), Helm (1 AP Head), Shield (1 AP all loc), Dagger (I+10, D-2, P-20), Sword, Two-
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Knigh t of the Temple of Morr - Master (Advanced (Advanced Career) The Masters of the Order include the Grand Master (Ruler of the Order), the Marshal (or Deputy), and the Grand Preceptors (or Commanders of Houses). The Grand Master and his deputy the Marshal preside ov er the ten provinces (Northern Tilea, Southern Tiles, Estalia, Northern Bretonnia and The Wasteland, Southern Bretonnia, The Eastern Border Princes, The Western Border Princes, The Northern Empire, The Southern Empire, and Kislev) and spend most of their time at the Main Chapterhouse, which adjoins the Mausoleum of Morr in Luccini. The Grand Master has the last word on all issues and may even amend the Templar's Rule if he sees fit. fit. The Grand Master is answerable to only one living person, the High Priest of Morr. The Grand Preceptors each govern one of the 10 provinces. Although the Grand Preceptors have considerable power, only only the Grand Master and Marshal have unrestricted access to the most holy artefacts and most secret texts owned by the order and held in Luccini (many of which are written using intricate codes). Advan Ad vance ce Sch eme M WS BS + 40 + 40 Skills: Skills:
S +3
T +4
W + 12
I + 40
A +3
Dex + 40
Ld + 50
Int + 50
Cl + 50
WP + 50
Fel + 30
Cryptography, Read/Write Additional Language, Read/Write – Classical, Speak Additional Language, Immunity to
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’
The Black Guard, in their position as the phys ical enforcers of Morr’s will and laws, often face the Undead Hordes conjured up by the foul Necromancers that are ever the sworn enemies of the Church of Morr. In his infinite wisdom, Morr has seen fit to let the Templar Knights evolve a special ability that allows them to use their own inner power to tap into the energies of Morr’s Realm – energies that are anathema to all Undead creatures. This ability allows the Templar Knight to keep the Undead at bay, and even destroy their physical form if the creature’s contact with the powers of Morr is prolonged. The Repel Undead ability cannot be augmented with further Magic Points to decrease the chances of an Undead making a successful Will Power Test. This ability is about Belief, not Magic.
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Notes: Changes from WFRP rulebook: Numerous additional Career’s and updates Some careers were taken from official sources and combined into this document, others were created by myself, still others were found throughout the internet. Many thanks to:
The following websites for their ideas and contributions to expanding the career lists over the years I’ve played this game: Critical Hit, The Snotling Foundation, Ye Olde Den of Iniquity, Clo & Charles' personal pages Forgive me if I missed anyone, please let me k now if this is so and I’ll make note.
This document is completely unofficial and is in no way endorsed by Games Workshop Ltd., Hogshead Publishing, Black Industries or Fantasy Flight Games. Games Workshop, Hogshead Publishing, Black Industries, Fantasy Flight Games, Warhammer Fantasy Roleplay, Warhammer 40,000 and all associated trademarks and intellectual property used or referred to in this document are the property of Games Workshop Ltd., Hogshead Publishing, Black Industries or Fantasy Flight Games and are used without permission. No challenge to any such intellectual property is implied or intended.