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

Voting is open
If a commoner performs well enough in battle to be promoted to Knight will the Iron Arm provide them with arms and mount? Or do they need to come up with it themselves somehow?
Iron Arm provides them:
Commoners have the following modifiers:
- Initiates cost 0.5g/season in upkeep, full Knights 1g/season as the Order has to cover those costs
- Commoner Initiates can take between 1 to 3 turns to train fully before they can be deployed to battle
- Commoner Initiates cost 10g per Initiate to be promoted to Knight, as the Order must support these costs; the costs will increase as equipment quality increases
 
I like the name von Kriegmeister and wanted to do more with it but can't really use it twice, plus I liked the adventurer backstory, so I decided to redo Elfrun.
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Elfrun von Kriegmeister

Name: Elfrun von Kriegmeister
Titles: Dame, Knight of the Order of the Iron Arm
Prestige: 10
- Scarred: +10
Panoply:
- Dwarf-Forged Steel Full Plate
- Dwarf-Forged Steel Bastard Sword

Stats:
Martial: 26 (16+10) - Elfrun has an extraordinary amount of battle experience for a knight as young as her.
Stewardship: 15 - Elfrun has a good grasp of stewardship.
Diplomacy: 14 (16-2) [-4 with Witch Hunters] - Elfrun has good command of knightly etiquette, but is reluctant to spend her money even on friends.
Piety: 15 - Elfrun is a faithful worshipper of Sigmar.

Traits:
Greedy: Elfrun keeps a tight grip on her purse and is always looking for ways to engorge it. (-2 to Diplomacy, +15% Seasonal Income)
Patient: To wait and bide her time is a specialty of Elfrun's.
Prejudice (Witch Hunters): The Templars of Sigmar have had a long history of accosting her house for its alliance with wizards.
Camaraderie (Mörlenfurt Companions): Elfrun forged a strong bond with her friends and partners in Mörlenfurt and will always stand up for them.
Confider: In sharing her problems with a close confidant, Elfrun has become able to manage life far better than she could before. (+1 to Diplomacy)
Pet Cat: Elfrun's adorable cat purrs softly when she's close and is always there to comfort her and keep her warm.
Scarred: Old wounds have left Elfrun noticeably scarred. (+10 Prestige)
Adventurer: Elfrun has led a life of bravery and action as an adventurer. (+4 to Martial, -1 to Diplomacy)
Formidable Banneret: Elfrun has been battle-hardened into a determined combatant. (+6 to Martial)


House Kriegmeister is a relatively young noble dynasty whose history dates back to the illustrious reign of Emperor Magnus the Pious, who himself ennobled the dynasty's founder. The founder also married a Hierophant, and ever since the dynasty has maintained an alliance with the Light Order. von Kriegmeisters who don't become wizards or clerics are expected to take up a martial vocation and destroy the dark things threatening the Empire. House Kriegmeister is subsequently less politically and economically deft as other noble houses, but remains influential through a comparatively high proportion of elite warriors and effectively using the prestige garnered from their heroics as a political bludgeon. House Kriegmeister's most prized family heirloom is the halberd Soulwhisper, which a Hierophant magically ensorcelled after it was used to banish a Daemon Prince with the aid of light magic. It's wielded by the house head of von Kriegmeister, a position a von Kriegmeister traditionally gains by defeating the one who holds it in a duel.

Elfrun von Kriegmeister is a young scion of House Kriegmeister who, like many of her forebears, would go down the path of the knight. She gained an excellent education squiring under the avaricious but scrupulous Dame Geraldine of House Fähnrich, a famed knight who had decades of experience teaching young squires.

Late in her squiring, Elfrun and her knight were charged to accompany a group of pilgrims as they travelled to the temple of Verena in Bögenhafen. Along the way, the perfidious skaven ambushed the convoy. During the fight, the skaven killed Dame Fähnrich and knocked Elfrun unconscious, taking her and the pilgrims captive. Elfrun woke up underground in a skaven holding cell. Her fate would've been a short and brutal life of slavery if it wasn't for a thief who'd disguised herself as a pilgrim to rob the Bögenhafen temple and whose lockpicks the skaven failed to find. The ensuing prison break was a hectic rush through the labyrinthine confines of the ratmen's tunnels. Between Elfrun's fighting skills and the intuitive guidance of an elven prisoner, a number of ex-prisoners would escape the warren and lose the ratmen in the sewers of what they'd find out was the town of Mörlenfurt.

The initial impulse was to report what happened to the authorities, but one of the prisoners asserted that they already knew and were complicit. She was a watchwoman in Mörlenfurt investigating strange murders and disappearances, only for her captain to kill her dog and sell her to the ratmen. After this revelation, most simply went home in fear for their lives, but four remained, determined to bring down the conspiracy: the squire Elfrun, who had her duty as a von Kriegmeister; the thief Linda, whose debt to Ranald bade her to oppose the oppressors; the elven student of theology Malaandril Ambercrown, whose master instilled in her a strong sense of justice before the skaven ate him; the watchwoman Johanna Docht, eager for vengeance.

Over the course of a year, the four would unravel a conspiracy that didn't end with Mörlenfurt's watch captain as they first thought. There was a large human trafficking ring that gave the skaven a steady supply of slaves and that ring was run by the mayor of Mörlenfurt himself, Waltram von Flabenbach. In exchange for the slaves, von Flabenbach used the skaven information network to attack his political rivals or do away with them entirely with the skaven's assassins, letting him plant his own cronies in their place.

It was a hard and perilous year full of violence and intrigue, and Elfrun was right in the thick of it. With her years of martial training and physical conditioning, she was the strongest fighter of the four and acted as the team's frontman. She slew ratmen, mercenaries, bandits, hitmen, and corrupt lawmen, and in a year she'd inflicted as much violence as a full knight does in five. She contributed in other ways as well. Like many squires, she learned a fair amount of first aid to treat her and her knight's injuries, which frequently came in handy in Mörlenfurt. Her ability to identify seals and heraldic devices helped uncover who was in on the conspiracy, which proved invaluable. Her strong muscles were effective at acquiring information and securing compliance from the uncooperative, and between being the most respectable member of the group and having an actual education in noble etiquette, she was critical in acquiring the aid of allies among the high and mighty.

Elfrun developed a sense of camaraderie with the others, but became especially close friends with Malaandril. The stress from the group's quest got to those two the most and they helped each other cope. Malaandril was an open ear to Elfrun's troubles, and the squire helped her friend get her hands on Arabyan hashish when the elf's funds ran low.

Despite the constant efforts of the skaven and mayor, the four succeeded in destroying the conspiracy and killing von Flabenbach. Thanks to Elfrun, all of von Flabenbach's noble supporters were exposed and her alliance-building with the nobility proved crucial in legitimising the resistance against the corrupt mayor.

But in the end she was a knight, not a politician, so after the dust settled, she couldn't influence who the nobles raised up as von Flabenbach's successor. Their choice ended up being Astolfo von Flabenbach, the mayor's son, a profligate drunkard who through enrolment in the University of Altdorf was unconnected to the "beastman affair" as they were calling it. Astolfo was none too pleased at being dragged off from constant partying and given real responsibilities, so he was ill-disposed to Elfrun's cohort when they met. He congratulated them for the opportunity they received to serve the Empire and dismissed them. They didn't mind too much. They were satisfied with the massive amount of lucre they found in the elder von Flabenbach's treasure room.

After that, the four celebrated and looked back on all they'd done, proud and ultimately satisfied with their accomplishments. They decided to part ways, but promised to keep in touch and come if they called for aid. To her relief, Elfrun didn't get details on Linda's latest escapades, but was reassured she was doing well for herself. As it turned out it wasn't just the hashish talking; Malaandril ended up enrolling in the Imperial Engineers School to make guns. Johanna adopted a new dog and became the enormously popular watch captain of Mörlenfurt. From her letters, it seemed Mörlenfurt was dealing with criminals taking advantage of the watch's reduced post-purge numbers, but was making do with some scrupulously-vetted mercenaries under Johanna's command.

As for Elfrun herself, she'd use her share of the loot to buy a destrier and commission dwarf smiths to craft plate armour and a bastard sword for her. After that, she considered going free-lance, but she'd had a year of complications and uncertainty and desired a certain amount of simplicity and stability for a time. To that end, the squire decided to join a knightly order, and chose the Order of the Iron Arm because of the location of its chapter house within the Reikland and the exalted reputation of its founder. After passing the order's trials, Elfrun was dubbed Dame Elfrun von Kriegmeister of the Order of the Iron Arm.
 
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Sigmar-Manly-Barbarian-Hero: "Chasity whats that."
Sigmarite-Priests-Enforcing-Social-Stability: "You keep your marriage oaths or you be hammered real good."

If you read the Time of Legend books and the other stuff about Sigmar after he loses the girl he likes he only has sex with one person and that was because Queen Freya of the Asoborns made it a requirement for her to sign on with his Tribal Confederation so he was not much for sex. It was also part of the reason he had no dynasty and said that the people of the Empire were his heirs all. Plus when the Prince of pleasure is around it pays to be safe and stick to the vows you might have made so you stay away from the rabbit hole.
 
My question was on Sigmarites' views on chastity, not fidelity, which are two different things.

Not sure considering I have not been able to read all of Tome of Salvation but the fact that one of their issues with Rhya's cult is that they think that many of them dress indecently and take things to excess when it comes sexual things. Rhya's bunch on the other hand think that holding back from the joys of love is what leads to forbidden pleasures building up and so see Sigmar's Cult as to prudish. So while there would be variation between the provinces and members of the Cult I would say that the Cult of Sigmar looks done on indulging carnal desires to much and would think that chastity is not something to be given up with out reason and thought.
 
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Not sure considering I have not been able to read all of Tome of Salvation but the fact that one of their issues with Rhya's cult is that they think that many of them dress indecently and take things to excess when it comes sexual things. Rhya's bunch think on the other hand that holding back from the joys of love is what leads to forbidden pleasures building up. So while there would be variation between the provinces and members of the Cult I would say that the Cult of Sigmar looks done on indulging carnal desires to much and would think that chastity is not something to be given up with out reason and thought.
That's what's there in WFRP 4e, but it may be different in Best In Life.
 
Ah yes who could forget the warrior-queen of the Asoborn Tribe that slept with Sigmar himself, she who commanded the Asoborn from whom the province of Stirland's modern peoples mostly descended. Queen Freya! Destroyer of the Redmaw Tribe, Conqueror of the stunted thieves and Slayer of the Great Fang! LOVER OF A THOUSAND MEN AND MISTRESS OF THE EASTERN PLAINS!

Also, yeah, can't be certain whether 4E takes precedence over other stuff or not. As it is, the sheer breadth of the Empire and its temples/sects/groups can have plenty of different interpretations of the scriptures and proscribed things of the Gods. Some might believe in chastity, celibacy, etc. but not all.

EDIT: And that's her own proclamation, too, btw.
 
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I don't think Sigmar-the-man said anything about chastity at all, not a concept that probably even occurred to him. Moderate Sigmarites are probably in favour of marriage because social stabiity and raising the next generation of humanity's defenders, Radical Sigmarites are probably strongly against any form of sex because No Fun Allowed.
 
These knights want to influence the Iron Arm. Pretty sure this is my last batch. Don't have any more ideas.


Hermine Bacharach
Martial: 21 (12+9) - Hermine has the experience to match the skills of the nobleborn Iron Arm knights and the strength to crush through any of their defences.
Stewardship: 10 - Hermine grasp of stewardship is unexceptional.
Diplomacy: 19 (16+3) [-4 with Flagellants] - Hermine is very charming and can spin enthralling stories that tug at the heart.
Piety: 12 - Hermine is a casual worshipper of Myrmidia.

Comely: Hermine is pleasant to look at. (+1 to Diplomacy)
Forgiving: Hermine is quick to move on from most things. (+2 to Diplomacy)
Prejudice (Flagellants): If that crazed group of flagellants hadn't charged off on their lonesome and left a gaping hole in the army's ranks, Hermine wouldn't have lost an arm and most of the soldiers in her unit.
Loyalty (Leopoldine Blumenkrantz): Hermine is very loyal to Leopoldine Blumenkrantz.
Scarred: Old wounds have left Hermine noticeably scarred. (+10 Prestige)
Profligate: Compulsive spending causes Hermine to frequently waste money on unnecessary purchases. (+5 Prestige, -10% Seasonal Income)
Iron Arm: Hermine's right arm is a steam-powered engineering marvel stronger than any human limb of flesh and blood. (+5 to Martial)
Tough Soldier: Hermine has shown some prowess in martial matters, but still has a lot to learn. (+4 to Martial)

Hermine Bacharach was once a sergeant in Reikland's State Army who turned to begging after losing her right arm in battle. On an ordinary day, she told her story to a finely dressed woman to inspire sympathy and get some coins, receiving some. A couple of days later, the same woman returned and introduced herself - she was Lady Leopoldine Blumenkrantz, Guild Master of the Imperial Engineers School. The guild master said she was impressed by her speechcraft and story, which she had looked into and confirmed, and offered Hermine the best prosthetics money could buy if she agreed to work for her. Hermine accepted.

The Lady Blumenkrantz was true to her word and crafted Hermine a fully functional arm of clicking machinery and hissing steam. It was no mere equivalent replacement like most such devices that the School of Engineers made, however. Though the mechanical limb wasn't as excellent as Blumenkrantz's own masterpieces, it had enough strength to crush a knight's plate armour in its grip and was articulate enough to wield any hand weapon without issue. Then, at Blumenkrantz's instruction, Hermine joined the Order of the Iron Arm, passing the trials with her strength, skills, and experience. She now shows off her impressive strength whenever she can, enticing her fellow knights to take the merely 1-in-6-chance-of-death operation to replace one of their arms with a stronger mechanical one.


Heilgard Hohenstein
Martial: 18 (13+5) - Heilgard is a capable knight and a worthy member of the Order of the Iron Arm.
Stewardship: 16 (15+1) - Heilgard has a good grasp of stewardship.
Diplomacy: 18 (16+2) [-4 with Ulricans] - Heilgard's confidence, articulation, and intelligence make her a very able diplomat.
Piety: 21 (15+6) - Heilgard is a devoted worshipper of Myrmidia.

Hunchbacked: Heilgard is weighted down by the curse of a humpback. (-2 to Martial)
Ambitious: Heilgard knows what she wants, and she is not afraid to try and get it. (+1 to All Stats)
Calm: Heilgard takes things in stride, leading a slow-paced life. (+1 to Diplomacy)
Zealous: Religious conviction burns bright at the centre of Heilgard. (+2 to Martial, +5 to Piety)
Prejudice (Ulricans): Heilgard reserves little respect for the barbaric worshippers of the Wolf God.
Tough Soldier: Heilgard has shown some prowess in martial matters, but still has a lot to learn. (+4 to Martial)

Heilgard Hohenstein is a talented woman and a very good fighter despite being born with a humpback. Her drive to excel in all areas stems from her reading Myrmidia's holy books as a child. The young Heilgard idolised the goddess and was especially fascinated whenever she turned the hubris of a seemingly superior foe and claimed victory over them. Those stories inspired Heilgard to do the same in life and succeeded often in exceeding the low expectations that many held for her. Her multiple abilities and her faith in Myrmidia buoy her spirit and grant her an easy confidence that makes her a compelling speaker and conversationalist.

Heilgard initially planned to become a Templar after her run in the Pistolkorps, but decided to join the Order of the Iron Arm instead. She had a dream and she thought she could realise it in the Iron Arm because of the order's newness and the reputedly "insane" discipline demanded of its knights. Her vision is that of a knightly order of perfect warriors. Its knights are conditioned from childhood by the most strenuous and uncompromising means until their discipline is perfect, their mettle unbreakable, and they have no bonds but to the order, the Empire, and Holy Myrmidia. Heilgard intends to rise through the ranks and make the Iron Arm that order.
 
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Kaldezeit 2502 - Turn 3.1
A/N: Yeah... I got no excuse. This update was incredibly difficult to write for some reason, and real life was not remotely helpful. Classes have started again, and this came after I decided that I'd update this week, no matter what.

This week happened to be my busiest week so far, which meant I got little time to write and no energy for it. So instead have stuff that I plodded on over three months. But it's something!

----


[X] Plan: Winter Season
-[X] Your Order is young, and you need manpower. Recruitment drives will be necessary. Ride across the Empire and look for young men and women who wish to fight as one of the Iron Arm. (Recruit new Initiates, possibly Knights)
-[X] The bulk of the fighting in Wissenland is done, but the devastation suffered is not. Dispatch a squadron of Knights to guard the roads, protect the people and hunt down any remaining bands of orcs. They may also be able to keep an ear to the ground on local rumors, allowing you a perspective on the local succession crisis.
--[X] Stefan Fischer
-[X] Sheep are fine enough, but proper communes demand grain, which needs land, which means you need to cut down the forest. Spend the gold and get the grain needed for your villagers (and additional help) to clear out and prepare the lands needed in time for the growing period to begin in the spring. (Costs 50 Gold)
-[X] For the Winter, you're hosting a squadron of the Knights of the Everlasting Light, famously cursed and noble Templars of Verena. You might not like their god or their Cult's tenets, but they are hardened crusaders of the kind your Order hopes to become. You could take up Sir Ornen on his offer for training the Order, to have them learn lessons from famous knights and test themselves.

Kaldezeit, 2502

Beyond the Imperial Palace, the biting winds of winter howl, an early storm that bodes poorly for Ulric's temper. The chill is felt even past the castle walls, and many roaring fires are lit for warmth. Yet, there is a chill in your limbs and a tremor that you have restrained since you stepped off the barge. You must make for a pitiful sight, rattling in your armour like a kettle.

"You look majestic and fierce, Lady Johanna," Lorence whispers by your side. The girl sways like a sapling in the wind, and her face is the blank mask you've grown accustomed to seeing on newly-minted knights all too afraid of getting bumped back to squire in the months after their initiation. She blinks once, pointedly averting eye contact with you, and clears her throat as quietly as she can. "That is, uh, Grand Master."

You grit your teeth and the girl flinches, assuming she's displeased you. But no, she's not the one rousing your ire. "Thank you for the compliment, Dame Lorence. But no. I look like a cripple."

"A-And you're still scarier than the rest of us combined," Lorence mutters under her breath, not realising that you had mastered your ears as keenly as every other part of your body - and unlike your arms or your lungs, they weren't cleaved apart by a rusty axe as big as your torso.

You glance up at the rafters, see a mob of your peers watching with smiles of varying authenticity - especially that frigid bitch Isabelle, who can throw herself off the railings for all you care - and harden your expression further. Many of the girls up there spend their times gossiping at court, managing gardens and organising parties. Nothing has changed for them. They will marry - many likely already have, or are awaiting betrothal - and they will bear children, and their legacy will be their children and their parties.

And they are happy with that. Despite being swift riders the lot of them. Despite being as skilled with a sword as any of Reikland's state troops and owning a pistol - for some of them, a whole handgun.

By Sigmar, you still don't understand why.

"Don't sell yourself short, Dame Lorence," you say, the weight on her title bearing meaning she may not understand. "You would not be a Preceptor if I didn't see potential in you."

The Bretonnian girl does not turn her head to you, but her eyes glance at you and widen. And that, you think, is good progress.

Then, the Emperor calls.

"Grand Master Johanna von Holswig-Schliestein," Karl Franz I says, his voice booming and powerful, no hint of the stutter he had since the day he learned his first words. What a long way he has come. "Grand Master of the Knights of the Iron Arm. Princess of the Reikland. Firstborn of Emperor Luitpold I. Hearoith and Schadelknackerin." He quirks a smile, a hint of warmth creeping into his eyes. "Beloved Sister. Come forth."

You break from your place beside your knights, marching straight-backed and sharply towards the Imperial Throne, hewn from marble and inlaid with gold and gems. You are practiced in such ceremonies, even as you disdain the time they waste, and to everyone else your familiarity depicts the image of a woman who is immortal. One who has been split from shoulder to hip just months before, yet moves about in plate armour like it were her own skin. But as you fall to your knees and kneel before your Emperor, the dull pain that crosses your body in a line spikes, like a dagger through the chest, and you wince despite yourself.

But the show must go on. And Karlchen has invested enough into this to be worth your time, at least. "As you call, I answer, my Emperor."

The Emperor nods, and he stands, resting Ghal Maraz upon your shoulder. "The Battle of the Dragon Oak was a victory won by all men of Reikland, who fought shoulder to shoulder against the darkness and prevailed. But it was by your hand, with my blade as is ours by birthright, that slew the fell Beastlord that commanded those hordes. And the glory the Knights of your Order won that day will never be forgotten."

On cue, as no doubt rehearsed countless times, a quartet of Reiksguard enter, a well-folded cloth upon their shoulders. They march in, greatsword resting upon their shoulders, stopping exactly four paces from the Emperor. They unfold the banner in twos, unveiling the livery upon it quarter by quarter, until it is clear for all the chamber to see.

"Rise, dear sister. For these colours belong to you."

It is the livery of your Order. The colours of your Knights. Your banner, by which your honour rests and by which your Order stands. It is your Order's Banner, and by the hand it was given, the weight of expectation is all the more crushing.

You expect your knights to bear it as well as you have. With Iron Arms.

You rise, once more feeling pain and once more pushing through it. This injury is meaningless to the darkness that surrounds the world.

"Glory to you, Grand Master, now and ever," Karl Franz says with a smile. "But next time, don't get cut in half."

You nearly laugh, and he knows it. But if he wants you to break in a ceremony, he will have to try harder. "By your leave, my Emperor."

----

The remainder of the ceremony is irrelevant as the captains are celebrated and the Cults give their sermons. The greater implications of the Dragon Oak and the rise of one of Taal's new wild places deep in the Drakwald will have to be investigated at a later point, but that is not your concern. Yours is the war still raging a province away, across a war-torn Wissenland.

Well, not just yours.

"A runner came in at midnight," your brother had said over breakfast. The two of you hunched over in the kitchens in unassuming dress, seeming nothing more than a young noble son and daughter sneaking snacks while their parents prepared for the day's affairs. As far as the Empire was concerned, Karl Franz was still asleep. "The Orcs are back and have retaken some camps and forts in old Solland."

You sigh as you break a loaf of bread with him and smear a load of butter over your piece. "Persistent bastards, aren't they? Orcs will always come back for 'annuva go' if they think they can manage it."

"Persistent is right," the Emperor of Man sighs. "Nothing like the original Waaagh, though, which is good. The Astromancers are also warning me of some great calamity or another coming from the north, which means I'll have to commit forces to Nordland and Ostland soon - but before that I'll have to secure the oaths of Todbringer, Gausser, Ludenhof and Raukov, or I will be infringing upon their territories. Which means I'll have to be off to Middenland tomorrow, which means von Liebwitz will have to make do with what they have."

Considering that Wissenland still has a good number of its own State Armies, already has one of Reikland's there, and has both the Reiksguard and the Black Bears running roughshod all over the province, 'make do' is about right. "Ever considered just forgetting about the ceremony and just going north?"

The expression your brother gives you is at once pained and familiar. "Johanna, I can't just ignore the law when it suits me."

"See, that attitude is why I think we're all better off after I got disinherited. You were made to do all the boring crap I can't be bothered with!"

"Why are you like this?"

----

[][DESIGN] Optional: Choose a design for the Order's Banner


[][BANNER] Of fine design and up to imperial standard, the Banner will stand out amongst the colours of any battlefield, telling the tale and valour of your Order as long as the Empire stands. - Mundane banner with no special effects. Karl Franz Major Favour held

[][BANNER] Imbued with the strength of faith, your valiant men and women will forever fight beneath the eyes of the Empire's Gods, an ever present reminder of two of the three pillars upon which the Empire is built upon: Men, and Faith. - Blessed by one of the Empire's great faiths, the banner bears a divine enchantment that will aid the Order now and forever. Karl Franz Major Favour spent
- [] GM's Choice
- [] Write-In: Any blessing from any of the Cults of the Empire are accepted, with greater leeway given to the Cults involved in the Battle for the Dragon Oak

[][BANNER] It thrums with power unseen yet felt, and even now you feel its strength in your very bones, fire gathering in the seat of your breath. Now and forever, your Order will charge with the strength of the Colleges behind them. - Enchanted by one of the Colleges of Magic, the banner bears mighty arcane enchantments that will greatly aid the Order now and forever. Major favour spent
- [] GM's Choice
- [] Write-In: Any spell from any of the eight Lores will be considered, up to Battle Magic, though the GM retains final veto over what form this enchantment takes
 
"A-And you're still scarier than the rest of us combined," Lorence mutters under her breath, not realising that you had mastered your ears as keenly as every other part of your body - and unlike your arms or your lungs, they weren't cleaved apart by a rusty axe as big as your torso.
She's still right, you know.
"Rise, dear sister. For these colours belong to you."

It is the livery of your Order. The colours of your Knights. Your banner, by which your honour rests and by which your Order stands. It is your Order's Banner, and by the hand it was given, the weight of expectation is all the more crushing.

You expect your knights to bear it as well as you have. With Iron Arms.
Nice.
"Glory to you, Grand Master, now and ever," Karl Franz says with a smile. "But next time, don't get cut in half."
No promises. :wink2:
"A runner came in at midnight," your brother had said over breakfast. The two of you hunched over in the kitchens in unassuming dress, seeming nothing more than a young noble son and daughter sneaking snacks while their parents prepared for the day's affairs. As far as the Empire was concerned, Karl Franz was still asleep. "The Orcs are back and have retaken some camps and forts in old Solland."
Damn. Annoying orcs.
"See, that attitude is why I think we're all better off after I got disinherited. You were made to do all the boring crap I can't be bothered with!"

"Why are you like this?"
Because we made the smart decision that involves less paper work and more smashing.

[X][BANNER] It thrums with power unseen yet felt, and even now you feel its strength in your very bones, fire gathering in the seat of your breath. Now and forever, your Order will charge with the strength of the Colleges behind them. - Enchanted by one of the Colleges of Magic, the banner bears mighty arcane enchantments that will greatly aid the Order now and forever. Major favour spent
- [X] GM's Choice

I'm interested to see what a magically enchanted banner would give us. I'm leaving design to more artistically gifted people.
 
Regardless of time frame, the quality is still top notch.

And I don't want to spend a Major Favor on a magical banner, I feel like we can get that later on our own merits. I'd rather save it for something political.

[X][BANNER] Of fine design and up to imperial standard, the Banner will stand out amongst the colours of any battlefield, telling the tale and valour of your Order as long as the Empire stands. - Mundane banner with no special effects. Karl Franz Major Favour held
 
[X] [DESIGN]: Grey gauntlets crossed, with a sword in the middle.

[X][BANNER] It thrums with power unseen yet felt, and even now you feel its strength in your very bones, fire gathering in the seat of your breath. Now and forever, your Order will charge with the strength of the Colleges behind them. - Enchanted by one of the Colleges of Magic, the banner bears mighty arcane enchantments that will greatly aid the Order now and forever. Major favour spent
- [X] Birona's Timewarp
 
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I'm tempted to go with something from the Gold College's repertoire, if only because of them doing the metal-related spells and us being the Iron Arm. Hmmm. Either Enchanted Blades of Aiban or Glittering Robe equivalents.
 
"Why are you like this?"
Why not?

[X][BANNER] It thrums with power unseen yet felt, and even now you feel its strength in your very bones, fire gathering in the seat of your breath. Now and forever, your Order will charge with the strength of the Colleges behind them. - Enchanted by one of the Colleges of Magic, the banner bears mighty arcane enchantments that will greatly aid the Order now and forever. Major favour spent
- [X] GM's Choice

I too have no talent or inspiration for design, so I'll leave any particulars unless I see something particularly interesting.
 
Actually, Light Magic would be awesome.

Speed of Light or Birona's Timewarp are ludicrous and doubly effective for a force that does extra damage charging like a mounted knightly order, or who need to get around quickly, outmaneuver foes...
 
Obviously, it would be insanely OP, but if the Banner could somehow enact a permanent casting of Birona's Timewarp, out of the Battle Magic lore of the Lore of Light, that would be hilarious. Basically would make the banner unit go all Speed Force on the enemy. On the other hand, there's plenty of powerful support spells too. Harmonic Convergence out of the Lore of Heavens gets rerolls on all armor saves/to-hits/to-wounds.

EDIT: Pann's Pelt or Savage Beast could super boost survival or sheer dps, from the Wind of Beasts too. Hrm.....
 
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Someone slap an Iron Arm spell from 40k on the banner pls

Hmm either something for buffs or something for healing would be good.
 
I suspect we'd have to devote time to training outside of its effect so the Order doesn't get too used to it such that they're unfamiliar when separated into groups or engaged in combat suddenly without it's effect, IF we got one.
 
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