The Black Guard
The Black Guard
Also known as: The Knights of Morr, the Silent Shields, the Grave Sentinels
"We are not soldiers. We are silence. We do not march to war. We walk the edges of death."
Faction Backstory
The Black Guard of Morr are not knights in the traditional sense. They are not pledged to kings, courts, or crowns—but to Morr, the god of death, dreams, and rightful rest. Drawn from noble bloodlines and broken oaths alike, these warriors are chosen, not conscripted—called by dreams sent from the Garden of Morr itself. It is said that to awaken from such a dream is to awaken changed. Silent. Devoted. Bound.
Sworn to the House of Eternal Silence, the temple of Morr in the southwest quarter of Mordheim, the Black Guard serve as its eternal wardens. They do not speak unless spoken to by a priest. They do not pursue warbands unless trespass, necromancy, or profanation of the dead has occurred. But when they act, they do so with absolute judgment and no hesitation.
Each knight bears the sigil of the Silent Skull, and most wield scythe-shaped blades or maces shaped like funeral bells. Their shields are massive, curved like tombstones. Many have taken vows of silence, blindness, or even dream fasting—refusing to sleep to prevent corruption of their sacred visions.
Though neutral in most city politics, the appearance of a Black Guard patrol is often a prelude to judgment—or mercy. Rarely both.
Black Guard Knight – Stat Block
Elite Neutral NPC | Enforcer of Sacred Law | Anti-Undead Tank
Hireable: No. Only appears as a neutral unit, mission objective, or rare ally via High Mourner Eramek Vire.
Profile
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 4 | 3 | 4 | 4 | 2 | 3 | 2 | 9 |
Equipment:
- Graveblade (counts as a two-handed sword; causes Fear in Undead)
- Tombshield (grants +2 to armor save; ignores first knockback or stun result per game)
- Full Plate Armor (4+ save, reduced to 3+ with shield)
- Optional: Funeral Bell Mace (treat as flail, +2 Str on first round of combat)
Special Rules
Vow of Silence
Cannot run or charge unless defending the temple, a priest of Morr, or sacred ground. Immune to all Fear and All Alone tests.
Sacred Duty
The Black Guard always pass Leadership checks when resisting any spell, corruption effect, or fear caused by Undead or Chaos.
Anti-Undead Zeal
When fighting Undead, Possessed, or Chaos Daemons, the Black Guard gains +1 to hit and rerolls failed wound rolls in the first round of combat.
Guardian Stance
If within 2" of a Priest of Morr or the altar, the Knight may use Shield Wall: all friendly models within 2" gain +1 to armor saves and are immune to being knocked back by Fear effects.
Unyielding
If reduced to 0 Wounds, roll a D6. On a 4+, the Black Guard remains on his feet with 1 Wound instead of falling, once per battle.
Narrative Role / Scenario Hooks
- Escort Missions: Protecting High Mourner Eramek Vire during sacred rites in undead-haunted zones.
- Judgment Patrols: Appear in scenarios where warbands desecrate graves, wield necromantic relics, or disturb the Temple grounds.
- Sanctified Conflict: Warbands may choose to submit to trial-by-blade by the Black Guard in exchange for spiritual absolution.
- Silent Shielding: If a warband has gained the favor of Morr (through narrative or scenario), a Black Guard Knight may be sent as a temporary companion until their task is fulfilled.
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