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Knights Templar

Templars of Sigmar
Order of the Fiery Heart

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 Sigmars religion.

Its 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. 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 the 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.

Players can join the Templars of Sigmar by turning up at the entrance to the main Templar barracks in Altdorf on the 18
th
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 (unless of evil or chaotic alignment).
Work to promote the unity of The Empire even at the cost of individual liberty.
Bear true and loyal allegiance to His Imperial Majesty the Emperor.
Root out and destroy Goblinoids, and the servants of Chaos, wherever they 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 includes armour and weapons. 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 recruits 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 Sigmars ideals. If possible, they are to return to Altdorf every two years for new orders (although these may remain the same).

A Templars Armour
After his weapons and horse, the most important item a Templar has is his armour. On entering the order, 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 Orders past. To lose their suit is considered a great 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.

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 dont usually get off, as they cant 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 squires
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 theyve 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 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

Advance Scheme
M WS BS S T W I A Dex Ld Int Cl WP Fel
+20 +20 +1 +1 +6 +20 +1 +10 +10 +10 +10 +10 +10

Skills: Animal Care, Disarm, Dodge Blow, Read/Write, Ride - Horse, Secret Language Battle Tongue, Secret Signs
Templar, Strike Mighty Blow, Strike to Stun, Stubborn Determination *


Knights (Advanced Career)

The standard 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 Grand Masters personal guard. Knights can also be seconded to the Order of the Fist for
specific tasks.

Advance Scheme
M WS BS S T W I A Dex Ld Int Cl WP Fel
+30 +30 +1 +2 +8 +30 +2 +20 +20 +20 +20 +20 +20

Skills: Heal Wounds, Righteous Certainty *, Specialist Weapon Lance, Theology Sigmar


Temple Master / Knight Commander (Advanced Career)

Each Temple Master has the responsibility for running of a Temple. This involves not only internal politics, but also dealing with the
local government and nobility.

Many Temple Masters are knights of long service, 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.

Knight Commander is an equivalent rank, generally applied to battlefield leaders. When not at war, they are responsible for training.
This is the standard rank for the Order of the Fist. If they rise higher in the Order, the duties of the post (Marshall or Grand Master) take
precedence.

Advance Scheme
M WS BS S T W I A Dex Ld Int Cl WP Fel
+30 +30 +2 +2 +8 +30 +2 +20 +30 +20 +20 +30 +30

Skills: Dynastic Knowledge, Etiquette, Intimidate, Law, Public Speaking, Secret Language - Classical
Marshall (Advanced Career)

The four Marshals of the order are its generals and ministers. Each post has its own area of responsibility. These are:
Training Located in Altdorf. Takes charge of the recruitment and training of 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 Also located in Altdorf and 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 Masters trusted lieutenants in all matters. At court they deal as equals, although
they retain a certain distance from courtly intrigues. They are addressed by the term Marshall, or the ancient Dwarven title Kazdar
Zek.

Advance Scheme
M WS BS S T W I A Dex Ld Int Cl WP Fel
+40 +30 +2 +2 +8 +30 +2 +20 +30 +20 +30 +30 +30

Skills: Influence


Grand Master

The leader of the Templars of Sigmar. The Grand Master is located in Altdorf, where he has considerable 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 to recommend
his retirement (generally to a post of Temple Master outside Altdorf).

The Grand Masters symbol of office and power is Reticulum, a magical Dwarven-crafted warhammer. It was presented to Beaufort
Ishmail, the 13
th
Grand Master, to symbolize the close friendship between Dwarfs and the Order. Its true powers are unknown, except
to the Grand Master and the Marshals.


Templars of Sigmar
Order of the Fist

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.

Additional Skills: Arcane Language Magick, Disguise, Linguistics, Scroll Lore, Secret Signs Order of the Fist



Templars of Sigmar
Trappings

Temple Guards Typical 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 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 Typical 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 Hammer (I-10, D+2), Lance (I+20, WS+10, D+2, P-20)


Templars of the White Wolf
Ulric`s Sons

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
J oining 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 lead to another stricture being
broken.
Never refuse a direct challenge to combat or to any other kind of contest.
Never resort to lying, cheating or any other kind of trickery. This does not include attacking from ambush or using camouflage.
Wolf-skin may only be used on clothing by characters who have killed the wolf themselves, using only the weapons provided
by nature.
Gunpowder weapons, explosives, incendiaries and crossbows are prohibited. All 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 do so, the next 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 'Frenzied attack' skill.
2. As above but with a -20 Cl modifier, making Frenzy more likely.
3. The Templar attains complete control of his frenzy.
Before battle, Templars of Ulric bring themselves to a state of frenzy by screaming and roaring. This is known as the "baying of the
wolves". If more than one Templar attempts to invoke Lupenir in this way, each gains a further -20 modifier to their Cool roll.

Horses
While Templars of the White Wolf do travel by horse, they refrain from using them in battle. They believe it is up to them to fight the
battle on their own.



Appearance & Armour
The Orders members are difficult to miss. They are rarely seen 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 involves filling 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 Career)

Advance Scheme
M WS BS S T W I A Dex Ld Int Cl WP Fel
+20 +10 +1 +1 +7 +20 +1 +20 +10 +10 +10 +10

Skills: Dodge Blow, Frenzied Attack (Lupenir Stage One), Righteous Certainty, Secret Language Battle Tongue, Secret
Signs Templar, Strike Mighty Blow, Stubborn Determination *


Chosen Sons (Advanced Career)

Advance Scheme
M WS BS S T W I A Dex Ld Int Cl WP Fel
+30 +10 +2 +2 +8 +30 +2 +20 +10 +10 +10 +20

Skills: Lupenir Stage Two, Specialist Weapons Two Handed, Specialist Weapons Fist Weapon, Street Fighter,
Theology


First Born (Advanced Career)

Advance Scheme
M WS BS S T W I A Dex Ld Int Cl WP Fel
+40 +10 +2 +2 +8 +30 +2 +20 +30 +20 +20 +30

Skills: Lupenir Stage Three


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
his base is located in Middenheim, he often leaves to fight. Nearly all of the Masters have died in battle, leaving behind many tales of
their bravery.


Skills available at all ranks: Charm Animal Wolf, Disarm, Game Hunting, Silent Move Rural, Strike to Stun

Templars of the White Wolf
Trappings

Kindred Typical 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 Son or First Born Typical 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)
Templars of Myrmidia
The Order of the Shield

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 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 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.

Advances
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.

Appearance & Armour
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 spear 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
When the temple finds it necessary to call the Templars together, runners are sent to track them down. When the Templar's location is
not known, magical summons are used. This is a rare event and Templars are expected to obey straight away.

Knights of the Blazing Sun
The Order of the Shield maintains a very close relationship with this order.

War Council
All decisions regarding the Temple are made by the War Council, the nine most experienced warriors. They can be Templars, Clerics or
Knights of the Blazing Sun; There are no preferences.

"Your troops are your greatest asset. Rule them through fear and they will die for you, but gain their loyalty and they will fight and die for
you."
War Marshall J uan Medina

The Three Books of the Temple
The Temple of Myrmidia places three books above all others:
The Words of Myrmidia - Scripted by Henri de Havialland from a series of visions. Contains advice for warriors in the field. Also
contains the two hundred psalms of Myrmidia. Many warriors consider it a great gift to be presented with a small book containing these.
Tactics and Strategy - A very old book, translated from an Arabic source. Contains advice on strategy and commanding troops. Strong
rumours suggest lost chapters. The book details ideas for weaponry, not yet invented.
Sieges, Siege weapons and using dead cattle - A book by Otto von Ottoheim III which details the constructing of various siege
weapons, as well as defences. This has been rewritten a number of times as progress in this field is made.

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 Career)

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.

Advance Scheme
M WS BS S T W I A Dex Ld Int Cl WP Fel
+20 +20 +1 +5 +20 +10 +20 +10 +10 +10 +10

Skills: 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 Career)

Advance Scheme
M WS BS S T W I A Dex Ld Int Cl WP Fel
+20 +20 +1 +1 +6 +30 +1 +20 +30 +20 +20 +20 +20

Skills: Carpentry, Engineering, Heraldry, Ride Horse, Read/Write Other Language, Specialist Weapon choose,
Specialist Weapon Lance, Strike to Injure, Stubborn Determination


Knight of Myrmidia (Advanced Career)

Advance Scheme
M WS BS S T W I A Dex Ld Int Cl WP Fel
+30 +30 +1 +1 +7 +30 +2 +20 +40 +30 +30 +30 +30

Skills: Meditation, Public Speaking, Read/Write Other Language, Specialist Weapon choose, Specialist Weapon
Bombard, Specialist Weapon Bolt Thrower, Specialist Weapon Stone Thrower


War Marshall (Advanced Career)

Advance Scheme
M WS BS S T W I A Dex Ld Int Cl WP Fel
+40 +30 +1 +1 +8 +30 +2 +20 +40 +40 +30 +40 +30

Skills: Read/Write Other Language, Specialist Weapon choose



Templars of Myrmidia
Trappings

Spear Bearers Typical 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), Spear (I+10/+20, WS+10), Sword or Hammer, Chosen
special weapon

Shield Bearers Typical 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, Lance (I+20, WS+10, D+2, P-20),
Chosen special weapon

Knights Typical 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 Hammer (I-10, D+2), Lance (I+20, WS+10, D+2, P-20) , Chosen special weapon

Templars of Myrmidia
Knights of the Blazing Sun
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 crusade 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.

Knights of the Blazing Sun spend a great deal of time away from their chapterhouses and temples, often embarking on crusades or
quests for the glory of their order. They travel in small groups, sometimes alone, and lend support to whatever military endeavours most
need their aid, whether it is bolstering beleaguered units of soldiers on the battlefield, taking command of leaderless companies in the
midst of a campaign, offering military advice to generals and nobles, or training local militia. Each knight must spend the first several
years directly after his initiation performing these sorts of deeds, and only after putting his skills and training to the test may he return to
the chapterhouse as a full brother of the order.

A Knight of the Blazing Sun lives in a similar fashion as other knights, but there are some notable differences. The knights spend a
great deal of time training in rather unusual methods of warfare, unafraid to experiment with ploys, tactics, and equipment other Knightly
Orders might overlook. Many of the Knights are fine archers, leading to the formation of the Knights of the Verdant Field. Some of the
knights use highly burnished shields, employed to dazzle the knights opponents with reflected sunlight.

The knights also spend a deal of time in the discuss of broader military tactics, the deployment and manoeuvre of entire armies, use of
terrain, and placement of artillery. While all knights have a grounding in military theory, the greatest tacticians in the Empire may be
found within the ranks of the Knights of the Blazing Sun.

Knights of the Blazing Sun wear highly ornate plate mail armour of burnished brass, decorated with polished black and gold etchings,
their shields bear the device of the blazing sun. Their standard depicts a soaring Pegasus against the blazing sun emblem. The order's
symbol, a golden sun with sixteen rays, is prominently displayed either on the chest or on the helmet. Especially ornate armour may
have the helmet modelled as a stylised sun with a crown of sixteen protruding spikes. The knights carry swords, spears into battle, and
bear highly polished shields with which they are trained to dazzle enemies with reflected sunlight.

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 his career, a Knight of the Blazing Sun will be sent out on his own for one to two years, to test what he has 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 Career)

Advance Scheme
M WS BS S T W I A Dex Ld Int Cl WP Fel
+20 +20 +1 +1 +6 +20 +1 +10 +10 +10 +10 +10 +10

Skills: Animal Care, Disarm, Dodge Blow, Read/Write, Ride - Horse, Secret Language Battle Tongue, Secret Signs
Templar, Strike Mighty Blow, Strike to Stun, Stubborn Determination *, Theology Myrmidia


Knights (Advanced Career)

Advance Scheme
M WS BS S T W I A Dex Ld Int Cl WP Fel
+30 +30 +1 +2 +8 +30 +2 +20 +20 +20 +20 +20 +20

Skills: Heal Wounds, Righteous Certainty *, Specialist Weapon Lance


Temple Master / Knight Commander (Advanced Career)

Advance Scheme
M WS BS S T W I A Dex Ld Int Cl WP Fel
+30 +30 +2 +2 +8 +30 +2 +20 +30 +20 +20 +30 +30

Skills: Dynastic Knowledge, Etiquette, Intimidate, Law, Public Speaking, Read/Write Other Language, Secret Language -
Classical



Templars of Myrmidia
Trappings

Temple Guards Typical 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), Spear (I+10/+20, WS+10), Sword or Hammer, Chosen
special weapon

Knights Typical 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, Lance (I+20, WS+10, D+2, P-20),
Chosen special weapon

Knight Commander Typical 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 Hammer (I-10, D+2), Lance (I+20, WS+10, D+2, P-20) , Chosen special weapon





Templars of Manann
Knights of the Order of St Rembrandt the Faithful

The Knights of the Holy Order of St. Rembrandt the Faithful (more commonly known as Mananns Marines to Marienburgers) were
founded in Marienburg nearly a millennium ago. Since then, they have come to serve as the cults 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 the Order
Play Characters may wish to join the order if they feel the call of religion, but dont want to enter the priesthood. New Knights may also
be serving a sentence of penance, atoning for some offence by fighting for Mananns 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 Arch-
Priest 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 hes 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 havent 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 Orders 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 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 order, 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 rank or obedience would lead to
heresy.
Oppose the works of Stromfels and Chaos wherever they may be found, and never suffers their servants to live, unless
commanded otherwise by a Priest or higher-ranking Templar.

Trials & Blessings
Along with the trials common for the priesthood, typical tests assigned to Templar-Marines include slaying a shark in single combat, a
period of work among the common sailors, or clearing a gang of wreckers from a coastal village.
Blessings from Manann include those mentioned on P196 of the WFRP rulebook, along with +10 bonuses to tests involving Weapon
Skill, Leadership, or Cool.


Templar-Marine (Advanced Career)

Advance Scheme
M WS BS S T W I A Dex Ld Int Cl WP Fel
+30 +20 +1 +3 +6 +20 +2 +20 +30 +20 +30 +20 +20

Skills: Consume Alcohol, Disarm, Dodge Blow, Read/Write, Row, Sail, Secret Language Battle Tongue, Secret Signs
Templar, Strike Mighty Blow, Strike to Stun, Stubborn Determination *, Swim, Theology Manann


Templar-Marine Master (Advanced Career)

Advance Scheme
M WS BS S T W I A Dex Ld Int Cl WP Fel
+40 +20 +1 +3 +8 +20 +2 +20 +30 +20 +30 +20 +20

Skills: Etiquette, Influence, Righteous Certainty *



Templars of Manann
Trappings

Marines & Masters Typical 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), 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
Templars of Morr
Knights of the Raven / The Black Guard

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 Orders primary
concern and purpose is to violently fight practitioners of Necromancy and the Un-dead who have escaped Morrs Realm and J udgment.

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 Mourners 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 armor 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.

The Black Guard is an almost hermit-like order, the majority of its brothers (as individual Templars are known) filling their lives with the
somber worship of Morr, only sallying forth when the priesthood uncovers some abominable desecration of Morr's domain. Some lead
something approaching more conventional lives as their assignments force them to interact with the outside world and all of its myriad
of people.

But like all dedicated servants of Morr, the Black Guard concerns itself with those who transgress against the will of their god and the
domain they safeguard is that of the dead. As such, the Black Guard is more concerned with the dead than the living - a village being
burned to the ground by Beastmen probably would not earn their attention, but the violation of that same village's graveyard by a
necromancer certainly would.

The living and all their problems are the domain of other Gods and their servants, but once someone pass beyond Morrs Gates, they
become enter into the care of his faithful servants. Thus Necromancers, Vampire and all manners of the Undead are the Orders primary
concern, but those robbing graves or opening tombs of old, are also well within their sphere of interest.

The Black Guards are persons of a menacing and un-settling presence, clearly trailing the domain of their Lord behind them, and most
common folk dread them for this very reason. They know that they need not fear the Templars unless they transgress against Morr, but
the Black Guard are simply too close for comfort to the Realm of Death.

The life of the Black Guard is more arduous than that of a typical knight. Their camp in Seigfriedhof is far removed from the comfortable
surroundings most knights are used to. The vampiric lords of Sylvania are aware their enemies are mustering, and they are careful to
keep a close eye on the Knights, instructing their minions to spy on them and even attack them should the opportunity present itself.

As experts in fighting the undead the knights are often consulted by those who face them in battle, either singly or as part of an army.
Vampire hunters and troll slayers might seek their advice on what it is to face a vampire in single combat, while the generals of armies
mustered to meet an undead threat may consult them on what strategies and tactics to employ in war.

The knights also search for any lore or advice concerning vampires and their minions. They may cultivate contacts such as Strigany
Mystics or Amethyst Magisters to better understand the foe they seek to wipe from the Old World.

Non-Templar Personel
Although the Black Guard is primarily thought of as a Templar Order, it has a large number of non-templar personnel that are as
essential a part of the organization as the Templars themselves.

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 and followers of Khine whenever and wherever they encounter them.
Never refuse to conduct a funeral service if requested to do so (Initiates and Priests only).
Never enter or disturb a place of burial which has been properly dedicated to the protection of Mrr.
Never bring Undead into existence unless specifically authorized to do so by Mrr (by means of an omen, a 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, the Undead and followers of Khine whenever and wherever they encounter 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 worlds 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 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
Initiate.

Advance Scheme
M WS BS S T W I A Dex Ld Int Cl WP Fel
+1 +10 +10 +10 +10 +10

Skills: Cure Disease, Divining, Read/Write, Righteous Certainty, Scroll Lore, Secret Language Classical, Specialist
Weapon Quarterstaff, Stubborn Determination, Theology.
Career Entries: Random Entry or Clerk, Knight, Luxury Prostitute / Courtesan, Templar, Witch Hunter
Career Exits: Agitator, Cleric of the Temple of Morr Level 1, Clerk, Herbalist, Knight of the Temple of Morr - Novice, Pharmacist,
Physicians Student, Scribe


Knight of the Temple of Morr - Novice (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'.

Advance Scheme
M WS BS S T W I A Dex Ld Int Cl WP Fel
+10 +10 +1 +1 +2 +10 +1 +10 +10 +10 +20 +20 +10

Skills: Animal Care - Horse, Etiquette, Heraldry, Ride Horse, Smithing, Tailor
Career Entries: Initiate of Morr, Noble, Church Soldier, Freelance, J udicial Champion
Career Exits: Agitator, Cleric of the Temple of Morr Level 1, Clerk, Freelance, Herbalist, J udicial Champion, Knight of the Temple of
Morr Brother-At-Arms, Witch Hunter
Restrictions: Templar's Oath and Templar's Rule


Knight of the Temple of Morr - Brother-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 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".

Once the fundamental skills have been mastered, the prospective Brother Templar must complete the 'Quest of Valor'.

Advance Scheme
M WS BS S T W I A Dex Ld Int Cl WP Fel
+20 +20 +2 +2 +4 +20 +2 +20 +20 +20 +30 +30 +20

Skills: Disarm, Silent Move Rural, Silent Move Urban, Secret Language Raven Ordo, Intimidate, Specialist Weapon
Flail, Specialist Weapon Two-hand, Torture
Career Entries: Knight of the Temple of Morr - Novice
Career Exits: Agitator, Cleric of the Temple of Morr Level 1, Clerk, Freelance, Herbalist, J udicial Champion, Knight of the Temple of
Morr Brother Templar, Witch Hunter
Restrictions: Templar's Oath and Templar's Rule


Knight of the Temple of Morr - Brother Templar (Advanced Career)

Advance Scheme
M WS BS S T W I A Dex Ld Int Cl WP Fel
+30 +30 +3 +3 +8 +30 +3 +30 +30 +20 +40 +40 +20

Skills: Arcane Language Necromantic, Dodge Blow, Identify Undead, Repel Undead Level 1, Secret Language Battle
Tongue, Secret Signs Raven Ordo, Secret Signs Templar, Secret Language Battle Tongue, Specialist Weapon
Lance, Strike Mighty Blow, Strike to Stun
Magic Points: 1D8+2
Career Entries: Knight of the Temple of Morr Brother-At-Arms
Career Exits: Cleric of the Temple of Morr Level 1, Freelance, J udicial Champion, Knight of the Temple of Morr Brother Sergeant,
Witch Hunter
Restrictions: 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 the 'Quest of Valor'.




Knight of the Temple of Morr - Brother Sergeant (Advanced Career)

Once the skills have been mastered, the Brother Sergeant must complete a second 'Quest of Valor'.

Advance Scheme
M WS BS S T W I A Dex Ld Int Cl WP Fel
+30 +30 +3 +3 +8 +30 +3 +30 +40 +30 +50 +40 +30

Skills: Disguise, Identify Magickal Artifact, Law, Public Speaking, Repel Undead Level 2
Magic Points: 1D8+4
Career Entries: Knight of the Temple of Morr Brother Templar
Career Exits: Cleric of the Temple of Morr Level 1, Freelance, J udicial Champion, Knight of the Temple of Morr Preceptor, Witch
Hunter
Restrictions: 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 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 likely to participate in large scale conflicts. For this reason, the
Preceptors are particularly influential members of the Order. As a Preceptor must complete a 'Quest to the 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 to read/write is 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'.

Advance Scheme
M WS BS S T W I A Dex Ld Int Cl WP Fel
+40 +30 +3 +3 +10 +40 +3 +30 +50 +40 +50 +40 +30

Skills: Animal Care - Monstrous Mount, Cartography, Immunity to Fear, Night Vision, Ride Monstrous Mount, Strike to
Injure, Weapon Master* Lance
Magic Points: 1D8+8
Career Entries: Knight of the Temple of Morr Brother Sergeant
Career Exits: Cleric of the Temple of Morr Level 1, Freelance, J udicial Champion, Knight of the Temple of Morr Master, Witch
Hunter
Restrictions: 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 the 'Quest to the Unholy Lands'.



Templars of Morr
Trappings

Novice Typical 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: 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: 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-
Hand 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: 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-
Hand 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, Disguise Kit, Tome of Maleus Nekro

Preceptor & Master Typical 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-
Hand 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 plus Two-Hand Flail (I-20, WS-10, D+3, P-10), Hand
and a Half Sword (I-10, D+1) or Two-Hand Sword (I-10, D+2)



Templars of Morr
Templars Oath & Quests

Templar's Oath: Once an applicant has been accepted by a Master or Preceptor, a Novice must swear the
Templar's Oath in front of his superiors in the Order and a senior Priest of Morr. The oath is as
follows:
(Novice) "I <<Insert Name>>, hereby proclaim my devotion to Morr, guardian of the dead, and request service in the Order of
the Knights of the Temple of Morr."
(Master/Preceptor) "Do you swear to faithfully obey the Rule of the Knights of the Temple of Morr."
(Novice) "Let all bear witness, I do so swear."
(Master/Preceptor) "Arise <<Insert Name>>, and join your brothers."

Quest of Virtue: Once the fundamental skills have been mastered, the Novice must complete the 'Quest of Virtue'.
This minor quest might involve collecting a donation from a nearby city or escorting pilgrims to/from
a nearby city. The quest is generally undertaken with little assistance from the Order and its main
purpose is to test the Novice's ability to adhere to the Templar's Oath and Rule. Even a minor
transgression at this stage can end a Novice's aspirations of becoming a fully fledged Templar of
Morr!

Quest of Valor: To advance to the position of Preceptor, a Templar must show outstanding service by completing
the 'Quest of Valor'. This quest generally involves the slaying of a powerful Undead creature and its
minions. Only by completing such a quest and facing one's fear of death can a Knight of the
Temple of Morr claim the right to the esteemed title of Preceptor.

Quest to the Unholy Lands: As the name implies, this quest requires that the Templar takes part in a Crusade to the Lands of
the Dead. The Knights Templar of Morr are one of the few orders who still Crusade in this region.
This quest may be as part of an organized expedition, or may be a solo endeavor.

Ask No Quarter: After many years service, a Master Templar is so devoted to Morr's service, that he no longer fears
death. The Master Templar now fully understands that service to Morr does not end with the
physical death of his body. Master Templar's must therefore accept every combat, no matter how
outnumbered, and must ask no quarter (and give none). Consequently, nearly all of the Order's
Grand Masters have died on the battlefield or from wounds received in battle.
Knight of the Temple of Morr - Master (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 over 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. 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 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).

Advance Scheme
M WS BS S T W I A Dex Ld Int Cl WP Fel
+40 +40 +3 +4 +12 +40 +3 +40 +50 +50 +50 +50 +30

Skills: Cryptography, Read/Write Additional Language, Read/Write Classical, Speak Additional Language, Immunity to
Terror, Weapon Master* Double Handed Weapons, Weapon Master* Flail
Magic Points: 1D8+12
Career Entries: Knight of the Temple of Morr Preceptor
Career Exits: Cleric of the Temple of Morr Level 1, Freelance, J udicial Champion, Witch Hunter
Restrictions: Templar's Oath and Templar's Rule
Entry to this career is via Heroic Advancement (as per Priest Advancement Table in WFRP Rulebook).


Templars of Morr
Templars Special Ability

The Black Guard, in their position as the physical enforcers of Morrs 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 Morrs 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 creatures 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.


Repel Undead

Level: 1
Magic Points: 3
Range: Personal
Duration: 10 rounds
Ingredients: None

The Templar expends the Magic Points stated, and makes a Test against Will Power. If this is successful, a 24-yard Zone centred on
the Templar is created.

Any Undead creatures caught on the inside of this Zone must make an immediate Will Power Test or be forced to the perimeter of the
Zone. Furthermore, the sudden contact with the Power of Morr can induce instability. Any Undead creatures thus affected and who
are normally Subject to Instability must take an instant Will Power Test or become Unstable.

Any Undead creatures wishing to move into the Zone and towards the Templar Knight, must make a Will Power Test. A successful Test
will allow the creature to move its full Cautious Move Rate towards the Templar Knight. The creature must also make a successful Will
Power Test or become Unstable (as described above). Each round hereafter, this procedure is repeated the Undead creature first
makes a Will Power Test to force his way towards the Templar, and then Tests to see if it becomes Unstable.
Note, that should the creature fail the Test to move, it will be expelled to the perimeter of the Zone once again.

The Templar Knight using the Repel Undead ability may move his full Standard Move Rate each round while maintaining the Zone.
As the Zone is not a standard Magical Zone, it cannot be dispelled by Spells, Magic Weapons or by being overlapped by Zone such as
caused by Zone of Sanctuary.
The Zone will end the moment the Templar Knight stops focusing on it or at the end of its duration.


Repel Undead

Level: 2
Magic Points: 6
Range: Personal or 48 yards
Duration: Instantaneous or 10 rounds
Ingredients: None

The enhanced Repel Undead ability, functions in much the same way as the Level 1 version of it. The Zone is expanded to a 48-yard
Zone centred on the Templar.

The Templar Knight may, however, choose to employ the ability in another way than creating a Zone exchanging the creation of a
Zone, with the option to make a direct attack on a group of Undead (in the case of standard Undead such as Skeletons, Zombies, etc)
as per normal firing on groups rules OR one attack on a single Undead (in the case of Wraith Lords, Vampires, Liche, etc).

The target(s) must make an immediate non-modifiable Will Power Test or be destroyed. The effects are similar to the Third Level
Necromancy Spell Annihilate Undead.
Notes: Changes from WFRP rulebook:

Numerous additional Careers 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
Ive 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 know if this is so and Ill 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.