The Ironhorns are a refinement of an earlier concept, namely, the combination of the things that were said about the Knights Templar, the way that Teutonic Knights are portrayed, and a number of other things both true and untrue about various real-life organizations.
The purpose of these monsters is to feel like they are truly monsters and not just dumb ugly beast-men, and to incite as much hatred against them as possible from any non-evil party.
Typical Warhost of the Order of the Ironhorn Knights:
1 x Headmaster with 20+3d6 Rider-Brothers leading the charge
500 + (3d6 x 100) Knights backing up the charge or flanking the enemy
2,000 + (3d6 x 100) Squires guarding the flanks
5,000 + (3d6 x 200) Advocates forming the bulk of the infantry force
10,000 + (3d6 x 1,000) Initiates guarding the wagon train and skirmishing with enemies
IRONHORN INITIATE
SIZE: Depends on race
HD: 2 (d12)
MOVE: Depends on race
AC: 11 + mundane armor
ATTACKS: Weapon
SPECIAL: Taste of the Iron Horn
SAVES: P
INT: Average
ALIGNMENT: Lawful Evil
TYPE: Extraplanar
XP: 12+2
Initiates look somewhat sickly, with their blood vessels being more visible than those of the average person, but they otherwise look quite mortal. In battle, they are usually given thick heavy tabards equivalent to leather armor (AC 2) and wield a variety of cheap weapons such as longswords (1d8), spears (1d6), javelins (1d4, 30 feet) and shortbows (1d6, 60 feet). They are not expected to fight on the front lines, instead serving as menial servants, passing supplies from the wagon train and receiving casualties from the battlefield. They are also used as skirmishers, throwing their javelins or shooting their bows in order to harrass enemy formations.
They are recruited by a variety of means, always willing. This is because they must voluntarily give up a piece of their soul, not under coercion, in order to receive the "blessings of the iron horns." Most of them join because of the promises of food, gold, and glory, while others may simply be impressed by the outward appearance of an Ironhorn Knight and wish to become one.
Outside of battle, they handle the majority of any unskilled or otherwise menial labor that must be done, such as harvesting and sowing the fields.
Taste of the Iron Horn: Spoil Food and Drink once per day
IRONHORN ADVOCATE
SIZE: Depends on race
HD: 3 (d12)
MOVE: Depends on race
AC: 12 + mundane armor
ATTACKS: Weapon
SPECIAL: Taste of the Iron Horn, Blessing of the Iron Horn
SAVES: P
INT: Average
ALIGNMENT: Lawful Evil
TYPE: Extraplanar
XP: 50+3
Advocates look very pale and unnaturally-clean-shaven, sometimes with smooth bald heads. The blood vessels in their arms and legs are very visible, and their faces likewise show signs of blackening of the blood. In battle, they are given brigandine armor (AC 4), war hats (AC 2 head) large wooden shields (AC 1), and either pikes (1d8) or longbows (1d6, 100 feet) depending on their role and the battle strategy. They form the main center ranks of battle, unless they are assigned to longbows in which case they will be behind the squires.
They are promoted from initiates who have proven themselves in battle or have otherwise demonstrated a sufficiently-strong ambition to rise higher in the order. They are taught some of the basic rituals of the Order, but are not trusted with any of its deep secrets. They live in the same quarters as initiates but are given clothing that marks them as superior, so that the initiates would have an ample supply of elders to look up to.
Outside of battle, they practice various skilled tasks such as butchery, blacksmithing, the beating of drums, and the blowing of horns. They also participate or even help lead rituals that are shown to the public.
Blessing of the Iron Horn: Cure Light Wounds once per day, Cause Light Wounds once per day
IRONHORN SQUIRE
SIZE: Depends on race
HD: 5 (d12)
MOVE: Depends on race
AC: 13 + mundane armor
ATTACKS: Weapon
SPECIAL: Taste of the Iron Horn, Blessing of the Iron Horn, Knightly Abilities
SAVES: P
INT: Average
ALIGNMENT: Lawful Evil
TYPE: Extraplanar
XP: 260+5
Squires are starting to grow metallic fangs, fingernails and toenails. Their spit is touched with darkness as if mixed with a drop of ink, and their blood is ink-black. They wear full chain suits (AC 6), chain coifs (AC 4 head) carry large steel shields (AC 1), and wield two-handed polearms such as the lucerne hammer (1d12). On rare occasions, if the battle strategy calls for it, they will instead take up heavy crossbows (1d10, 120 feet) and pavise shields (ranged AC 6). In battle, they cover the flanks against cavalry charges, and are more than capable of rushing forward to envelop the enemy and tear them apart.
Each squire is personally selected by a knight or rider-brother. It is at this point that they begin to learn the deeper secrets of the Order and engage in those rituals which are not shown to the public. Outside of battle, they prepare for the next battle or seek to enter into yet deeper secret knowledge. They may also give speeches or other instruction to advocates and initiates, mostly related to battle.
Knightly Abilities: Squires have the abilities of 5th-level knights.
IRONHORN KNIGHT
SIZE: Large
HD: 8 (d12)
MOVE: 30 ft.
AC: 13 + mundane armor
ATTACKS: Claws (1d6), Weapon
SPECIAL: Taste of the Iron Horn, Blessing of the Iron Horn, Knightly Abilities, Self Destruction
SAVES: P
INT: Average
ALIGNMENT: Lawful Evil
TYPE: Extraplanar
XP: 750+8
Knights have full steel teeth, steel bones, and are beginning to grown steel stubs from their heads. Their fingers and toes are now tipped with sharp metal claws. Their tongues are forked like snake tongues. They wear full plate armor (AC 8), great helms (AC 7 head), carry large steel shields (AC 1), and wield two-handed swords (2d6) or heavy flails (1d10) while needing only one hand. They also carry ten heavy lances (1d8, improved charging damage) on their horses. In battle, they are the main cavalry force, charging into foes and cutting them down like they were grass. Their helmets usually have a pole on top holding a statuette, such as a hand reaching up, a hand grasping a knife, an eye that sees all, or some other symbol of domination and control.
They are selected through a variety of rituals which are very taxing on the body and soul. Those who perform well in these rituals are given what are called "special revelations," start convulsing uncontrollably while babbling incomprehensibly, and then suddenly get up and speak of visions they have had. Outside of battle, they concern themselves primarily with the higher functions of the Order, ensuring that it is run efficiently and is continuing to replace battle losses.
Self Destruction: An Ironhorn Knight may cause his body to implode into a vile wreck of flesh and steel. An HD 1 Barghest emerges from the knight's remains after one round. The knight must be conscious in order to perform self destruction.
IRONHORN RIDER-BROTHER
SIZE: Large
HD: 12 (d12)
MOVE: 40 ft.
AC: 14 + mundane armor
ATTACKS: Claws (2d6), Punch/Kick (1d12), Weapon
SPECIAL:Taste of the Iron Horn, Blessing of the Iron Horn, Knightly Abilities, Self Destruction, Control Mount, Ego Blast
SAVES: P
INT: Average
ALIGNMENT: Lawful Evil
TYPE: Extraplanar
XP: 2850+12
Rider-Brothers have fully developed their steel horns, which grow into various elaborate patterns. Some are thin but sharp like the talons of an eagle grasping forward, some look like mighty antelope antlers, some are curled like ram's horns, some are just plain thick, and so on. They wear full plate armor (AC 8), great helms (AC 7 head), and carry large steel shields (AC 1). They carry heavy slashing weapons such as great scimitars (2d6) and glaives (1d8) for ride-by attacks, two-handed swords (2d6) which they only need one hand to wield, and heavy lances (1d8, improved charging damage) made of steel so that they do not break easily.
They are selected directly by their deity, revealed through dark rituals that no mortal dares speak of in good company. The local headmaster then conducts a ritual that bestows the status and honors befitting of the new rider-brothers. Outside of battle, they do little except for ensure war readiness. Sometimes the rider-brothers are gathered together to plan war strategy. Smaller councils of rider-brothers will be assigned to major economic actions, such as deciding whether to allow a trade league to set up a post, or whether to hire the services of assassins to remove political enemies who are starting to catch on to what the Order really does.
Knightly Abilities: Rider-Brothers have the abilities of 12th-level knights.
Control Mount: A rider-brother may cast an evil spell upon any mount animal in order to force it to serve him. The spell takes about one minute (one turn, or six rounds) to cast and may be resisted by a successful charisma save. If the spell is successful, the animal falls under the knight's control. It grows steel horns on its head, and if it lives for a particularly long amount of time under the knight's control, will grow other steel protrusions as well.
Ego Blast: A rider-brother may speak an evil incantation to a single target. The incantation seems to make absolutely no sense whatsoever, except to the target, who feels the pure anger and chaos represented by the words - if they can even be called "words" or "speech." The victim must make a charisma saving throw to resist the ego blast. On a failed saving throw, the victim's intelligence, wisdom and charisma are reduced to totally nonfunctional levels for 3d6 days. If a creature successfully saves against an ego blast, it becomes immune to the technique for the rest of its life.
IRONHORN HEADMASTER
SIZE: Large
HD: 16 (d12)
MOVE: 40 ft.
AC: 30 (metal armor permanently fused)
ATTACKS: Claws (2d6), Punch/Kick (1d12), Weapon
SPECIAL:Taste of the Iron Horn, Blessing of the Iron Horn, Knightly Abilities, Self Destruction, Control Mount, Ego Blast, Clerical Abilities
SAVES: P
INT: Average
ALIGNMENT: Lawful Evil
TYPE: Extraplanar
XP: 8400+16
Headmasters have permanently fused their armor to their bodies. Each one is unique and carries a personalized set of weapons. Their weapons are imbued with magical energies. The Castle Keeper should determine some sort of unique magical effect for each one, for they have become extensions of the headmaster's distinct will.
They are the regional commanders of the Order, usually answering directly to their deity. They are the survivors of many wars, slowly getting into their positions through the respect of their rider-brothers. They have a convocation every one hundred years, where the most dark of rituals are conducted and the strategy for the next hundred years is planned out. It is rumored that there exists an even more direct representative of their deity who has authority over the headmasters, but surely such an individual must actually be a daemon who comes directly from the fiery depths!
Knightly Abilities: Headmasters have the abilities of 16th-level knights.
Clerical Abilities: Headmasters have the abilities and spells of 16th-level evil clerics.
IRONHORN CONCEALED WOMAN
SIZE: Depends on Race
HD: 3 (d10)
MOVE: 20 ft.
AC: 11
ATTACKS: Weapon
SPECIAL: none
SAVES: M
INT: Average
ALIGNMENT: Lawful Evil
TYPE: Extraplanar
XP: 20+3
Women in the Order are not allowed into battle, so they must prove themselves some other way. They undertake self-restrictions relating to silence, purity, pain, and punishment. Some of them go so far as to drink alcohol until they vomit, then drink some more, in order to allow the Order's deity to enter into their souls. They are most-commonly called "concealed women" because the most common show of self-restriction is to wear a large dark all-concealing garment with the Order's symbol displayed proudly. This garment has a thin mesh at eye level to allow the women to see outside.
IRONHORN GAGGED WOMAN
SIZE: Depends on Race
HD: 6 (d10)
MOVE: 20 ft.
AC: 12
ATTACKS: Weapon
SPECIAL: Soul is Elsewhere
SAVES: M
INT: Average
ALIGNMENT: Lawful Evil
TYPE: Extraplanar
XP: 180+6
One of the secret rituals of the Order is the Ritual of the Gagged Woman. In this ritual, a woman is chosen to be locked into a coffin for a day. The next day, the coffin is opened but the woman is tied down with ropes and gagged. Then, for the next 24 hours, anyone from the Order can come have his way with her. If the rumors are to believed, even Headmasters are capable of participating. After this unspeakably-evil ordeal, the woman is untied and her gag is removed. Yet, the women invariably choose to put the gag back into their mouths, hence their colloquial designation as "gagged women."
Soul is Elsewhere: Gagged women can disconnect their souls from their bodies at will and possess any creature of lesser intelligence, wisdom, and charisma. This is most effective within 100 feet.
IRONHORN STIGMATAEUS
SIZE: Depends on Race
HD: 9 (d10)
MOVE: 30 ft.
AC: 13
ATTACKS: Weapon
SPECIAL: Soul is Elsewhere, Corrupting Blood
SAVES: M
INT: Average
ALIGNMENT: Lawful Evil
TYPE: Extraplanar
XP: 800+9
Women of the Order are seldom keen to indulge in any ritual darker than that of the Gagged Woman, instead choosing to go through lesser rituals repeatedly for the rest of their lives. Still, there are always those few who need more secret knowledge from the Order's deity. After proving that they can handle the same rituals as the men, they then undergo the Stigmataeus. In this ritual, knives that are cursed with the most corrupt of energies are stabbed into the woman's hands and feet, and she is hoisted onto a steel pole. Rider-brothers and the local headmaster then stab her with their lances, but her wounds keep on regenerating. After three days of this, she is taken down and granted the special honor of Stigmataeus. She retains some magical energy from the ritual, described below.
Corrupting Blood: A stigmataeus may re-open any of her wounds at will, spilling forth corrupting blood. Any non-evil mortal who comes into contact with this blood must make a constitution saving throw or suffer a fatal disease that takes 3d6 hours to kill the person outright. On a successful save, the person is instead rendered comatose after that duration. The effects of the blood count as a disease for the purposes of anything that affects disease. Sometimes groups of 100 to 200 initiates will partake of the blood and mix it with red fruit juice in order to see who among them has the most potential for advancement, and it is rare that more than 10 will survive.
IRONHORN ACCOUNTER
SIZE: Depends on Race
HD: 12 (d10)
MOVE: 40 ft.
AC: 14
ATTACKS: Crushing Grip (1d6), Weapon
SPECIAL: Soul is Elsewhere, Corrupting Blood, Wretched Hands
SAVES: M
INT: Average
ALIGNMENT: Lawful Evil
TYPE: Extraplanar
XP: 1900+12
Accounters did not necessarily go through all of the rituals up to and including the Stigmataeus, but they are nevertheless ruthlessly dedicated to the Order to the point of being trusted with its money. The accounters are referred to as the concubines of the headmasters, but the accounters themselves do not see it this way.
Wretched Hands: An accounter has special magical power in her hands. On a successful touch attack, the victim must make a charisma saving throw or come under the effect of the wretched hands for one hour. The accounter can will the victim to enter strange and twisted poses, and then record what she sees from her eyes into a magical painting. Accounters compete with each other to determine who can make the most twisted and wicked paintings in this manner, sometimes with the rider-brothers and headmasters watching and making suggestions. Their favorite targets are the younger family members of initiates.
The Order of the Ironhorn Knights (revised Horned Knights)
The Order of the Ironhorn Knights (revised Horned Knights)
C&C/D&D-related writings, Cortex Classic material, and other scraps: https://sites.google.com/site/x17rpgstuff/home
Class-less D&D: https://github.com/ssfsx17/skill20
Class-less D&D: https://github.com/ssfsx17/skill20
Re: The Order of the Ironhorn Knights (revised Horned Knight
Wow, nice. This will fit perfectly into my home brew! Thanks for sharing! I might tone down (just a hair) some of the overt magic with them, but still "good" stuff!
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
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- Omote
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Re: The Order of the Ironhorn Knights (revised Horned Knight
Wow. Some of this reminds me of the gritty and dark world of Warhammer Fantasy. Very unique.
~O
~O
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
Re: The Order of the Ironhorn Knights (revised Horned Knight
This is great work, and very appropriate for a Medieval Gothic, or Dark Fantasy campaign.
Daniel James Hanley
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.