Best In Life - Imperial Knight Order Quest [Warhammer Fantasy]

Voting is open
Sigmarzeit 2502 - Turn 1 Results
The first, most salient matter was that of Chapterhouse. The Crusading Orders go from place to place by right, fighting battles near and far instead of standing watch over a single place. But all Orders need Chapterhouses, where recruitment takes place, Knights may rest and recuperate between campaigns, and all manner of rites and initiations may take place. Most Orders starting out have their Chapterhouses sponsored by their… well, sponsors, typically property that a lord or the Grandmaster already owns. You have the rare opportunity of building one immediately, and considering your brother is the Emperor you could perhaps get more.

But you just left Altdorf. Going back now feels awkward. And most Orders do not acquire a Citadel until they have achieved a great deed or great wealth. You have gotten neither, and so you shall abstain for now. So instead you go to one of your chests, pull out a bag of gold, and set it on the table where your retainers have gathered. "Sontrulvus, this is the gold for our Chapterhouse. Oversee its construction, it should be built by season's end."

"Of course," the elf nods. "Do you have an architect in mind?"

You consider briefly. You know more than a few, but a suitable one who isn't already busy is…

[Available Contacts: 45+18, 63 vs 40/60/80]

Maria-Henrietta's brother isn't available, you're pretty sure Tilea's at war again so they're out, which leaves… You tilt your head at Luise, who immediately provides the ink, pen, and paper. "Head to the estate of the Hautvilles, ask for Lady Sarissa." You finish your letter and stamp it with your seal before handing it to him. "She was one of my Ladies, in childhood. Went to the Imperial Academy when I joined the Reiksguard, liked building fortifications. See if she's available. If she's not and she has no one to recommend… improvise."

"Of course," Sontrulvus says, matter-of-factly. You see Luise bristle slightly at his frank engagement with you, and consider asking her about it later. "That aside, Lady Johanna, is the architect important? This is a Chapterhouse, not a Citadel."

"It's a stronghold regardless, and I won't abide shoddy construction. Get it done."

"Of course, milady."

"Luise, tell the Knights to meet me by the forest and for the Initiates to head to Wittgendorf, they'll be looking for our bandits. If they don't know where to start, tell them to liaise with the local watch. Afterwards, help Sontrulvus where he needs it. Dragg, you are with me." You fold your arms and frown grimly. "I hope at least one of them has some talent."

----

"That was disappointing," you sigh, sitting down heavily in the Rottfurt Inn - cleverly named the 'White Sheep'. And by cleverly named you mean you're tempted to buy this place just to tear down the sign. But nevermind, they'll work on it. Probably. You down a tankard and turn to Sunnhilde next to you, the Shallyan leaning over her books. "Are you alright?"

"F-Fine!" She squeaks, and quickly nods and smiles. "A-Are you? M-Milady," she adds hurriedly.

You roll your shoulders and exhale. "I'm fine. My knights… well…"

[Inner Circle Training: 56]

"...They're not incompetent."

Her expression falters. Sunnhilde's too-strained smile cracks when she considers just what you did to them. It wasn't that bad, they'll just have to work off a dislocated shoulder or two. "Should I go?"

"Yeah… give it an hour. Pain builds character."

The look that she then gives you nearly makes your blood freeze. Just for a moment you feel like you're back in the woods, surrounded by armies of beastmen, accompanied only by a dwindling party. "You shame Shallya with such statements, Lady Johanna. Kindly never do so again before me." Her mask cracks, and Sunnhilde looks at you with a demure grimace. "Please?"

You nod. How could you not, when a Shallyan gives you a command? "Of course. How are the people of Rottfurt?" You ask.

"Well… they're less scared than they used to be, now that we're here. Our order hasn't been here in so long… I am hoping to build a hospice here in time, milady, but..."

You let her carry on, only halfway listening. Your thoughts are on training plans instead, thinking on how to get this bunch up to speed so you can properly test to see which ones are worth something. You weren't hopeful, this is actually what you were expecting, but… yeah.

At least a few of them show a hint of talent. You have a bruise on your gut that's going to be ugly for a while.

----

Your initiates do well to track down the banditry harassing Wittgendorf and Stirland… very well actually. They had a chance encounter with a merchant who was attacked and provided crucial testimonial. And then they recruited some woodsmen, offered to escort a caravan bound for Stirland free of charge, and were able to fend off the attack and secure several prisoners. Prisoners they questioned, and who they brought to Rottfurt, who you further questioned. And now you know where their encampment is.

And they did all this by mid-Sommerzeit.

You're starting to wonder if all the talent is in the aspiring, not the knighted. It's harsh, but so are you.

[Bandit Investigation: 81+12, 93 vs 30/50/70]

By their information, there are slightly over sixty bandits in that camp, a large band to be sure. But twelve knights and a little over twice that in initiates, plus you, should be more than enough to crush them. This, you decide, will be where your twelve will prove themselves, and where those you deem worthy will be properly trained and then tested as knights of the Inner Circle. They willingly abandoned their commissions with the Reiksguard to serve with you. They deserve a chance, at least.

----

Your order rides into the Reikwald by Wittgendorf, following the maps that the initiates and woodsmen drew up of their camps. Less than a week has passed since your initiates have returned, not enough time for the bandits to realise they've been discovered according to the prisoners you - and Luise - interrogated. You have every advantage; initiative, surprise, and heavy armor.

[Manoeuvre: (32+36+10+10) 88 vs (99+6+53) 158]

And yet, somehow, while you and your men were walking through the forest in formation, as you guided them personally… The first sign of contact is the faint 'fwip' of arrows fired and one of your knights shouting as an arrow glances off his breastplate, nearly slipping into the gaps between the plates.

"COVER!" You shout, and everyone slams their faceplates down. The banditry come out, hooting and hollering under a hail of arrows. They must have had sentries up. You should have slid under their noses with your knowledge of the forest paths, but you suppose nothing is certain in the Reikwald, and they will be tested regardless. Battles almost never begin perfectly. "FOR SIGMAR AND EMPIRE, ENGAGE!"

The Knights of the Iron Arm let loose a shout, and close in to engage.

[Engagement: (6+36+16+10) 68 vs (68+6+30+26) 130]

But they are outnumbered, they have lost the initiative, and they have to advance under a rain of arrows. Dwarven plate serves them well, and one dies, but that is the extent of your good fortune. Your knights lose all momentum, and are woefully unprepared against twice their number in bandits, themselves wearing leathers and even chainmail.

But you see the flow of battle regardless. They fight on valiantly, with all the bravery of Reikland, but valor isn't enough. One of your knights dies turning an axe aside only to get dragged to the ground, his visor flipped open and his face stabbed repeatedly. Another dies with half a dozen arrows in his arms and legs, his chest caved in by a smithing hammer. You are losing the battle. Today, your Order is going to crumble.

It's disgraceful. Utterly shameful. You cannot believe your Order is going to be defeated in their first engagement against simple bandits.

[JOHANNA INTERRUPT: (96+36+44) 176 vs (45+6+20) 71]

They had their chance to prove themselves, and they failed. You step forward, moving like your armor weighs nothing. And you join the fray, pollaxe in hand.

Your first swing decapitates a cackling fool winding back with an axe over the initiate beneath him, and with the focus of Heroes you catch his pulped head and throw it at another band standing over one of your fallen knights just ahead. The bandit's head splits open like a melon, showering his comrades with gore and bone chips and giving them half a second to realise their mistake.

You show up before they can scream. Your shoulder throws one bandit to the ground, whom you finish with a stomp to the head. In the same breath you bury your pollaxe's blade into a man's chest while grabbing the other by the neck and crushing his throat. You grab your knight's sword with a blood-slick hand, and move on with the three slain inside four heartbeats.

You swing. You slice, You choke, You murder. Where you go with sword and pollaxe, corpses follow, as the cruel laughter of a bandit clan amazed at their luck turns to horrified screams as they realise who they now face. They throw everything at you, spears, arrows, steel and coarse language. All of it glances off your armor and bounces off your skin, for nothing they have could possibly stop you.

[Disengagement: (46+36-20+10) 72 vs (14+30) 44]

They flee for their lives, knowing the Schädelknacker to be merciless death. But you follow, methodical murder at the speed of heartbeats. Indeed, you move like your armor weighs nothing at all, a golem of steel with the blood of lightning. Your knights try to rally around you, but they are still too scattered, too broken. You do not mind. You have only eyes for the enemies of the Empire.

You hunt most of them down, long after your knights have returned to Wittgendorf to tend to the wounded and remember the dead.

None survived.

----

You return just before nightfall with much of your armor stained red and brown. The city guard of Wittgendorf watch you warily, awed by the Schädelknacker. More than a few cheer at your return, praising the gods for an end to banditry. Your knights watch you approach with sullen silence, knowing they have failed you.

You say nothing to them. Your heart wants to scold your knights for failure. Two of them are dead because they could not seize the initiative back. Perhaps that is an unfair thing to say, considering that only two are dead, but you don't care. They are Knights, and more importantly your knights. You demand better because you know that better exists, and is sorely needed. And now they know, truly know just who they are expected to ride alongside.

A tirade will make them remember for now. But silence will make them remember forever.

The initiates flinch when you turn towards them, but your expression lightens to their relief. Only twenty four of them remain, one slain in combat and the remaining three too mangled to ever fight again, but you never expected them to turn the tide of battle. They are not yet knighted, and so they are free of the responsibilities of your knights. For now.

You shake your head and place your pollaxe on the table they sit around. You turn to leave, daring one of them to ask you why.

None do.

Bandits Wiped Out! Trade with Stirland Resumes

Order of the Iron Arm: +50 Prestige

-2 Knights, -4 Initiates

No One deemed Worthy of the Inner Circle


----

Before the battle in the woods off Wittgendorf, you had considered choosing the most promising and sending them off into the Empire, to prove themselves worthy of the Inner Circle. Now, you are not so sure. They are… passable. Worthy of the Reiksguard, you suppose. But you cannot abide mediocrity. Not when you've seen better. Not when the Empire needs better.

[] Tell your Knights to wander the Empire, righting wrongs and accomplishing deeds. They are not to return until they have proven themselves or die trying.
[] Mediocre or not, you still need an order. They shall stay, so you can beat some worth into them.

[-] Your Initiates have proven themselves wonderfully in discovering the bandit camp and presenting themselves well in the battle. They will be Knighted. [Locked due to Inhuman Drillmaster]
[] Your initiates proved themselves so far. But are they worthy? Have them wander the Empire for a year to learn something, and prove their worth to you.
[] Your initiates proved themselves, and so you won't be disappointed in them. But they can be more. Teach them how.

Note: Rumor Mill to follow tomorrow.
 
Last edited:
As expected, Johanna is ridiculously far out of a regular knight's league.

[X] Mediocre or not, you still need an order. They shall stay, so you can beat some worth into them.
[X] Your initiates proved themselves, and so you won't be disappointed in them. But they can be more. Teach them how.

TEN-HUT, MAGGOTS!
 
Our lads are barely even boys! And our boys are practically better than our lads!

Oh, the shame.

[X] Mediocre or not, you still need an order. They shall stay, so you can beat some worth into them.
[X] Your initiates proved themselves, and so you won't be disappointed in them. But they can be more. Teach them how.
 
Not a complete disaster, but not the best start for sure.

[X] Mediocre or not, you still need an order. They shall stay, so you can beat some worth into them.
[X] Your initiates proved themselves, and so you won't be disappointed in them. But they can be more. Teach them how.
 
Hehe. Reminds me of Telamon's recent Rome Quest. A supposedly easy mission to take a legion and crush the rebelling Samnites was turned into Super Hard Mode when the Samntite General rolled his way into being a Epic Character trained in Roman Warfare, who manages to Crit inciting further rebellions, and for the next Samnite Character to turn into fucking Catachan level jungle hit and run commander.

Hopefully Sword isn't rolling for Enemy Stat's/Abilities.
Whelp. Sword was rolling for the enemy. That's about what I expected once I saw it was contesting rolls and we weren't participating personally.
 
These rolls are damn bipolar, complete swing one way or the other

[X] Mediocre or not, you still need an order. They shall stay, so you can beat some worth into them.
[X] Your initiates proved themselves, and so you won't be disappointed in them. But they can be more. Teach them how.
 
Huh. And on SB a force of Bretonnia Knights of the Realm got shown up by a bunch of Yeomen. Apparently this is a week that hates Knights.

[X] Mediocre or not, you still need an order. They shall stay, so you can beat some worth into them.
[X] Your initiates proved themselves, and so you won't be disappointed in them. But they can be more. Teach them how.
 
[X] Mediocre or not, you still need an order. They shall stay, so you can beat some worth into them.
[X] Your initiates proved themselves, and so you won't be disappointed in them. But they can be more. Teach them how.
 
[X] Mediocre or not, you still need an order. They shall stay, so you can beat some worth into them.
[X] Your initiates proved themselves, and so you won't be disappointed in them. But they can be more. Teach them how.
 
[X] Mediocre or not, you still need an order. They shall stay, so you can beat some worth into them.
[X] Your initiates proved themselves, and so you won't be disappointed in them. But they can be more. Teach them how.
 
Not pathetic, those bandits were just borderline superhuman.

They had a larger manuever bonus than a small band of elites led by a nigh legendary commander, and equal bonuses when the engagement began.

The only reason they lost was because Johanna turned it into a "That's wonderful. HEROIC INTERRUPT", and their absolutely obscene skill bonus fell apart because she did the narrative equivilant of punching them in the teeth and rifling through their pockets for lunch money.
 
Last edited:
Whelp. Sword was rolling for the enemy. That's about what I expected once I saw it was contesting rolls and we weren't participating personally.
Yeah see the enemy bandits have Martial 6 because they're scrubs.

Your Knights have Martial 18, and your Initiates have Martial 14. Because they're Reiksguard and deserve to be at least fairly competent, if not champion-level like non-hero Inner Circle Reiksguard are.

It was just a goddamn comedy of errors.
 
Voting is open
Back
Top