Hugo is the Grandmaster of one of the most a powerful orders of knights in all of the Old World, and is the spiritual head of the Cult of Myrmidia, the Estalian Warrior Ghoddess who is the patron of the Order. He is a fanatic and uncompromising individual who rules the Order with an iron grip that has earned him undying devotion from his followers, and intense hated from his detractors.
The Order enjoys a measure of autonomy within Averland due to its long history, powerful Grandmasters, and support of important merchants. Although knights swear fealty to the Lord of Averland, most Elector Counts of Averland have found it wise to heed the counsel of the Grandmaster when offered. There has rarely been trouble between Averland's Lord and its Grandmaster, mostly because the fanatical devotion of the Grandmasters to the Cult of Myrmidia exclude them from pursuing the political and financial intrigues that are favored by Grafs.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Grandmaster | 4 | 6 | 5 | 5 | 4 | 3 | 6 | 3 | 9 |
May Ride: Hugo rides a barded warhorse.
Magic Items: The Grandmaster of the Order may carry two magic items. These will always be the two Relics of the Order: the Helm of Myrmidia and the War Axe of Myrmidia.
Special Rules:
Helm of Myrmidia : The Helm of Myrmidia was forged in the sacred flames of an ancient Estalian temple and blessed by the Estalian Ghoddess of War. The Helm exudes an aura of extraordinary leadership and bravery. The wearer of the Helm rolls 3d6 for all leadership based tests and selects the two lowest rolls. If the wearer is leading a unit of Knights of the Blazing Sun, an extra blessing is conferred and all leadership tests for the wearer and the unit are based on the wearer's unmodified leadership.
War Axe of Myrmidia : Legends tell of a Statue of Myrmidia that toppled over at a critical point in an ancient battle and crushed the enemies of a unit of crusading knights. After the battle, the shattered statue was melted down and forged into weaponry decorated with the Symbol of Myrmidia, a Blazing Sun. The original Arms of Myrmidia consisted of a war axe, a lance and a shield. Of the three, only the war axe remains, the others having been lost to treachery or conflict.
The War Axe carries the Blessings of the Warrior Ghoddess Myrmidia and enables the wielder of the weapon to attack with astounding proficiency. When attacking with the War Axe, add +1 to the number of attacks of the wielder. In addition, add +1 to hit when attacking with the Axe. The value of these bonuses cannot be further enhanced, for example, the attack bonus cannot be increased by Frenzy to +2, but they can be added to the base stats of the wielder and rolls of the wielder along with other bonuses.