INTRO - The Land of Chivalry
The knights of Bretonnia are renowned throughout the Warhammer world for their skill at arms, their bravery and chivalry, and for their undying faith in their goddess, the Lady of the Lake. When it marches to war the Bretonnian army is an impressive sight to behold, with the proud ranks of knights backed up with scores of lowborn peasants while the mysterious Damsels of the Lady unleash her mystical wrath upon those that would threaten her sacred land.
Heed the call to arms of the valiant Knights of Bretonnia, noblest of men and guardians of a kingdom founded upon the principles of chivalry and the protection of the weak. They do battle in the name of the Lady of the Lake and for the glory of the King, crusading against the forces of evil and smiting the unholy with righteous fury.
So draw your sword, ready your horse, and prepare to face the enemy with with the might of Bretonnia at your back! For Honor! For Glory! For the Lady!
LORE OF THE LADY
The Lore of the Lady draws upon the power of Bretonnia itself, granting courage and protection to those faithful to her, and smites those who would seek to defile her blessed realm.
-Steed of the Lady: The Damsel calls forth translucent white horses that will bear her Knights noiselessly and with speed so swift it seems unnatural. Targets a single horse riding unit with a range of up to 1 Kilometer. The horse is made ethereal and granted double speed of movement. The caster can double the range with increased effort.
-Mists of Chalons: White mist, like that which rises from the places sacred to the
Lady of the Lake, gathers around the Damsel. This thick mist is summoned from the mysterious Otherworld and enshrouds anyone close to that they can barely be seen. Can surround units up to 300 meters away in a powerful mist that the enemy cannot see through. It does not hamper friendly Bretonnians. The range can be doubled with increased effort.
-Doom of Dol: The Damsel pronounces the doom of an enemy or monster on the opposing side by naming a Bretonnian champion on her own side who will slay the 'doomed' enemy. In the midst of battle the Damsel may suddenly declare something like "Sir Jehan Maldemer! The Dwarf king is doomed to perish by your sword!" Naturally this inspires the named Knight to go all out to accomplish that very deed of valor and fulfill the prophecy. A hex that targets both a singular enemy and friendly unit in a 1 kilometer range. The friendly unit will be magically enchanted, their efforts to target the enemy increased and damage done to the enemy harder to avoid (swords passing through armor for instance). The hex only lasts for a few swings of a knight's swords, but that's often more then enough. The range can be doubled with increased effort.
-Beguilement of Blondel: The Damsel entrances the enemies around her with visions of verdant meadows full of wild flower and beautiful maidens, or whatever alternative paradise exists in their imagination. They may even believe they have already been slain in battle and gone to heaven. Can affect a single unit 300 meters away, or several with increased effort and the cost of range. If their willpower is not strong enough, they become spellbound by visions of the paradise shown to them by the Damsel. If their will is strong, they shake the visions off and continue fighting.
-Spiteful Glance: It is unwise to annoy the Damsels of Bretonnia, for they may turn you into a frog! It is a widely held belief among Bretonnian peasants that many of the frogs lurking in the lakes and ponds around her abode are Knights who failed to perform a task for her. The only way to save these unfortunates from languishing as frogs until eaten by a fish or a heron is for the fairest damsel in the village to kiss them. Needless to say few if any Knights have been saved in this way! Requires line-of-sight. The Damsel attempts to turn the enemy unit into a frog! Once transformed, their is nothing they can do but croak and hop around, praying they don't just smashed by their allies or eaten / trodden by their mount. Great for targeting enemy generals or champions.
-Wrath of Righteousness: The Damsel prays to the Lady and arcing bolts of lightning leap from her hand, surging around her to strike all unfaithful in her name. Has a range of 300 meters, and is capable of piercing enemy armor. Where the bolt strikes will be a small explosion that can effect units besides the one struck.
-The Lady's Virtue of Valor: The Damsel's call upon the full might of the Lady's magic, empowering all Knights around her to become an unstoppable tidal wave of iron-shod horses and sharp steel. Affects all knights within 20 meters of the Damsel, and doubles their attributes (speed, strength, intellect, etc.) for a few minutes. This can be increased to 50 meters for increased effort.
LORE OF LIFE
Ghyran is the green wind of magic, used by Jade Wizards and also Druids to a lesser extent and is closely associated with the Lore of Life. Ghyran is closely tied to nature, water and the flow of the natural essence of life through the world. It is strongest near sources of water or in areas where life grows in abundance - around rivers and lakes, by springs, in forests and woods. Rainfall is known to unleash a torrent of Ghyran energy where it falls. The strength of Ghyran magic is generally affected by the seasons - it is most potent in spring and summer, and it declines during winter. Ghyran magic can be used in a wide range of spells - as well as giving vital energy and providing healing, it can be used to manipulate the natural environment and control water in all its forms.
-Lifebloom: Whenever a spell from the Lore of Life is successfully cast, there is occasionally a bit of life energy left over after the spell. The mage can channel this energy into himself or his fellows to provide some minor healing.
-Earth Blood: Drawing power from the earth, the wizard heals his wounds, and the wounds of those closest to him. While potent, it only has a range of ten meters.
-Awakening of the Wood: The wizard breaths life into the plants around him, commanding them to attack on his behalf. Enemies can find the ground bursting beneath their feet as vines reach up to ensnare them. If cast in a forest this spell is especially potent, as entire trees can uproot themselves to wage war on the life wizard's foes. Has a range of 300 meters, but with added effort can be upgraded to a full kilometer.
-Flesh to Stone: To protect their allies against the harshness of battle, the wizard turns weak flesh to hardest stone. With this, only the strongest of attacks have any hope of getting through, while others bounce off. Has a range of 100 meters for one unit, or all units in a 25 meter radius. It should be noted that the spell is not permanent. It only lasts for a few minutes.
-Throne of Vines: A powerful augment spell, the wizard conjures a literal seat of power from vines that spring from the earth. As he sits on this the wizard will find that all their other spells have increased exponentially in power and miscast are less likely. Though they cannot move from the throne while casting, the power the throne exists as long as the actual throne does. If it is dispelled or destroyed, the added power it gives goes with it.
-Shield of Thorns: In their defense the wizard can cast this spell, causing a wall of razor sharp thorns to spring up between them and their foe. Those attacking him in melee will find their skin punctured, while the wizard stays safe.
-Regrowth: A spell of great and cherished power, this spell is not just one of healing, but is full of the essence of life itself. With it, a wizard pours the wind of life into the bodies of the fallen around him, drawing them back to the world of the living. Unlike the cursed half life of other necromantic spells, those healed are just as they were, but with their most serious injuries removed. The larger a unit it, the more difficult it is to revive (it is easier to revive a group of knights then resurrect a dragon). The more serious the injury the killed them, the more difficult it is (it is easier to heal a man with a slit throat then it is to heal a man who exploded). Wizards can work together to increase the power of their healing. It has a range of 50 meters.
-The Dwellers Below: The most powerful offensive spell in the Lore of Life arsenal. Channeling the fury of the earth beneath his opponents, units find hand bursting from the earth, grabbing them to pull them under. If a unit isn't strong enough to fight them off, they'll be dragged down never to be seen again. This is a spell that has doomed legions, ended champions, and destroyed monsters and siege engines.
LORE OF BEASTS
Ghur is the Amber wind of magic, and is associated with the Lore of Beasts. Ghur is the coalescence of bestial spirit, the predator and the prey. It flows around the wild, untamed places, unchecked and free where the touch of civilization has not yet been felt. It is a savage wind, as unreasoning as it is devoid of malice. Amber wizards are often called 'shamans' and are rarely found in cities or other outposts of civilization. The Amber Order is the only Order of wizards who do not have a building in Altdorf, but they are rumored to occupy a series of caves in the Amber Hills to the west of the city. Only those foolhardy or most in need deliberately seek out the Amber Brotherhood.
Ghur is the antithesis of order. It is attracted to wild animals and places, and starts to flee when near cities or other aspects of civilization. Not surprisingly the power of this wind makes it easier to cast on Beasts and animals rather than people.
-Wyssan’s Wildform: This spell, with a range of 50 meters (or 300 with increased effort), unleashes the beast within his allies, shaping its fury to make a target unit or squad stronger and tougher.
-Flock of Doom: With a bellowed command a horde of crows is summoned to peck at a chosen unit’s eyes, any within 300 meters or a kilometer for the stronger variant.
-Pann's Impenetrable Pelt: Calling upon the Beast Spirits of the Wild, the wizard temporarily covers his vulnerable flesh in layers of thick hide and fur. Essentially this makes the wizard (or whoever he casts it on) much, much tougher to hurt. Through additional effort he can cast it on all important characters within 50 meters.
-The Amber Spear: Sounding a Gnarled horn, the wizard conjures up a glowing giant amber spear which is then hurled at any enemy within 300 meters, ignoring armor entirely. It functions just like a ballista and can penetrate multiple individuals at once, to a max of six. With increased effort the wizard can summon a larger spear that can penetrate up to ten enemies at once or wound even the most monstrous and armored of creatures.
-The Curse of Anraheir: Summoning nebulous and insubstantial spirits, the wizard then has them seek out a target squad and claw at them. This provides a potent distraction for the enemy as they struggle to move across terrain while being clawed at and struggle to hit the enemy. Can be cast on any enemy across 500 meters or, with increase charge, any enemy across a whopping ten kilometers!
-The Savage Beast of Horros: An extreme upgrade of Wyssan’s Wildform, the Savage Beast of Horros fully unlocks the beast within. This powerful spell is then targeted on a fellow hero or champion, making them drastically stronger and much, much more ferocious in combat. As a result they hit far harder and attack much faster. With increased casting effort, the wizard can target all heroes or champions within 50 meters to give them this buff.
-Transformation of Khodron: The ultimate expression of mastery of Beasts, the wizard when he uses this power transforms into a truly monstrous creature. This can include chimeras, manticores, hydras or even dragons! While the wizard cannot use magical items or cast spells when in this form, he doesn’t need to and is significantly more powerful. The only drawback is that very rarely the wizard cannot transform back however most of the time in battle he won’t need to.
LORE OF THE HEAVENS
Azyr is the blue wind of magic, and is associated with the Lore of the Heavens. The wind of Azyr is light and insubstantial, and after passing into the world from the Stars it quickly dissipates into the upper portions of the heavens. It is creativity and the desire to emote.
It is inherently paradoxical. Azyr gives shape to abstract concepts, seeks to find meaning within the unknowable, and provides narrative for that which has none. The Lore of Heavens is commonly associated with dreams, theory and divination.
-Iceshard Blizzard: With a range of 300-1 kilometer, this spell hurls shards of ice from the sky to blind or dishearten an enemy ranged unit.
-Harmonic Convergence: Diving auspicious signs, the caster guides the minds of his fellow warriors for one unit at 300 meters or all friendly units within 50. This causes said warriors to be more durable and hit better thanks to coordination.
-Wind Blast: Seizing control of the winds, the caster violently pushes away an enemy unit from his position, scattering them or sometimes even hurling them against other units.
-Curse of the Midnight Wind: Calling upon a curse that was old when the world was young, this spell targets either a single enemy unit at 300 m or all enemy units at 50. In a sense this curse gives makes it so those afflicted must struggle to hit or defend, usually failing in the act. So if a heavily armed shield wall was afflicted its shields would break down at the worst possible moments, and many counter strikes would also fail by being dodged or hitting a hard point in the armor. However it only lasts as long as the wielder doesn’t cast a another spell.
-Urannon’s Thunderbolt: The wizard conjures a almighty ball of lightning that can kill six at once.
-Comet of Casandora: Probably the most often spell here, the wizard pulls a small meteorite from outer space and has it crash on the battlefield. Fails half the time due to scarcity of comets/meteors, but utterly awesome when it succeeds.
-Chain Lightning: Lightning launches from the wizard’s hands and leaps across the battlefield, potentially running through dozens or more enemies.
RECON
For Bretonnia Yeomen act as the primary scouts, though Herrimault may act in much the same manner, though their status as outlaws makes reporting their findings a risky business, as they must make sure to do it to a Bretonnian lord that won't arrest them outright. Bretonnia also has the Prophetesses of the Lady, who can use their magic to predict the movements of their enemies and advise the Bretonnian Lords accordingly.
PRIMARY:
Foot Knights
Mobility: 4
Training: 4
Max Range: Melee
Preferred Range: Melee
Whilst most knights of Bretonnia have a reputation for rashness whilst fighting mounted upon their fine warhorses, some knights inevitably are pragmatic enough to realize that sometimes it is better to fight on foot. This is either because they are too poor to afford a horse, their favorite mount was slain in battle, or simply because they prefer the freedom of being able to move with more ease without the constraints of the saddle.
Though Foot Knights are somewhat looked down upon by other mounted knights as "peasant lovers" or "beggar knights" they are unquestionably useful in battle. They are used to hold important positions, defend castles, assault fortifications and, above all, prove how much better they perform in battle compared to the common peasantry.
Offense: Whereas the mounted knights are usually limited to a charge with their lances followed up by drawing their swords, Foot Knights can be found wielding all manner of weapons in combat, be they swords, morning stars, axes, daggers or great swords, making them a very versatile force indeed.
Defense: Plate Armor and Shield
Additional Factors:
-The Knight's Vow: "...When the clarion call is sounded, I will ride out and fight in the name of liege and Lady. Whilst I draw breath the lands bequeathed unto me will remain untainted by evil. Honor is all. Chivalry is all… "
-Foot Knights are often found in the front of the battle line, leading the charge of the units of peasants behind them. For a knight to be fighting dismounted just like the commoners fills the peasants with some sense of pride, and make them more likely to stay and fight for their lord.
-True knights in shining armor, in principle at least, these men espouse the noble ideals of chivalry and honor. They are brutally effective warriors who practice their skills daily in tournaments and mock fights. Able to afford excellent armor and weapons, they can go toe to toe with most other infantry and often come out victorious.
Men at Arms
Mobility: 4
Training: 3
Max Range: Melee
Preferred Range: Melee
Each midsummer, commoners flock to their lord's castle to present their sons in the hope that they will be trained as men-at-arms. For a peasant to have a son accepted into the ranks of a knight's household is a great honor. Some young peasants will have been guided towards this goal through their entire life, encouraged to stand up straighter and taller than the usual peasant 'slouch' to better improve their chances of selection. All morning and afternoon the knight inspects the candidates. By dusk, the luckiest and strongest are selected and are taken back to the castle where they are given basic training and outfitted in the livery of their lord.
Bretonnian men-at-arms are the soldiery of Bretonnia. Every Knight needs to maintain a retinue, whether he is a humble master of a village or the King of Bretonnia himself. These troops serve the Knight, guarding the borders of his domain, holding his castle, and marching beside him when he goes to war. Armed with polearms, they are emboldened by the presence of any Knight ensuring they do not take flight and battle to the last, as is their vow.
Offense: Halberds or other polearms and swords.
Defense: Depending on the knight providing for them, they may get chainmail and shield, leather and shield, or just the shield.
Additional Factors:
-The Peasant's Duty: "…Thou shalt give thine glorious liege the taxes that he requires Thou shalt labor all but feast days, And no more than a tenth-share shall you keep for kith And kin. Rejoice! For a knight of Bretonnia provides your shield… "
-In more peaceful times the men-at-arms perform routine tasks, watching the borders of the domain and patrolling the knight's lands
-The inductee is given an extravagant bounty for joining, though this all too often vanishes as the new recruits are expected to pay for their new uniform, equipment, and even make a contribution to the temples of Shallya. They are given room (a rough straw mattress in a barn) and board (thin gruel and stew) and earn a wage for their faithful service. On paper, their wage is quite generous, far exceeding anything a peasant could otherwise legally earn, but what the militiamen actually receive is but a mere fraction of this total - if indeed they receive anything at all. Every conceivable expense is deducted from this salary, from their food and accommodation through to each and every equipment loss and breakage - some miserly lords will even levy a charge for any funeral expenses incurred!
Peasant Bowmen
Mobility: 4
Training: 2
Max Range: Longbow
Preferred Range: Longbow
When the call to war comes, every peasant able to fight must serve in the armies of Bretonnia, a willingness reinforced by the promised bounty of a copper coin for any who survive the campaign. A few are pressed into service alongside the standing companies of men-at-arms, bulking out ranks thinned by casualties or sickness. However, most are employed as levies of long-bowmen who are expected to engage enemies unworthy of a knight's attention. Though the tenets of the chivalric honor forbid a knight to use any kind of missile weapon, there is, of course, no such restriction on the peasants who are not expected to know better. Though the wage of a peasant archer could be judged pitiful by most standards, to the commoners of Bretonnia it is a princely wage indeed. Most parents will encourage their offspring to practice with a bow so they might increase the family's earnings.
Offense: Longbow: Unlike Men-at-arms, peasant bowmen are not equipped from the armories of the castle, they have to bring their own longbows. These are usually handed down from father to son, and can be of variable quality. To make their numbers count, these long-bowmen congregate into huddled units on the battlefield, directing volley after volley into the enemy.
Defense: None, save Wooden Stakes (See Special)
Special: Defensive Stakes: These large wooden stakes are set up in front of the bowmen to defend their position, faltering enemy charges.
Additional Factors:
-The Peasant's Duty: See Men-At-Arms
-Bretonnian Bowmen are usually deployed where they can lend the force of their longbows to the Bretonnian knightly charge, softening up the enemy with a continual volley of deadly arrows.
-Like men-at- arms, peasant bowmen are not very reliable if left to their own devices, but under the stern gaze of a knight can aspire to adequate, though not exceptional, deeds.
Peasant Levy
Mobility: 4
Training: 2
Max Range: Thrown Rocks
Preferred Range: Back on the farm.
Peasants who do not even own a bow do not make very good soldiers and are rarely taken on campaign. However, when a lord is obliged to defend his lands the peasants are expected to take up pitchforks and scythes and do their best. Peasants are unruly and ill-disciplined if not actually unwilling combatants. They are however also cheap and very expendable.
Offense: Farm Tools: The Peasant Levy are armed with whatever weapons they can get hold of, which in most cases means they have to rely on the tools of their trade. Thus they are most often found fielding all manner of farm tools, like scythes, woodcutter axes, pitchforks and the like.
Defense: None
Additional Factors:
-The Peasant's Duty: See Men-At-Arms
-Disorganized Mob: Peasants are unruly and unwilling soldiers, neither fit nor wanting to fight. As such, they are more likely to rout than other troops.
LINEBREAKERS:
Knights Errant
Mobility: 5
Training: 4
Max Range: Melee
Preferred Range: Melee
All noble sons of the realm are committed to the path of knighthood from the moment they are born. Though birth into nobility guarantees his place within the circles of knighthood, a young noble is not honored until he has proven his worth. Some earn status through faithful service to their lords, others through powerful connections and family ties, but the most glorious and only true way for a young knight to fulfill his calling is to test himself against the foe on the field of battle. According to the code of chivalry, the First and lowest rank of knighthood is the Knight Errant. The old tradition of a would-be Knight proving his worth by brave deeds and thereby winning the lordship of a domain was upheld as a just and right foundation for knighthood. Indeed this custom had always served Bretonnia well in the past.
When a duke begins to marshal support for a crusade, Knights Errant flock to his banner, vying with one another for martial glory. On the battlefield they are impetuous, eager to earn fame and honor in the thick of the fight. They charge boldly into the fray, heedless of danger and earning either great honor or a glorious death. The older, more experienced knights rarely discourage them. Some see it as a way of pruning the ranks, others as a suitable outlet for the enthusiasm of youth, but none would deny a young knight his destiny. Those whose skill and bravery are proven will go on to become Knights of the Realm.
Offense: Broadsword, Lance, Mace, or Flail. All will be of good quality. The traditional tactic for a Knight is to ride into battle with his lance, then take out one of the other weapons and fight from horseback.
Defense: Plate Armor and Shield, both of good quality. His horse will also have some armor.
Special: Mount: Bretonnian Warhorse: The Bretonnian Warhorse is the finest breed of warhorse in the Old World. This is because the Bretonnian Warhorse is in part descended from the Elven steeds of the former Elven colonies which flourished centuries ago in the land that is now Bretonnia. When the Bretonnian warriors began riding into battle on the native horses of Bretonnia, they found that the horses could bear the weight of a fully armored man and still gallop and charge over and over again without tiring. The horses were big, powerful and not lacking in stamina.
The Elven horses from which Bretonnia's draw stock come from the Wood Elves. This trade is rather unique, as High Elves would never willing give their horses away. To Wood Elves though, it makes perfect sense, as their land is bordered by Bretonnia on two sides. No-one gets into Loren from the north or west without first having to fight through the Bretonnian Knights. From the Wood Elf point of view this security is well worth a bit of horse trading. In return, the Elves acquire swords and other weapons of good Bretonnian iron and steel, which they do not make to any great extent in their own realm.
Special: Errantry Banner: This tattered banner has been across the length and breadth of the Old World and beyond, whipped by the arctic winds of the Troll Country and bleached by the burning sun of Araby. It instills its bearers with fiery zeal and holy strength. Knights holding or near such a banner will fight even harder, but will be even more impetuous and eager to charge.
Additional Factors:
-The Knight's Vow: See Foot Knights
-Knights Errant project an air of bravado, dealing with peasants and fellow knights alike with a brash self- confidence and haughty manner. Eager to prove their skill, and thus attain status and renown, these young nobles are bold and enthusiastic to the point of recklessness - a trait that the common folk idolize and admire!
-No better teacher then experience: Bretonnian knights learn from the best school there is - genuine experience. At the start of their tour, they don't have any genuine experience, but most make up the deficit with their enthusiasm. Knights Errant are expected to travel widely, often alone, seeking out perilous situations in which to prove their worth. As a result, they can be found anywhere in the Old World, sometimes to the regret of the natives.
-First Ones In, Last Ones Out: They will answer any challenge or call to arms. They are first in line during a charge and last to retreat… regardless of common sense or sense of strategy.
Knights of the Realm
Mobility: 5
Training: 5
Max Range: Melee
Preferred Range: Melee
Once a Knight Errant has proved himself worthy of his station, he is confirmed as a Knight of the Realm. Knights of the Realm make up the bulk of the nobility of Bretonnia and command great respect both for their station and for the deeds they have performed to reach it. Upon his investiture, the knight is given the responsibility of administrating a domain - generally a few acres of land, a village and a castle. As the common folk in the domain are bound to the service of the knight, to work his land and pay their taxes, so too does the knight swear fealty to the higher orders of nobility.
The Knight of the Realm belongs to the most numerous of the orders of chivalry. He has proven himself in battle and assumed his full responsibilities as a Knight. The staunch backbone of the Bretonnian knightly forces, they are skilled and deadly with stout lances setting their enemies to flight with a single, determined charge.
Offense: See Knight Errant, but with more experience
Defense: See Knight Errant
Special: Mount: See Knight Errant
Additional Factors:
-The Knight's Vow: See Foot Knights
-Commitments and Duties: A Knight of the Realm is duty-bound to defend his people and his land until death. As a noble trained in the arts of battle, a knight is expected to defend himself and his domain against minor threats without assistance from others. If the situation is more desperate, the knight may either marshal the peasants of the village to fight with him, or instead shelter the commoners in his castle until help arrives from neighboring domains. Above all, a knight is required to maintain the standards of knightly honor, obeying the strict tenets of Bretonnian chivalry. Among the most important of these is to respond to the call to war, when he will fight alongside other knights, not as a rite of passage as he did as a Knight Errant, but as duty required by his station. For a knight there is no greater shame than to fail in these responsibilities, thus betraying the chivalric code. If he does so, he may be stripped of all titles and rights, and be banished from the realm until he can prove himself once more.
Questing Knights
Mobility: 5
Training: 6
Max Range: Melee
Preferred Range: Melee
Since the days of Gilles the Uniter, the Grail has been the ultimate symbol of Bretonnian chivalry, and the ultimate goal of any true knight. A knight who begins the quest for the Grail relinquishes all his worldly possessions and all ties to his domain. Setting aside his lance, he instates another knight to fulfill his duties of administration and protection prior to setting out upon the quest. The following months and years of the knight's life are filled with trials and hardships that strengthen his mind, body, and soul. The path of a Questing Knight is a winding one, for they are pledged to never sleep two nights in the same place and never to yield in their search while they yet draw breath.
A Questing Knight is accorded far greater rank, honor and respect than either Knights Errant or Knights of the Realm even if the latter are powerful dukes. Questing Knights soon become superior to either of these lesser ranks of Knights because of the greater tests and hardships they encounter and the rewards of the Lady of the Lake which no Knight can hope to attain without setting out on the grail quest.
Offense: See Errant Knight, but Questing Knights never use lances. They are more likely then Errant Knights or Knights of the Realm to have magical weapons.
Defense: See Errant Knight
Special: Mount: See Errant Knight
Additional Factors:
-The Questing Vow: "… I set down my lance, symbol of duty. I spurn those whom I love. I relinquish all, and take up the tools of my quest. No obstacle will stand before me. No plea for help shall find me wanting. No moon will look upon me twice lest I be judged idle. I save my body, heart and soul to the Lady whom I seek…"
-So you've decided to become a Questing Knight: Questing Knights live a solitary existence, the Lady of the Lake their only companion. Driven by visions of the Lady and the Grail, a knight may travel for countless leagues. The quest for the Grail knows no physical boundaries and it is common for a Questing Knight to travel far beyond his domain and often beyond the realm of Bretonnia itself. As he searches, the knight strives to prove himself to the Lady, performing good deeds, slaying foul beasts, entering into single combat with great and terrible foes, or through valor on the field of battle. Throughout all, the quest is always foremost in the knight's mind, daring to hope that one day his efforts will be rewarded with a sight of the Grail. Few Questing Knights ever achieve this honor, many are slain in combat with mighty and fearsome foes. Others live their whole lives without sight of the Grail, their souls in constant yearning for it.
RAPID RELIEF :
Pegasus Knights
Mobility: 6
Training: 5
Max Range: Melee
Preferred Range: Melee
Most Pegasus Knights hail from around the border city of Parravon, hard on the slopes of the Grey Mountains where many of their noble mounts can be found. Their numbers are made up almost exclusively of Knights of the Realm, and then only the richest and most influential knights can boast of owning a battle trained pegasus, for the creatures are difficult to capture and harder still to train. Accordingly, to own such a beast is the ultimate symbol of wealth and success for their owners, but in truth a pegasus is also a great practical boon for any knight fortunate enough to acquire one.
A Pegasus is stronger and faster than even the mightiest warhorse, easily able to crush a man's skull with its flailing hooves and cover great distances swiftly. Indeed, in the more wild and inaccessible domains of Bretonnia there is real merit to a steed that is not prone to becoming mired in mud or entangled in thorns. On the battlefield, small groups of Pegasus Knights will group together, often outstripping the rest of the army as they search for honorable combat.
Offense: See Errant Knights. A Pegasus is strong enough that it can crush a skull with one of its hooves.
Defense: See Errant Knights, though they have the added benefit of flying from danger. A Pegasus cannot take much armor, for obvious reasons, but it can have some light quilt or leather armor.
Special: Mount: Pegasus: Pegasi look like magnificent white draft horses with elegant feathered wings. Their coats sparkle under the sun in a manner reminiscent of light playing over new-fallen snow. While they seldom take to the ground, preferring the sky, when they do they are swift runners. Pegasai that have not been battle trained are far more likely to fly away then fight, excepting when their foals are in danger. They are elegant and noble creatures, favored by knights who prefer skill and strategy in battle to wild slaughter. They are prouder and more intelligent than horses but still tolerant of Humans and each other. Most knights who want to ride a Pegasus raise it personally from a foal. It takes around a year before the Pegasus is ready to accept a rider. However, it is not a full-time activity, as there is no problem with having other people help. Most Pegasus foals are bought very expensively, but a knight that wishes, can go into the mountains to find his own.
Special: Mount: Royal Pegasus: The purest of all pegasi, legend has it that these creatures are descended from Glorfinial himself, the steed of Agilgar, first Duke of Parravon and Grail Companion of Gilles le Breton. Noble and proud, these creatures are among the most intelligent of beasts, often displaying exceptional loyalty for their masters. Most famous of all was the steed of Fandrallan the Flamboyant which loyally tried to defend his severely wounded master from an angry dragon. Though the dragon was at first unperturbed as the Pegasus gamely attacked it with flailing hooves, the giant beast lost all interest in Fandrallan after it had suffered several wounds. It turned its attention to the pegasus, thus saving the wounded knight. Bretonnian folklore is filled with many other such tales and it is said that only death will separate a Royal Pegasus and his master.
Only the richest and most powerful nobles own a Royal Pegasus, for they are incredibly rare. Those fortunate enough to own one treat it with the greatest respect, almost as if it were their peer. Each lord will have a handful of Knights Errant in his retinue whose responsibility it is to care for this, his prized possession and noblest of steeds. Peasants are never allowed near these beasts, lest their stench or clumsiness causes the pegasus harm - indeed, tales tell of the obsessive Volstall of Quenelles who executed any peasant that even gazed upon his steed.
Additional Factors:
-The Knight's Vow: See Foot Knights
-Uncommon
Hippogryph Knights
Mobility: 6
Training: 5
Max Range: Melee
Preferred Range: Melee
Hippogryphs are a favorite mount of Bretonnian knights who want a creature with a more vicious nature than the gentle tempered Pegasus. However, only the wealthiest of Knights can afford such a mount as a Hippogryph. These warriors are often drawn from Knights of the Realm around Parravon, where the steep slopes of the Grey Mountains are home to these magnificent creatures. Stronger and more ferocious than the Pegasus, Hippogryph Knights soar high into the sky upon their mounts seeking battle wherever it presents itself.
Offense: See Knight Errant. The Hippogryph has claws and a beak that can cut through flesh like butter. Sometimes the Hippogryphs will have their talons sharpened to better pierce through armor. Some Hippogryphs are born with a serrated maw that makes their bite even deadlier.
Defense: See Knight Errant, they also can fly. A Hippogryph generally doesn't have too much armor (maybe some leather or quilt), but they have such thick muscles they rarely need it.
Special: Mount: Hippogryph: Ferocious and wild, Hippogryphs inhabit the upper reaches of the Grey Mountains, occasionally prowling the green lands below for stray sheep and cattle. They are fierce beasts and will fight to the death against any creature that strays into their territory, whether it be a lost peasant or roaming dragon. Only the most committed of men can ride one of these beasts for Hippogryphs are strong-willed and ill-tempered, more than willing to fling their rider from his saddle should he prove lax upon the reins. A Hippogryph must be raised from a chick by the knight himself. He can accept no help, or the Hippogryph will never accept him as a rider. Even a young Hippogryph is capable of defending itself, which makes taking the beast along on adventures more practical.
Additional Factors:
-The Knight's Vow: See Foot Knights
-Taming a Hippogryph presents a challenge that many Bretonnian lords cannot turn down, and this has made them into much sought after steeds. To successfully train a Hippogryph, the animal must be captured and broken at a very young age but, given the relentless territorialism of adult Hippogryphs, acquiring a chick or an egg can prove to be a very dangerous proposition indeed. Occasionally, the task of appropriating such a beast is given to a Knight Errant as a way of proving himself. More often, a duke will find suitable 'volunteers' from the peasantry, promising a huge reward to any survivors that return with a healthy, young Hippogryph.
-Rare.
Truffle Hounds
Mobility: 4
Training: 2
Max Range: Melee
Preferred Range: Melee
Bretonnian truffles grow underground, on or near tree-roots, and leave no obvious sign at the surface. Finding them would be impossible, were it not for the uncanny senses of the male Bretonnian Truffle Hound. These dogs can smell a buried truffle from over a hundred feet away, and, if possible, they immediately rush to the spot, dig the fungus up, and devour it. This is bad for two reasons. First, the dog has eaten the truffle. Second, a Truffle Hound who has eaten a truffle becomes extremely paranoid about possible male rivals for the affection of Truffle Hound females, disregarding species entirely, and takes direct action to deal with the most immediate threat. A number of truffle hunters can explain, in fine soprano voices, exactly what happens, though most other men would rather not listen.
Sometimes, Truffle dogs are used by peasants in warfare. Their masters hurl truffles at the enemy, then let the dogs go (and run in the opposite direction). The dogs run beneath the feet of the enemy and consume the truffle, and enter a state of madness, and proceed to savage every enemy around them.
Offense: Fangs. If in the midst of a truffle rage, they tend to go for the groin first.
Defense: None.
Additional Factors:
-One particularly clever (or insane, depending on who you ask) Lord used Truffle Hounds to great effect when he noted a massive goblin horde heading towards his land. Not having nearly enough knights to combat the threat, and unwilling to risk the lives of his peasants, he instead came up with a plan: Gathering hundreds of truffles, he had them ground into a fine powder and loaded onto trebuchets. When the horde was in range, the sacks were flung over the castle walls into the horde, bursting and coating the goblins in a fine truffle powder. For a moment, the goblins panicked, thinking this was some strange poison. When nothing happened, they grew arrogant, thinking the powder had failed (or they were too strong), and charged the keep even faster. This arrogance faltered when the keep doors opened and hundreds of dogs were unleashed upon them, each with a look of madness in their eyes.
In a matter of hours most of the Goblins had retreated, painfully clutching what was left of their 'family legacy', those that remained were easy pickings for the lands few defenders.
-Hunting for Truffles: Safely: To avoid accidents, wealthy and experienced truffle hunters have two dogs, each on a sturdy chain with a barbed spike on the end. When the dogs scent a truffle, the hunter rams one spike into the ground to hold one dog in place, and then drags the other off to one side, before fixing it in place. Both dogs strain to reach the truffle, so the hunter knows to dig at the point where their lines of sight cross. Poor or beginning truffle hunters have a single dog and wait until he has begun to dig. They then drag him back from the spot, spike the chain to the ground, and dig the truffle up. This puts the dog very close to the truffle, and accidents do happen. Such truffle hunters rely on strength, speed, prayers to the Lady, and a solid steel codpiece, preferably with spikes.
-Only peasants with a license can own a Truffle Hound.
Yeomen
Mobility: 5
Training: 4
Max Range: Bow & Arrow
Preferred Range: Melee
Yeomen are the elite peasant warriors of Bretonnia. Many knights are dismissive of their achievements, arguing that "elite peasant warrior" has a similar meaning to "large mouse." However, whilst it is true that the nobility are far better equipped, the Yeomen are almost as skilled as most Knights Errant, and they take justified pride in their martial abilities. Indeed, the overwhelming majority of Yeomen are dedicated professionals because it is their dedication that has distinguished them from the mass of Men-at-Arms around them. Yeomen, in return, receive mounts and are used for scouting missions that are unsuited to knights (too little glory, too much risk).
Offense: Spears (Instead of lances), Swords, and Bows & Arrows (the fact that they aren't traditional knights means they can use missile weapons).
Defense: None
Special: Variant: Yeoman Serjeants: The very best and most experienced Yeomen might see themselves rise to the rank of Serjeant one day. This is a prestige filled role indeed, as it allows them to command small bands of commoners themselves, a task that is usually reserved for a lower ranking knight. While Yeoman Serjeants certainly are not near as important as the lowest ranking knight, they are decent fighters and popular men among the common folk.
Special: Mount: Warhorse: See Knight Errant
Additional Factors:
-The Peasant's Duty: See Men-At-Arms
-Can be used for scouts
-This is the highest rank a peasant can achieve.
-They are more disciplined then Knights Errant.
-Yeomen and knights have a strange relationship. Yeomen are peasants, of course, so they should defer to the knights, who are noble-born. But both are warriors, and on the battlefield it is often the yeoman who steps up and defeats a foe while the knight is hampered by codes of conduct. As a result, most knights have a grudging respect for yeomen, and allow them a level of familiarity otherwise unseen between the classes. However, this does not extend beyond the battlefield - a yeoman can shout at a knight and most knights will not take offense, recognizing a warning or rebuke from a fellow combatant and putting the comment to good use, whereas outside of battle, the same comment may result in the yeoman's death.
-Because of their own low birth, yeomen understand other peasants far better than knights do, and can use this to their advantage. A smart yeoman makes friends with the soldiers and men-at-arms around him, knowing these men will then help him if he needs aid.
Herrimaults
Mobility: 4
Training: Varies 3-5
Max Range: Bow & Arrow
Preferred Range: ^^
The harsh laws of Bretonnia turn many Peasants into Outlaws. The acts that many nobles commit with impunity turn many Outlaws into avengers. The Herrimaults hold themselves above both groups by keeping to a strict code of morality. Whilst they operate outside the laws of Bretonnia, they do so because the laws are unjust. A Herrimault always acts rightly.
Of course, most Bretonnian nobles see no difference, and so the Herrimaults are hunted as enthusiastically as other Outlaws. A Herrimault's ethical obligations do bring popularity among the peasants, and the braver souls often seek to join up. Even a few nobles, shocked by abuses they are unable to legally prevent, have been known to take up the bow of the Herrimault. Herrimaults are outside the law, but they fight for justice, robbing the rich to feed the poor and overthrowing oppressive nobles condoned by their peers
Offense: The Bow & Arrow is their primary weapon, but those that were trained as Men-At-Arms or Knights will also bring the sword with them.
Defense: Varies, depending on background. Peasant Herrimault typically have no armor (unless they stole it), while those of a Knight's background could have chainmail or plate armor under their robes.
Special: Variant: Faceless: Herrimault are a popular subject of peasant tales, and over the years, these stories have come to be attributed to a single group, led by the Faceless, which acts all over Bretonnia. The Herrimault is a style of hooded cloak popular a few centuries ago, worn by the characters in these stories. The name has come to be applied to the men themselves, who are also called Hoods, Hoodies, Wood Hoods, Woodies, and Herrings. The Faceless prefer that but are also called Crownless Lords, Nameless Men, Him Out Back, and Cod. The fish names are not particularly respectful, but even so, using them distinguishes the Herrimaults from common outlaws, so almost no nobles do so. Most Faceless cultivate an air of mystery, wearing a deep hood to hide their features. Some are rumored to be powerful nobles, even Grail Knights, righting wrongs they cannot publicly acknowledge.
Additional Factors:
-Code of the Herrimaults: Do not harm the innocent. You cannot fight for justice by unjust means. Uphold justice where the law has failed. Take the excess from the wealthy to feed the starving. It is no harm to lose money that you do not need. Be true to your fellows. Betrayal is afoul deed, worthy of Greenskins and Beastmen. Ask no questions of your fellows' pasts. Every Herrimautt has his reasons for fighting and should be judged on his actions now. Reject the Ruinous Powers, and fight against them even alongside tyrants.
-Herrimaults have diverse backgrounds. Many are peasants who served in their lord's army and saw enough of the world to want to help the unfortunate. Other peasants started by trying to right a local injustice, were condemned to outlawry in the process, and joined the Herrimaults to continue their quest. Some groups form in response to a particularly evil noble, drawing mainly from his lands. Many women who are caught passing as men flee justice to become outlaws, and most of them join the Herrimaults.
Spirits of the Fey
Mobility: 5
Training: 6
Max Range: Melee
Preferred Range: Melee
The land of Bretonnia is steeped in ancient magic, seeping out from the very earth itself. Among the strangest of all the creatures that inhabit the land are the Spirits of the Fey, ghosts and souls of long dead knights and shadowy figures of the land itself. They appear when Bretonnia finds itself in need, attacking those who would seek to despoil the fair forests and lakes. No one knows exactly what they are, but the tales tell of them being the spirits of noble knights from ages past, summoned forth by the Lady of the Lake herself to protect Bretonnia from harm.
The Spirits of the Fey appear out of nowhere and strike without warning, usually from within the forests or lakes of the land. Having no real physical form, they cannot be harmed by mundane weapons, and having no life, they cannot be broken. While they remain in Bretonnia's sacred forests and lakes, they are virtually indestructible, as more and more spirits emerge to take the place of those dissipated by enemy magic.
Corporeal manifestations, they strike fear into the hearts of the foe, and those who still dare to trespass into their domain might soon find themselves vanish in the spectral mist...
Offense: See Errant Knights
Defense: They are ethereal beings, and cannot be hurt with anything other then magic. And as they have the Blessing of the Lady, it takes some potent magic to dispel them. If they are battling in a forest or near a lake, they can also regenerate.
Additional Factors:
-Guardians of Scared Sites: They don't follow the rest of the army, but rather appear when areas held dear to the Lady are threatened. Typically these are forests or lakes, but they can appear anywhere in Bretonnia if the Lady wills it.
SHOCK AND AWE :
Field Trebuchet
Mobility: 2
Training: 2 (Peasant Crew)
Max Range: Artillery
Preferred Range: Artillery
Trebuchets are immense wooden-structured war machines recently introduced into the armies of the Bretonnians. Through a series of levers, cogs and winding mechanisms, the large arm of the trebuchet is drawn down into a firing position, with immense masonry counterweights attached to the other end. A large sling is attached to the arm of the trebuchet that can hold rocks, masonry or even dead cattle. When the trebuchet is fired, the extra impetus that the sling adds to the firing arm means that it can fire further and with more power than a regular catapult.
Offense: See Description
Defense: Made of wood and guarded / operated by peasants.
Additional Factors:
-It is a sign of particular opulence to be in possession of a trebuchet, for they are time consuming to create and are individually hand crafted. There are only a finite number of craftsmen within Bretonnia with the skill to create them, and their services are highly sought after.
-Although a knight would never stoop so low as to operate a missile weapon himself, let alone a war machine, that is not to say that he could not grudgingly see the strategic worth of it and allow his low-born servants to use them, for being peasants they don't understand the concept of honor anyway!
SPECIALIST SUPPORT :
Bretonnian Lords
Mobility: 6
Training: 7
Max Range: Melee
Preferred Range: Melee
Despite the exceedingly high standards the knights set for themselves, there are mighty individuals who live up to these goals and become legend. They are the heroes who have performed great deeds on the battlefield and defeated particularly dangerous foes. Their reputation precedes them, and their names and heraldry are known throughout all the dukedoms. Whenever one of these mighty heroes enters a town, his presence will be known within minutes, news of his arrival spreading through the crowded streets like wildfire among the commoners, who will flock to get a glimpse of the heroic individual.
Many of these mighty heroes are Grail Knights, having drunk from the Grail and become the epitome of chivalric knighthood. However, there are many other legendary individuals who have never attained the station of Grail Knight, but are in no way lesser heroes for that. Sometimes the responsibilities of governing may hold a knight back from embarking on his quest, though this would surely cause him much pain. The dukes themselves are all-powerful and renowned warriors, for they could not retain their station were they not. Birth in itself does not guarantee success, and the sons of the dukes must earn their honor and renown as any other knight. Indeed, a knight of any echelon of birth (though obviously never a peasant) can attain heroic status through great deeds and acts of bravery, rising rapidly through the ranks.
Offense: The best weapons in the profile, with a high chance for having magical ones.
Defense: The best armor in the profile, with a high chance for magical armor.
Special: Mount: Bretonnian Lords can have any of the three mount types: Warhorse, Pegasus or Hippogryph.
Special: Variant: Paladin: Paladins are powerful heroes renowned throughout Bretonnia for their chivalry and feats of arms. In battle it is a Paladin who bears the army battle standard, a position of highest prestige and honor. Quite often, a Paladin is a Bretonnian Lord who has not only undertaken the quest for the Grail, but completed it!
Additional Factors:
-The Knight's Vow: See Foot Knights
Damsels of the Lady
Mobility: 5
Training: 7
Max Range: Battlefield
Preferred Range: Battlefield
Damsels and Prophetesses are powerful individuals, for in their years away from Bretonnia, their innate abilities have been honed and tempered. Their magic is more oriented around nature than that of most other human wizards, for they are taught by the handmaidens of the Lady. Riding into battle, the damsels and prophetesses use their powers to lend protection to the noble warriors of Bretonnia, warding away the foul magic of their enemies as well as casting down the foe with their own powerful spells. They are able to mystically encourage the landscape to fight the enemies of Bretonnia, and the trees themselves lash at their foe; flocks of birds descend on the enemy at their call and some can even draw lightning from the heavens to strike down in devastating arcs. When not in battle, they fulfill such roles as advisers to the dukes and king, where their magical abilities and visions may aid their lord. They use their powers to scry into the future, to protect the sacred glades favored by the Lady, to detect the truth in the hearts of men and to lend the Lady's healing where needed.
As priestesses of the Lady, they also maintain her shrines and lead devotions and prayers. In a similar way to the Enchantress herself, these powerful individuals exist somewhat outside the usual hierarchy of Bretonnia, and may come and go throughout the realms as they please, for none would dare to cross one so favored by the Lady herself.
Offense: Damsels and Prophetesses are powerful magic users in the Lore of the Lady, but also use spells from a secondary lore if necessary. Damsels use Lore of Life, Prophetess use Lore of Heaven.
Defense: Magical Shields, and many knights would be honored to lay down their lives to protect them.
-Aura of the Lady: Damsels and Prophetesses are divinely protected by the Lady of the Lake. For Damsels this allows them to ignore all but the strongest of spells, while Prophetesses gain a mid strength level defense.
Special: Variant: Prophetess: While they too have been taught by the handmaidens of the Lady of the Lake, their powers lie not on the battlefield. Yes they can perform combat spells, but their magic is better used to gaze into the future, predicting enemy movements, and guiding the leaders of Bretonnia's armies to a glory.
Special: Mount: Warhorse
Additional Factors:
-How does one become a Damsel? : Sometimes, young children within Bretonnia are seen to have strange and mystical powers. They might be born with eyes of different colors, milk may sour in their presence or they may be able to predict events before they occur. Other children claim to see ghostly apparitions walking about, or are heard talking to beings that others cannot see. A superstitious people as a whole, whether noble or low-born, the Bretonnians will generally be fearful of such gifted children, and go out of their way to avoid them whenever possible, invoking the protection of the Lady of the Lake and Shallya. Often, especially within Quenelles, such children are perceived as having been touched by the fey inhabitants of the forest, or even replaced with a changeling. However, for every child who shows signs of such mystical powers, there are other 'gifted' children that never display any outward sign of their strange, otherworldly talents.
Some of these children are sent to the Empire, if they come from particularly wealthy families, to learn the arts of magic, but this is a rare occurrence. Before they reach puberty, almost all children with these strange talents will be visited by the Fay Enchantress. She takes them with her to the Otherworld, and they are mourned by their parents as if they were no longer living. Nevertheless, it is a great honor to be taken by the Enchantress, and it is believed they go on to a better place, where their powers are used to serve the blessed Lady of the Lake herself. While nothing is ever seen of the boy-children again, sometimes the girl-children will return to Bretonnia years later as damsels and prophetesses.
Templar Crusaders
Mobility: 5
Training: 7-8
Max Range: Melee
Preferred Range: Melee
Perhaps the greatest deed a Knight can perform is to go to war in the name of the Lady. In ages past, especially during the crusades against Araby it was unusual for a knight to not go on crusade at some point, but in more recent times crusades are far less common, especially on such a scale. Templar Crusaders are those knights who are veterans of crusades, who have earned great glory for their Lord and Lady through their deeds in foreign lands against the enemies of Bretonnia. They are world-wise men, skilled at fighting in all manner of conditions and against all manner of enemies, and many knights who return from a crusade find their deeds forever etched in the legends of Bretonnia.
Offense: Any weapon seen thus far. Some have picked up weapons on their travels, so it is not entirely uncommon to see a Templar knight with a Scimitar or some other strange weapon.
Defense: Plate Armor & Shield
Special: Mount: Warhorse
Additional Factors:
-The Knight's Vow: See Foot Knights
-While Templar Crusaders are well-versed in battle with years of experience, they spend most of their time in prayer or study in their monasteries during times of peace. Unlike most other Knights who dream of glory and whose greatest wish is to drink from the Grail and become Grail Knights, the Templar Crusaders take more solace in serving their goddess spiritually as scholars and educating her faithful servants on the matter. They can often be found walking around the towns and villages preaching about the tenants of the Lady to anyone who would listen. Thus, it is very rare to find a Templar Crusader to go out on the grail quest.
-Knowledge is power, and so is public speaking: Whereas most knights would rather spend their time training and fighting, the Templars consider their knowledge being their greatest power. They are powerful orators, so gifted that they can move entire armies with their persuasive words. The Bretonnian Lords view Templar Crusaders with a great deal of suspicion, as they are often far too capable of stirring up dissent or sowing mistrust against their own Lords. If they can be properly directed however, they are also very useful for rallying the people in times of war. Thus the high ranking nobles treat the Templar Crusaders with caution and sometimes even favor.
Priestesses of Shallya
Mobility: 4
Training: 6
Max Range: Several Dozen Meters
Preferred Range: Near the sick and injured
Most priestesses of Shallya are orphans, raised in a temple and destined for the priesthood almost from birth. People who wish to become initiates of Shallya must first demonstrate their continuing devotion to the Goddess. A single spectacular act of selfless mercy is almost never enough; rather, the character must pour much of her energy into helping others over a substantial period of time, typically at least a year, although temple wards spend their childhood at this stage. Different temples favor different kinds of service.
Initiates of Shallya are expected to spend all their time working with those in need, and to show, at least, a lack of concern for their own comfort. Those who do so may become priests, and continuing selfless work results in promotion within the temple. Shallyan priests can be rather bossy when they feel people are not taking good enough care of others. On the other hand, they are very stoic about their own complaints; no Shallyan ever admits to feeling ill or tired when asked. They like to offer advice to their friends, and to people they meet in the street. They get away with this because most people do not want to insult a Shallyan; after all, they might soon need help themselves, and the Shallyan is the most likely to be willing to give it.
Offense: Priestesses don't cause harm. They use their powers to heal, not to hurt.
Defense: Due to the respect shown to them by most Bretonnians, they are protected by knights and peasants alike on the battlefield. They are especially important due to their healing powers, making it all the more important that they stay alive.
Special: Blessings of Shallya: The blessings granted by Shallya allow her servants to heal the troubles of the world. Priestesses of Shallya know the three Prayers listed below:
-Healing Hands: Channeling the power of Shallya, the Priestess grants all the units near her (but not herself) powerful regeneration, curing them of any poison effects or injuries they may have the longer she focuses on them.
-Shallya's Endurance: The Priestess invokes the power of Shallya to temporarily boost a target's vitality. When cast, the unit she is with (but not herself), becomes more durable for a few minutes.
-Martyrdom: The Priestess creates a sympathetic connection between her and one friendly within 1 kilometer of herself. All wounds done to that unit are instead transferred to her.
-Purify: All magical effects or maladies effecting friendly units within 300 meters of the priestess are dispelled. In addition, any Undead or Daemons in that area take massive damage.
Additional Factors:
-Who is Shallya? Despite what some may think, Shallya is not another name for the Lady in the Lake (and some people in Bretonnia take real offense if you make that mistake). Shallya, the Goddess of Healing, Mercy, and Childbirth, is by far the most important God for most peasants. The life of a Bretonnian peasant is extremely hard, and the relief brought by Shallyans is very welcome. No village is more than a day's walk from a substantial temple, and Shallyan priests are as sacrosanct as Damsels of the Lady. No peasant family would choose to live more than a few minutes' walk from a Shallyan shrine, and one sits at the center of most villages. The nobility have recently taken to endowing small shrines of Shallya near Grail Chapels, a custom that it rapidly growing in popularity.
Grail Knights
Mobility: 5
Training: 8
Max Range: Several Meters to Line-of-Sight
Preferred Range: Melee
Only when a Questing Knight has proved his valor and purity beyond all doubt does the Lady of the Lake appear to him in a vision, rewarding him not only with the sight of the Grail, but also permitting him to drink from it. Few indeed are allowed to sup from this, the holiest of Bretonnian artifacts, and only those knights of unblemished purity survive a taste of the blessed waters from the chalice. Those who drink from the mystical chalice are changed forever, granted lifespans many times that of normal men, as well as other, stranger gifts. Their dedication to the ideals of chivalry becomes absolute, and most shine with a Fay light. From that moment on the knight is irrevocably committed to the service of the Lady and the Grail, a bond that can only be broken by death.
A Grail Knight has attained the ultimate order of chivalry, for he has not only undertaken the quest for the grail but has been rewarded with success. His deeds have earned him the favor of the Lady of the Lake. She has appeared before him in her true and pure glory and proffered him the grail so that he might sip its contents, and thereby reap the greatest reward of a noble life. The Grail Knights are the most powerful of all the Knights of Bretonnia, the very pinnacle of the chivalric ideal. They are no longer mere mortal warriors - they are living saints, stalwart and dire champions in the face of the enemy.
Offense: See Errant Knight (though no lance), but their weapons are blessed by the Lady, and thus magical in nature (usually enchanted to be unbreakable, ever sharp, and to find their way back to the Grail Knight if he should loose them).
Defense: Heavy Plate and Shield. They also shine with the Light of the Lady, which lessens the damage of mortal weapons, and Undead and Daemons are injured when touching them. They also gain a high resistance to magic.
Special: Mount: Warhorse
Special: Grail Powers: A mystical light shines from the Grail Knight's eyes, and those who look into them feel true fear. They can also cause extreme damage or death to unclean/evil creatures just by touching them, though this particular power requires an extremely noble and pure heart. Also, though more of a passive power, a Grail Knight's lifespan increases to several times that of a normal man.
Additional Factors:
-The Grail Vow: "… That which is sacrosanct I shall preserve. That which is sublime I will protect. That which threatens, I will destroy, For my holy wrath will know no bounds…"
-Living Saints: To the commoners of Bretonnia, Grail Knights form a pantheon of living deities, their names spoken as a reverent mantra throughout the land, and are often worshiped in their own right. They are tireless, and know neither fear, hardship nor despair, their words and deeds immortalized forever.
When such a knight journeys through a village or town, desperate crowds will surround him as the common people fight to touch the champion of the Lady and thus share in her blessing. Grail Knights command respect and awe from all listeners, lowly peasants and mighty dukes alike. It is indeed a bold or foolhardy individual who will speak against a Grail Knight, for their wrath is fearsome and terrible, and their words are those of the Lady. Even within the most remote and isolated village in the realm the people tell the tales of these paragons of earthly virtue, and of their glorious deeds in the Lady's name.
-Grail Knights will both issue challenges to the greatest evil they think is on the battlefield, and will accept any challenges issued to them.
-So you're a Grail Knight…now what? : Each Grail Knight takes over the duties of guarding the holy places of the Lady. These are often simple places - an abandoned chapel, a lake, or a woodland grove - but all are sacred to the Grail Knights. Should a corrupted creature set foot within one of these places they will face the awesome fury of its defender, for the Grail Knight will never flee from his defense of the Lady's land. A Grail Knight will only leave his sanctum in dire need, eschewing the luxuries of a noble life for a lifetime of service. Although some dukes will formally renounce their titles upon completing their quest, to better protect the sacred places, many often decide that they can best guard these places by defending the whole land and so retain their title and other responsibilities.
Battle Pilgrims & The Grail Reliquae
Mobility: 3 (2 to those carting the Reliquae around)
Training: 2
Max Range: Melee (Pilgrims), Several Hundred Meters (Reliquae)
Preferred Range: Near the Grail Knight (Pilgrims)
Wherever the Grail Knights travel, they gather a trail of fanatical worshipers whose only goal in life is to bask in the reflected glory of these mighty individuals. Driven by relentless obsession, these pilgrims collect almost anything that a Grail Knight casts away, whether it be scraps of ruined armor, clothing, or even discarded food. Such is their burning passion, these religious scavengers will follow their idol through all weathers and lands, exulting in his acts and praising his sparing words. The knights bear these followers with a dutiful resignation that borders on the stoic, though they endeavor not to encourage their self-appointed apostles. This is a vain hope, for even the merest word or gesture is seized upon as an act of great import and eagerly immortalized in tales and discordant song.
Battle Pilgrims are the fanatical worshipers of the knights from which they derive their namesake. They are furious warriors, utterly dedicated to their patrons. A ramshackle band of zealots, Grail Pilgrims make up for what they lack in skill with fury and righteous fire.
Offense: The Pilgrims are still just peasants, and thus their weapons are as varied as they are. Farm tools, rocks, cast off and broken weapons can all be used. While they may not have the skills of a knight, they have numbers and frightening zeal. The Reliquae itself has no weapon.
Defense: Pilgrims will have the tattered clothes of peasants, but may also have cast off bits of armor strapped to themselves as a sign of their devotion (the fact that it lets them live longer is a genuine coincidence in their minds). The Reliquae is protected by all the pilgrims. If one falls, another immediately leaps forward to take their place holding the Reliquae up. Any attempt to attack the shrine will see Peasants throwing themselves at it with abandon, eagerly giving up their own lives to protect it. Often, those wishing to target the Reliquae find they must cut down dozens if not hundreds of fanatical pilgrims first.
Special: Grail Reliquae: If a Grail Knight is unfortunate enough to fall in battle, his devoted followers will swarm over his corpse, picking it clean of anything that could bear the Blessing of the Lady. It has been known for these desperate peasants to mistake gravely wounded knights for dead - indeed it does not stretch credibility to believe that more than a few Grail Knights could well have met their demise as a result of being crushed by scavenging pilgrims. To such a zealot the most prized of all the possessions of a Grail Knight is his body itself. In fact, many bands of pilgrims cart around a reliquae wherever they go, with the corpse of a departed knight resting at its center. The outside of the reliquae is a gaudy mélange, adorned with trinkets gathered from many Grail Knights from across all corners of the realm. The pilgrims devote themselves to this construction, supplicating themselves before it as if it were a living Grail Knight, praying for its blessings.
To the pilgrims, the reliquae is the ultimate icon of their devotion to both the Lady of the Lake and her knights - mobile shrines from which the chosen among them can preach their creed. There is never a shortage of listeners for these demagogues, for at each town or village the common people will flock to the reliquae so that they might hear in graphic detail the latest tales and deeds of the heroic knight who unintentionally leads the procession. These gatherings can often turn ugly, the fanatical zeal of the pilgrims exploding into violence that the local militias can have difficulty containing. Such outbreaks are always short- lived, subsiding instantly at the command of a Grail Knight, the pilgrims collapsing into rapture at the thought of actually having been noticed by their idol.
In battle the Reliquae is carted by the Pilgrims, a preacher screaming out the good word of the Lady, the Grail Knight they currently are following, or both. The presence of this holy shrine inspires peasants to fight all the harder. They begin to ignore fear or wounds, throwing themselves at the enemy again and again for the glory of the Lady.
Additional Factors:
-The Peasant's Duty: See Men-At-Arms
-Often, peasants in the crowd will choose to join the ragtag band of pilgrims, drawn by promises of salvation and the blessing of the Lady. Others are drafted into the ranks through threats and near blackmail, generously being offered an opportunity to earn the redemption of the Lady for crimes and misdeeds that are sometimes real but, more usually, invented by the fanatical preachers who are ever eager to expand their flock through any means.
-To the Pilgrims, those targeting the Reliquae are committing a willful act of evil. They are going against the Lady, and the remains of one her messengers on earth. To them, this is a clear sign of unrepentant darkness that cannot be tolerated. They will become filled with righteous hate, and their religious zeal will not allow them to let this sinner live!
-Battle Pilgrims will do whatever a Grail Knight says in battle (so long as it's not to tell them to leave the battle. In that case, they just think he's being so noble and trying to protect them, and fight all the harder to prove themselves worthy).
Sacrosanctum of the Lady
Mobility: 5 (2 for the Sacrosanctum)
Training: 4
Max Range: 1 Kilometer
Preferred Range: Behind the Lines
Throughout Bretonnia, grail chapels dedicated to the Lady of the Lake can be found. These contain holy relics from heroes of ages past, and often serve as a sanctuary for Questing Knights searching for the Grail. Many of these grail chapels are warded over by a Grail Knight, who is sworn to defend it against any would-be invaders. In addition, the chapels may attract a small number of female recluses known as Damsels du Grail, who seek to devote themselves to the Lady of the Lake. These will often be the daughters and sisters of Knights who, because they are female, are not able to express their devotion by going on the grail quest. Instead they become nuns of the grail. Their main work is to heal wounded Knights carried in from the battlefield or the jousting field and to provide sanctuary and nourishment for the many Questing Knights that roam the land of Bretonnia.
In times of war and hardship Damsels du Grail take an altar from the Grail Abbey of which city it may belong to and mount it on a cart. They then take the abbey's holy book and travel around the area bringing hope back into the lives of its inhabitants. In times of war the altar, called a Sacrosanctum, is taken into battle inspiring knights to achieve even greater feats of bravery and heroism. It is ridden by a solitary Grail Damsel or Prophetess of the Lady who reads prayers from the abbey's book, detailing the Lady of the Lake and her sacred grail.
Offense: Grail Damsels can use the Lore of the Lady or Life. The Sacrosanctum can be used to boost their power.
Defense: Blessing of the Lady: Both the Damsel and the Sacrosanctum have a potent resistance to magic. Knights will go out of their way to protect the two of them.
Special: Sacrosanctum: The Sacrosanctum contains the remains of some of the holiest Grail Knights to ever have been blessed by the Lady, in addition to several holy artifacts of considerable power. These come together to radiate the power of the Lady like a shining beacon to everyone close to it. The Damsel standing atop the Sacrosanctum can focus the power of the Lady into powerful blessings to protect her faithful Knights, or smite the heretics who would seek to defile her shrines.
Special: Sacrosanctum Blessings: The power of the Sacrosanctum can be channeled to achieve three effects. Only one effect can be used at a time. It should be noted that the effects of multiple Sacrosanctum are not cumulative.
-Shield of Faith: All Bretonnian units with a kilometer of the Sacrosanctum are given a powerful defense against damage (mostly against magic but to a lesser extent normal attacks).
-Radiant Light: All enemy units within a kilometer of the Sacrosanctum are blinded by a holy light.
-Renewed Valor: All fleeing friendly Knights within a kilometer of the Sacrosanctum will automatically rally.
Special: Mount: Warhorse
Additional Factors:
-The Grail Damsels are immune to attempts to sway their minds.
-Grail Damsels are excellent healers, and will quickly and effectively put any damaged knight back together so that he can ride out again.
HEROES & LEADERS:
King Louen Leoncoeur
Mobility: 6
Training: 8
Max Range: The Battlefield
Preferred Range: Melee
Louen Leoneoeur is the king currently on the throne of Bretonnia. He has already proved his mettle in several great battles and earned himself the nickname 'Leoncoeur' which means 'the lionhearted' on account of his personal courage and disdain for danger.
Louen Leoncoeur is the greatest leader of the Bretonnians since Gilles the Uniter. A mighty warrior king, his subjects know well that he is the pinnacle of knightly perfection and honor. Highly skilled on the field of battle and a master of tactics and strategy, he has never known defeat. Commoners and nobles alike speak of Leoncoeur with the same reverence, likening him to the mighty Companions of Gilles from ages past. Some say that the blood of Gilles runs in his veins. As ferocious yet honorable in diplomacy as he is in war, King Louen the 'Lionhearted' is renowned far, beyond the borders of Bretonnia itself, and respected by all.
Louen set out on the grail quest while he was still a young prince and after many years of questing found the grail. Shortly after his return he succeeded to the throne and was crowned by Morgiana le Fay herself. Louen's cherished ambition as king is rumored to be the reconquest and rebuilding of Mousillon which has been all but lost to the realm since the Affair of the False Grail and the Red Pox which followed in its wake.
Since his coronation in 2500, Louen has proved himself time and time again. He utterly crushed the massive Orc invasion of 2508 at the Battle of Swamphold, and has ridden battlefield clear of the undead on the outskirts of Mousillon on more than one occasion. He has fought victoriously against invaders of the north, driving them back into the sea, and scoured the taint of insidious covens from within his cities. Leoncoeur has always attacked the enemies of Bretonnia with fierce determination, yet never have his actions been anything other than chivalrous and honorable. Although such rigid adherence to the codes of martial honor could be seen to hinder a more scrupulous general, it is a great source of strength for King Louen. He is blessed above all other mortals by the Lady of the Lake, and some whisper he has even been granted a kiss by his goddess. It is certain that the magical power of the Grail flows in his veins; legend has it that it that where Leoncoeur is cut, light streams out from the wound until it is healed over once more.
After more than twenty glorious years on the throne, Louen still appears to be in the prime of his life, though scholars whisper that he is close to his ninetieth year. It is said that he intends to turn his attentions to cursed Mousillon, cleaning it of taint and restoring it to its former glory. If he does this, the lands of Bretonnia will be united under his banner once and for all.
King Louen frequently takes the field with his troops, and when he does so, he rides a hippogriff, striking fear into his enemies. His prowess in battle is such that even those who meet him dismounted are prone to running away, and the King's presence on the battlefield seems to grant Bretonnians greater courage.
Away from war, he is renowned as a just monarch. He will not allow the letter of the law to cloak abuses of its spirit, and even the lowliest noble can seek a personal audience. The King has issued a decree that none are to suffer for what they say during such an audience, and he enforces it. Whenever the King gets involved, justice is done. The only regret most Bretonnians have is that their King is still only one man.
Louen Leoncoeur is a mighty hero and revered leader of his people. The epitome of knightly perfection and honor, it is said that the power of the Grail flows through the warrior-king's veins. He sits astride his loyal Hippogryph, Beaquis, in battle, sowing terror in the enemies around him.
Offense: Sword of Couronne: When the King goes to war, he wields the Sword of Couronne, a mighty relic weapon carried by many kings of Bretonnia in the past. This powerful heirloom was forged from the finest Bretonnian silverine, and was quenched in the mirror pools of the great forest. A purified weapon from the hallowed vaults of the Temple of the Lady in Couronne, this sanctified blade is steeped in the power of righteousness. It catches the sun's rays and magnifies them, dazzling Louen's enemies as he charges into battle.
The weapon is magical in nature, and all that entails. It rarely misses an attack, magically guided by the Lady to find the enemy's weak point. It shines with a blinding light, making fighting against the King all the more difficult.
Defense: Armor of Brilliance: The first Bretonnian King, Louis the Rash, commissioned the Dwarfs to make him a suit of armor more splendid than any other in the known world. The unmistakable sight of their king dressed in the dazzling gold and silver armor is a source of great inspiration for Bretonnian knights in battle. This enchanted armor reflects and magnifies the light of the sun so that beams of light shimmer and burst from every surface as the knight gallops towards his foe. The dazzling glare from the armor's polished plates makes it hard to look at the bearer.
-The Lion's Shield: King Louen carries the shield that has protected him since the first days of knighthood. Over the years it has been worked by Bretonnia's greatest artisans and enchanted by powerful prophetesses to become a mighty artifact. The shield is interwoven with powerful counter spells to protect its bearer against enemy magic.
No magic, save perhaps the magic of gods themselves, can get through this shield.
His mount also allows for flight.
Special: The Crown of Bretonnia: Blessed by a kiss from the lady before being set upon the brow of the first king of Bretonnia by the Fay Enchantress, this crown has been an ancient symbol of leadership since the coronation of Gilles' son, King Louis the Rash. It shines with a golden light just as intense as the day it was bequeathed to the Bretonnians. The crown has a magical ability to enhance the character of the person wearing it.
While he wears this crown Louen's inspiring presence makes him seem even larger then life. He is a rallying point of the entire army, and those near him are totally immune to panic.
Special: Mount: Bequis (A Hippogryph)
Additional Factors:
-The Virtue of the Lionheart: This virtue was granted to Louen on his coronation day by the Fay Enchantress. The virtue is unique to him, and only he can use it. In battle, Louen strikes with the strength and ferocity of his namesake, the lion.
-The Lady's Champion: Leoncoeur bears a blessing even more potent than others who have sipped from the Grail. He is immune to all but the most potent of magic. In addition, he has high powered regeneration.
X-FACTORS
Adaptive Creativity: Unknown. However, Bretonnia is known as a very traditionalist society, utilizing the same set of strategies that have worked for them for generations. Thus, I don't imagine Louen spends much time thinking up new ones.
Tactics: 95: Louen has faced undead, Skaven, Orcs, Goblins, Beastmen, other humans, and likely many other types of opponents during his tenure as King, and is well known for defeating them time and time again.
Strategy: 88: Has cleaned up most of Bretonnia, and enacted strategies to remove the taint of various evils and reunite most of Bretonnia.
Intuition: 60: Decent judge of character, mostly from experience giving him the ability to read people. However, he tends to rely on others for Intuition, and is willing to listen to counsel and advice (and will always defer to the Lady or the Fay Enchantresses' judgement if they intercede)
Audacity: 95: When he rides to battle he is at the forefront with his men. He will only turn back in the most extreme of situations, and even then it would be very reluctantly.
Psychological Warfare: 15: Doesn't engage in this intentionally (and likely never would, as this would be very unchivalrous). Rather, his reputation can act as a form of Psychological Warfare.
Experience: 90: Has fought just about every other armor in the Warhammer World. He has lead his kingdom for over twenty years. Highly skilled in both martial and diplomatic dealings.
Discipline: 70
Inspiration: 89: He is blessed by the Lady Herself, and he shines with her pure and holy light. Any knight or peasant would happily throw their lives down for their leader.
Corruption: 30: Any evil done by him is more a consequence of war itself then any true evil intent. Louen is a good man at heart, and only wants what is best for his people and his Lady. He would never go out of his way to be overly cruel or callous.
The Fay Enchantress
Mobility: 6
Training: 8
Max Range: Battlefield
Preferred Range: Battlefield
The Fay Enchantress of Bretonnia is the prophetess of the Lady of the Lake. No one knows her true origin, but she appears in legends and fables dating back to the Dark Age of Bretonnia. One of her most significant appearances is in the epic troubadour saga known as the 'Chanson de Gilles', which celebrates the deeds of Gilles le Breton. It was she who mysteriously took away the mortally wounded Gilles to the Isle de Lys to be healed.
A figure of awe and inspiration, the Fay Enchantress is the personal representative of the Lady of the Lake, and as such is the most influential figure in all of Bretonnia. Her will is that of the goddess, and even kings of Bretonnia must bow to her wise council. The Grail Knights, having sworn their lives completely to the goddess, are bound by their sacred oaths to respond to any call or decree of the Fay Enchantress. This duty is paramount, coming even before loyalties to duke and king, for the Fay Enchantress and the Lady represent the land of Bretonnia more so than any mortal lord ever could. At times when the king has no clear heir, the Fay Enchantress alone has the power to instate a worthy replacement. Evidence of the Fay Enchantress' power over the realms can most forcefully be seen during the time of King Ballaume the Brave when she ordered the Grail Knights of the king's court to forcefully expel him, stripping him of his title and honor before banishing him from the realm and installing his successor.
It is believed that through the centuries there have been many Enchantresses, and she has certainly gone by many different names. The current Fay Enchantress is known as Morgiana. Some believe that the Fay Enchantress has lived through all the ages of Bretonnia, making her thousands of years old. Others speculate that when each Fay Enchantress passes from the world she is instantly reincarnated so that she can continue her sacred duty.
Existing outside the usual hierarchy of power within Bretonnia, the Fay Enchantress comes and goes as she pleases, guided by the will of the Lady of the Lake. It has also been known for her to appear to Questing Knights, guiding them on their final journey to the Lady. As she travels the lands, slipping mysteriously between the sacred groves, she gathers to her side young children - children that have intense latent power within them that is hidden to all but herself. These chosen youngsters are taken by the Fay Enchantress to a place beyond time and mortality, to the mysterious Otherworld. The girl-children occasionally return years later as Damsels of the Lady, blessed in spirit and heart. Of the male children, nothing is ever heard again.
An important task for any Knight on the grail quest is to find her and ask for favors and advice as to where to look for the grail. One of her known abodes is the Isle de Lys in the middle of the Lac de Chalons where the Lady of the Lake appeared to Gilles, but she has been found elsewhere in equally remote places. Whenever Bretonnia is threatened with danger, or a new king is to be crowned, or some matter arises which requires her counsel, the king, or the Grail Knights will send out Knight Errants to find her. There are times when she has deigned to grace the Bretonnian army with her presence when it marches to battle. She rides upon a Unicorn inspiring the Knights to astounding deeds of heroic valor and bestowing her magical favors upon the bravest and best among them.
On occasions of particular peril, the Fay Enchantress will rouse the dukes or even the king himself and ready them for war. She will sometimes ride alongside these armies, lending her unearthly powers towards the protection of those fighting in the name of the Lady. Her legendary fury is greatly feared, and her piercing eyes crackle with power, inspiring terror and awe in friend and foe alike. She has been known to draw lightning from the sky to strike her enemies, and slay with but a wrathful glance.
Offense: The Fay Enchantress is a powerful user of the Lore of the Lady, Life, and Heavens.
Defense: Magical Barriers. Her high status in Bretonnia means they will try to protect her if they can.
Special: Mount: Silvaron: Silvaron is a proud and noble Unicorn, a beast that is said to dwell within the mysterious Otherworld of Bretonnian lore. It is said that only the capricious spirit-beings that dwell there can ride these creatures, and that the Fay Enchantress can do so makes many believe that she is not mortal at all...
Special: The Chalice of Potions: The Fay Enchantress's Chalice of Potions holds a magical potion distilled from lilies gathered by her on the eve of battle. The power of the chalice depends upon the lilies she selects and the spells she weaves over them. The chalice is a potent item of great hidden power for one who knows how to utilize it.
At any point during battle, the Fay Enchantress may peer into the Chalice and stir up the magical power inside to use against her foes. When she does, a random spell from the Lore of the Lady will be automatically cast, without having to worry about her own personal magic power or fear of miscasting. There is a 1 in 6 chance with every use that the Chalice will run out of power, making it useless for the remainder of battle.
Special: The Girdle of Gold: The Fay Enchantress wears a shining belt around her waist which is called the Girdle of Gold. It is woven with magical protection and defies her enemies to strike at her. Thanks to its power she can accompany Knights into battle, and yet wear no armor, the power of the Girdle of Gold protecting her instead.
This item basically surrounds the Fay Enchantress in a powerful force-field. Magic spells and missiles bounce off it, as it requires sustained powerful attacks to get through to injure her.
Special: Toad Familiar: The Fay Enchantress has a toad Familiar, said to be a wizard who once displeased her sufficiently to curse him in this way. It pleases her to keep him languishing as a toad, croaking in the lake beside her abode, or in a leather bag hung from her girdle. The Fay Enchantress draws power from her toad familiar to strengthen her spells and weaken the magic of her enemies.
Additional Factors:
-Supreme Aura of the Lady: The Fay Enchantress has a powerful magical resistance. She inspires fear in the enemies of Bretonnia. Against Skaven, Orcs & Goblins and Beastmen, she inspires pure Terror.
-Favor of the Fay: One unit in the Bretonnian army may be given the Favor of the Fay, nominated by the Enchantress. This unit will have increased strength in battle.
-Blessing of the Lady: Such is the power of the Fay Enchantress that the Bretonnian army does not need to pray before battle for the Lady's blessing. The Fay Enchantresses very presence grants it to them.
The Green Knight
Mobility: 7
Training: 9
Max Range: Melee
Preferred Range: Melee
The Green Knight is a well-known figure of Bretonnian folklore, and stories and poems about him are among the most popular in Bretonnia. A common character in puppet shows and plays performed for peasants and kings alike, he is bedecked in strange ivy- covered armor and intones his famous line: "None shall pass!" The traditional nemesis of the valiant Questing Knights of these tales, the Green Knight challenges them to duels so that they might prove their worth to the Lady herself, and thus sup from the blessed Grail.
Little do most realize that these stories are bound in fact. The Green Knight is the sacred protector of Bretonnia, and his spirit-essence is intertwined with the land and the Lady of the Lake herself. He has appeared to many Questing Knights. They speak of the sky clouding over to create the darkness of twilight, and a green mist seeping from the earth, slowly taking the shape of a figure riding a snorting steed. The warrior brandishes a glowing blade, his eyes ablaze with fey light.
The Green Knight is the champion of the Lady of the Lake, and protector of the sacred sites of Bretonnia. As well as materializing to test Questing Knights in their faith, the Green Knight will appear when these sacred places are defiled by those with evil-hearted intent. Among the beast herds of the tainted forests, he is known as Shaabhekh, literally the 'Soul-Killer', for he has slain untold thousands of their kind throughout the centuries. He bursts from within the bole of the most ancient trees, or gallops furiously from still lakes or rushing waterfalls to wreak his terrible vengeance against those interlopers. As quickly as he appears, so too will he fade into mist once his righteous slaughter is complete. In some tales, he will disappear in one place only to reappear behind the enemy, slaying them without mercy before again disappearing and reappearing elsewhere.
He appears to those questing for the grail and guards the mysterious glades, lakes or stone circles where the Lady of the Lake appears. He challenges any Questing Knight who seeks the grail to mortal combat. This is the final test of the grail quest. If the Questing Knight can defeat the Green Knight, he will eventually reach the grail. Any Knight unworthy of the grail will never defeat the Green Knight and will either flee or be slain. The Green Knight himself cannot be slain, no matter how grievous the wounds inflicted on him.
Weapons have little effect on the Green Knight. Some say that blades and arrows pass straight through him as though he were as insubstantial as morning mist, while in other stories, even the most grievous of wounds inflicted upon him have virtually no effect. In one epic tale, a Questing Knight cut the Green Knight's head clean from his shoulders, but the fey being simply picked up his head and rode away.
What the Green Knight actually is has been much debated, and no one in Bretonnia, save perhaps the Fay Enchantress, knows the truth. Some believe that he is the spirit of Bretonnia given physical form, while others say that he is Gilles le Breton himself, having devoted himself completely to the land and the Lady after he was taken from this world.
Whoever or whatever he is, the Green Knight guards her sacred places from evil. Not only does he challenge Questing Knights, but he slays any monsters, Orcs or other foul creatures that profane the sacred places with their presence. He rides among the trees and bushes unseen to suddenly appear, with drawn sword and before his adversary. There is no choice but to fight or die.
Whenever the Bretonnians are preparing for battle near to a place sacred to the Lady of the Lake, the Green Knight appears and takes part in the battle in order to defend the sacred place against the foe. A fell apparition, the Green Knight fills his enemies and the would-be ravagers of Bretonnia with bone-chilling terror. Resplendent upon his Shadow Steed, the Green Knight is not of this world, apparently appearing from within the land itself, his very spirit-essence entwined with the very earth of Bretonnia. Once called to arms the Green Knight is stalwart in his duties to protect Bretonnia, and if slain in battle, can be miraculously resurrected to continue the fight emerging once again from the very earth itself.
Offense: The Dolorous Blade: The Green Knight's sword burns with a strange light. He sweeps the blade around him, each blow carving through his foes with awesome strength. The Dolorous Blade is a mighty sword of immense size and weight which the Green Knight wields with the apparent ease of a willow wand.
Defense: The Green Knight and his Shadow Steed can turn Ethereal. When solid, they are both covered in Heavy Plate Armor. Also, as he has the Lady's blessing, he has a strong resistance to magic.
Special: Shadow Steed: A horse that can run faster then any earthly beast, the Green Knight is borne into battle on the back of his trusty steed.
Special: Misc. Powers: The Green Knight seems to have some form of limited teleportation. He can also judge the character of his opponent by looking into their eyes and reading their hearts.
Additional Factors:
-Guardian of the Sacred Sites: The Green Knight is not deployed with the rest of the army, but instead appears when he is willed to by the Lady, riding from out of the forest or water feature, or simply appearing from a swirl of mist.
-Aura of the Fey: A being of supernatural power, the Green Knight can never truly be slain. If he ever takes to much damage, he will simply vanish into thin air. However, their is always a chance he will reappear that same battle, ready to take revenge on the one who slew him last.
Bohemond 'Beastslayer', Duke of Bastonne
Mobility: 5
Training: 8
Max Range: Melee
Preferred Range: Melee
Bohemond of Bastonne is the duke of the vast domain of Bastonne in the heartland of Bretonnia. This dukedom is perhaps the oldest in the realm and the Duke is traditionally one of the King's most important nobles. Bohemond fulfilled the grail quest before succeeding to the dukedom, and the king himself requested him to accept the lordship of his ancestral lands rather than become a hermit Knight in the grail chapel of Bastonne.
Bohemond's vast estates are almost entirely rural, his castle of Bastonne is located on a high, craggy rock overlooking the forest of Chilons. From here Bohemond and his mighty retinue of Knights wage constant war against the Orcs. Skaven and other vile creatures infesting the mountainous wilderness in the heart of Bretonnia.
Duke Bohemond of Bastonne is a Grail Knight, particularly renowned for fighting monsters, to the point that he is known as "Beastslayer". He is also famous for refusing to fight inferior opponents; even if they attack him, he merely stuns them so that he can turn his attention elsewhere. As his prowess has grown, the search for worthy foes has taken him to many places within Bretonnia and beyond. He was one of the few Dukes to ride personally to the aid of the Empire against the Storm of Chaos.
Whilst Bohemond is a lineal descendant of Gilles le Breton, he is absolutely loyal to King Louen and has no desire for the crown. Indeed, he delegates the whole business of administering his dukedom to his steward and justice to his justiciar. Alas, he is not a very good judge of character, and finds himself replacing these men with distressing frequency.
Offense: The Beast Mace of Bastonne: Bohemond's huge mace is an awesome weapon, as weighty with magic as it is heavy with iron. Its shaft is carved from the thigh bone of a Dragon slain by Bohemond, and its bulbous bead was wrought from meteoric iron by Dwarf Runesmiths. This magical weapon can injure ethereal beings, and magically increases Bohemond's strength.
Defense: Heavy Plate Armor & Bohemond's Shield: When Bohemond reached the end of his quest the Lady of the Lake bade him wash the dragon's blood off his shield. The waters of the sacred lake cleansed the shield and imbued it with magical power. A magical weapon that strikes this shield has a 1 in 6 chance of breaking completely.
Special: Mount: Warhorse
Additional Factors:
-The Grail Vow: See Grail Knights
-Beastslayer: A veteran from battling countless raids by the evil creatures that inhabit the land, Bohemond Hates all Orcs & Goblins, Beastmen and Skaven.
Duke Tancred
Mobility: 5
Training: 6
Max Range: Melee
Preferred Range: Melee
The name Duke Tancred is one that has been passed from father to son for many generations in Quenelles. The finest moment of this name was the defeat of the Necromancer Heinrich Kemmler and the Chaos Champion Krell, who allied with the Skaven and attacked the abbey of La Maisontall.
That was in 1513 (2491), and that Duke has since passed away, to give the title of his fourth son, Einhard. The eldest died defeating a Wight who had raised an army of Undead within Quenelles itself. The second died as a Knight Errant in the battle against Heinrich Kemmler. The third was a dissipated wastrel who drowned in a cask of wine. For a while it seemed as though the name of Tancred would die out, as the fourth son had not yet returned from his Grail Quest, despite having been on it for ten years. Thankfully, as the Duke's health took a turn for the worst, his son returned in glory, and was able to take his place as the new Duke of Tancred, allowing his father to pass on in peace.
The Duke of Quenelles is the only Duke to use a lesser title with any frequency. He is also Earl of Cuileux, and out of respect for the brave knights of that land, he issues charters and decisions affecting that region over that title.
The Dukes of Quenelles are the avowed enemy of the Lichemaster Kemmler. This fiend lurks in the Grey Mountains and plagues the eastern frontier of Bretonnia, festering at his defeat by the Duke's army. Duke Tancred has pledged to hunt down and slay the lichemaster and wipe out his followers for good. To this end the king has presented him with relic weapons which are potent against the Undead.
Offense: The Blade of Banishment: When Tancred pledged himself to seek and slay Heinrich Kemmler the king gave him this enchanted blade. This ancient relic weapon was found in an old ruined shrine in Couronne uncovered during the rebuilding of the west tower of the king's castle. It was doubtless forged to be wielded against the Undead hordes of Settra who beset the land during the Dark Age of Bretonnia.
Against most foes, this is just a very sharp sword. Against the undead however, it pierces any armor or barrier, and deals massive damage.
Defense: Heavy Plate Armor & The Grail Shield: The Grail Shield has been blessed by each of the Grail Companions. It is said that its bearer will not grow a day older whilst it is in his possession. This ancient heirloom was presented to the Duke of Quenelles because of its renowned powers against the Undead.
This shield gives Duke Tancred a potent resistance to magic, and total immunity to the Lore of Death while holding it. Undead who touch this shield find their skin and bones burning, and are utterly repulsed by it.
Special: Blessed Draught: Tancred carries a flask of water drawn from the holy pool where the Lady of the Lake granted him a vision of the grail. When he drinks it, his strength is briefly tripled.
Special: Mount: Warhorse
Additional Factors:
-The Grail Vow: See Grail Knights
-Duke Tancred has no fear of the undead, and will not panic even when facing a whole horde of them.
Repanse de Lyonesse
Mobility: 5
Training: 6
Max Range: Battlefield
Preferred Range: Melee
Repanse de Lyonesse won fame as the dreaded Damsel de Guerre who rallied the battered armies of Bretonnia during the kingdom's darkest hour. This was when King Louis the Brave was slain in battle before Couronne fighting a vast Chaos horde invading Bretonnia from beyond the Sea of Claws. Louis' army was all but destroyed, Couronne was besieged and to make matters worse the king's heir was still a child unable to lead the nation.
Chaos raiders spread out across the land burning and destroying. Everywhere Knights were hacked down as they bravely defied impossible odds. At this dark moment, amid the smoking ruins of a small village in remote Lyonesse, Repanse saw the Lady of the Lake. The Lady appeared to speak saying "Repanse, Repanse, rid my land of these foul foes, for they do offend me with their presence!"
Repanse was no more than seventeen years of age, a humble shepherdess who was devoutly religious. Inspired by her vision she donned armor that she found on a slain Knight and grabbed the reins of a terrified warhorse which was running loose. She broke open the reliquary of the village grail chapel and took up the sword she found within it. Snatching a tapestry hung on the wall she fastened it to a lance and rode forth to rally the scattered and disheartened Knights of Lyonesse.
When the retreating Knights saw a mere damsel bravely setting off to do battle with the mighty warriors of Chaos, and one who was undoubtedly favored by the Lady of the Lake, they were shamed and felt honor bound to follow her to death or glory! While the ramparts of Couronne were cracking under the impact of the battering rams of the Chaos Lord, word was brought or a new Bretonnian army approaching fast and trampling beneath their hooves any foe in their path.
As the great doors were about to give way, the banner of the dreaded Damsel appeared leading a great host of Knights arrayed in a single lancehead formation. They cleaved their way through the Chaos ranks shattering the Chaos army until Repanse was face to face with the Chaos Lord himself. When he raised his great sword above his grimacing visage he was momentarily dazzled by Repanse's radiant aura, and she beheaded him with a single sword stroke!
Couronne was saved and the remnants of the enemy were pursued to the sea and justly put to death. In gratitude, Louis the Young bestowed upon Repanse not only all the honors of knighthood but also the Dukedom of Lyonesse.
Offense: Sword of Lyonesse: The Lady of the Lake led Repanse to a grail chapel where she took up this ancient warblade - the sword of a devout and honorable Knight of olden times. The Lady guided Repanse well, for the weapon has great power over enemy magic. As well as being a magical weapon that can slice through ghosts and most earthly armor, any magical item that gets within a few feet of this sword immediately looses all its magical properties. Weapons, armor and trinkets all become mundane items in the presence of this sword.
Defense: Plate Armor, and a high resistance to magical attacks.
Special: The Halo of Maidenly Wrath: The power of the Lady of the Lakes shines from Repanse like a halo. Her sword and armor glow with the brilliant light of divine retribution. Her eyes shine with terrible judgement and her voice cries forth damnation upon her enemies. Repanse's mere presence causes terror to the enemies of Bretonnia.
Special: The Fleur de Lys Banner: This banner bears the Fleur de Lys of the Lady of the Lake and was taken from the walls of the same grail chapel where Repanse found the Sword of Lyonesse. The touch of the Lady has made the banner as bright and shining as the day it was stitched by the maidens of Lyonesse. With this Banner on the battlefield, enemy magic users will find their spells much less powerful, and easier to dispel.
Special: Warhorse
Additional Factors:
-The Knight's Vow: See Foot Knights
-Living Saint: Where Repanse rides, the Knights of Bretonnia ride with her. She is an important and well respected figure, and her appearance on the battlefield fills everyone from the Lords to the Peasants with hope and vigor.
Roland the Marshal
Mobility: 5
Training: 6 (9 with magic Armor)
Max Range:
Preferred Range:
The Marshal of Bretonnia is responsible for defending the Marches of Couronne which mark the frontier with Marienburg and the Empire. This is disputed land and much of it is marshy or thickly wooded. It is the scene of many battles with Empire forces and other would-be invaders. The Marshal himself seizes every opportunity to push the frontier a bit further east. Roland leads a retinue of Knights and holds numerous castles, but the region is not yet large enough or stable enough to be made into a dukedom.
Offense: See Knights Errant
Defense: Shield & The Armor of Agilulf: It is believed that the knight Agilulf wore this armor, but in folklore it is claimed that Agilulf never actually existed, and that the armor was possessed of a will of its own. When the knight was slain, if indeed he was alive, the armor was found to be empty, and its shining brilliance gradually faded until it was its current, dark color. It is a suit of heavy armor, and wearing it drastically increases Roland's weapons skills.
Special: Mantle of Damsel Elena: Legend has it that Elena continued fighting the Orc Warlord Agbdrac even though she had lost her sword, one eye and most of her lifeblood. This mantle is said to retain the heat of Elena's fiery passion and her indomitable will to succeed despite the most grievous of injuries. While in his possession this mantle prevents Roland from dying of poison and will save him from one Killing Blow.
Special: Falcon-Horn of Fredmund: Roland carries a huge warhorn carved from the tusk of a monster slain by his remote ancestor in the Dark Age of Bretonnia. This ancient horn was used by the Grail Companion, Duke Fredemund of Aquitaine. When blown, this horn emits a piercing cry and releases a mighty spell, and the skies become filled with all manner of birds, in memory of the great man, who flock to Roland and savage his enemies. It also drives away flying creatures, who move as if scared by an awesome predator bigger and more ravenous than themselves!
Special: Warhorse
Additional Factors:
-The Knight's Vow: See Foot Knights
-Roland is an expert at playing in marshy wooded terrain.
-Roland is good at marshaling his troops, getting them to rally around him and keeping them from fleeing battle.
Armand d'Aquitain
Mobility: 5
Training: 6
Max Range: Melee
Preferred Range: Melee
Duke Armand was a younger brother of the last Duke of Aquitaine and never expected to inherit. As a Knight Errant, he was famed for both his recklessness and his luck, and he refused all offers of a fief until King Louen himself offered a place in the royal household. Again, Armand distinguished himself with feats of valor, most notably slaying the Bestigor Darmal the Crooked in single combat. Many expected him to be given a barony and probably appointed Marquis.
Instead, after only two years, he set off to seek the Grail. He quested in disguise and has not spoken of his activities since his return. A few minstrels are trying to piece his movements together, but he is not the only Questing Knight to hide his identity. On his return as a Grail Knight, he was made the Standard Bearer of Bretonnia. The position suited him perfectly.
The Battle Standard Bearer of Bretonnia is always a Knight of exceptional valor because he has the honor of carrying the sacred Battle Standard of Bretonnia. The standard depicts the Lady of the Lake herself and it is claimed that this is the very same banner that was carried by Gilles le Breton over a thousand years ago.
Armand d'Aquitaine won the honor of bearing this holy and venerable banner by beating all the other contending Knights in the great Tournament of Couronne.
Armand is one the youngest Knights ever to become a Grail Knight having gone on the Quest directly after his errand of Knighthood and relinquishing all claim to the dukedom of Aquitaine held by his elder brother. Armand guards the banner night and day in the grail chapel of Couronne and sleeps upon the threshold with his shield as a pillow.
Offense: Any weapon he desires, with a high chance for a magical one.
Defense: Heavy Plate Armor
Special: Banner of the Lady: This banner was first carried by Gilles le Breton himself who rode to victory under the Lady's benevolent gaze, instilling fear of Her wrath into his enemies. It was blessed by the Lady of the Lake herself and bears her image.
Special: Mount: Warhorse
Additional Factors:
-The Grail Vow: See Grail Knights
-Virtue of Knightly Ardour: The Knight reacts to being charged by the enemy with indignation and rage! Hour dare the foe charge us first! He immediately levels his lance and spurs his Warhorse to meet the charge head on.
Odo d'Outremer and Suliman the Saracen
Mobility: 5
Training: 6
Max Range: Melee
Preferred Range: Melee
Odo was one of the many Bretonnian Knights who set out for the wars in Araby against the evil Sultan Jaffar. Odo took part in the muting of Jaffar's army in Estalia and joined in the great pursuit to the sea. When the Bretonnian Knights ultimately followed Jaffar into his own parched desert lands, Odo was there. No matter how hot the sun, and despising both thirst and flies, Odo relentlessly sought out champions of Araby to challenge and slay. Though they hid in their isolated oases, Odo tracked them down and forced them to do battle under the merciless sun.
Odo was as chivalrous as he was determined, and he honored bravery and courage in a foe. When he met and defeated Suliman, he was so impressed by the saracen's courage that he spared his life. The two warriors became firm friends, especially since Suliman, a man of honor, had no love or respect for the despot Jaffar. When Odo returned from Araby he brought Suliman with him as his faithful brother in arms.
Though their lives ended centuries ago, they have been brought back to ride together again. They will aid Bretonnia against whatever new foes it has to face!
Offense: Odo: See Errant Knight, and the Morning Star of Fracasse: This mighty morning star consists of a spiked orb on a chain which is swung with one hand. It has a hatred of magical trickery and unholy artifacts inherited from its first owner Fracasse Langoustine, the Scourge of Araby. It will entangle and rip a magic weapon from the hands of any foe and destroy it, unless a spiked orb to the head settles the matter first.
If the enemy has a magic weapon, this flail will be able to destroy it if it strikes it.
Suliman: A curved saber and short dagger which he can use together to devastating effect.
Defense: Odo: Heavy Plate Armor and Shield
Suliman: Lacquered Armor
Special: Gauntlet of the Duel: When cast down, this enchanted gauntlet can magnify even the tiniest scrap of pride or conceit into a surge of righteous self-belief. Even Skaven have been known to join the bearer in honourable combat (with predictable results).
Special: War Cry: Suliman has a blood-curdling war cry, unique to the tribe of Araby from which he comes. It has frightened many brave knights when they see him charge, his war cry setting hair on end and making them question their resolve.
Special: Mounts: Warhorses: For Both.
Additional Factors:
-The Knight's Vow: See Foot Knights (Odo only)
-Odo and Suliman are skilled at fighting as a team.
-Both are experienced at fighting in desert terrain (Suliman slightly more so, for obvious reasons).
The Knight of the Perilous Lance
Mobility: 6
Training: 6
Max Range: Melee
Preferred Range: Melee
No one knows the true identity of this Knight. He attends every tournament in Bretonnia and has never yet been unhorsed. He never lifts his visor and no opponent has been able to take it off to see his face. On account of his amazing prowess at the tournament, other Knights have nicknamed him "The Perilous Lance".
Offense: The Heartwood Lance: This magic lance is crafted from the heart of the Major Oak, the largest tree in Bretonnia, which was shattered by lightning the moment Gilles was struck down. Its blackened wood is covered with tiny carvings depicting the twelve battles of Gilles and, despite being harder than stone and diamond sharp, it is lightweight and beautiful to behold.
Defense: Gromril Great Helm: This ornate helm was a gift from the Dwarf King Grundhar Irongut after a group of Questing Knights broke a Greenskin siege of Karaz-a-Karak. It bears a potent rune of protection and in its long history has never been so much as tarnished. It is virtually impossible to get through this helmet.
The Parrying Shield: The Knight of the Perilous Lance also has a unique technique of using his shield. He is exceptionally good at parrying his opponent's weapon in hand-to-hand combat.
Special: Token of the Damsel: On the eve of battle, noblewomen often give their favored knight a token of their support, such as a lock of hair, a ribbon or a brooch. The knight will carry these tokens with him, giving him strength in his time of need. Tokens given by damsels often carry powerful enchantments.
The first time the Knight should take damage in a battle, the token will prevent it. It only works once.
Additional Factors:
-The Knight's Vow: See Foot Knights
-He is a master jouster, having never once been knocked from his horse, even in battle.
-He has the uncanny ability to aim his lance at his opponent's weakest point, and pierce through most armors.
Tristan the Troubadour and Jules the Jongleur
Mobility: 5 (Tristan), 5 (Jules)
Training: 6 (Tristan), 4 (Jules)
Max Range: Battlefield (Tristan), Thrown Stones (Jules)
Preferred Range: Melee (Tristan), ^^ (Jules)
Sir Tristan of Bordeleaux was a famous name in the courts of Bretonnia long before he took up his Grail quest. All who heard his pure, almost magical, voice were in no doubt that he was possessed of the Lady's blessing. As a result, he was much in demand throughout the dukedoms, begged to sing the great epic ballads of Bretonnia in the highest halls of the land. When Tristan abandoned this life to quest for the Grail - his faithful jester Jules at his side - his fame, if anything, increased. Together Tristan and his companion roam Bretonnia, accepting hospitality in the castles of dukes and barons where they provide entertainment in return for lodgings and sustenance.
Over the years of Tristan's quest the mismatched duo have seen many strange things and battled countless terrible foes, ranging from the diminutive yet vicious Goblin warlord Gawbuj to the mighty beastlord Brax the Horned.
From time to time, driven by dreams sent by the Lady of the Lake, Tristan will be drawn to a battlefield where his inimitable talents are most welcome, for his songs can raise the spirits of those with which he fights and so snatch victory from the brink of despair.
As they journey through Dragon-infested country, Tristan sings his songs of noble valor to give him courage. The quest has taken Tristan to many battlefields where his talents have been greatly welcomed by the embattled Knights. Their spirits are raised and their hearts made bold by Tristan's songs.
Offense: Tristan: See Questing Knight
Jules: A flail, and rocks that he throws at people.
Defense: Tristan: Heavy Plate and Shield
Jules: A jester's costume. He is, however, highly acrobatic. Seemingly incapable of abandoning his capering, even for a moment, Jules is incredibly difficult to hit.
Special: Valorous Ballads: Tristan has a repertoire of heroic ballads and songs capable of emboldening the hearts of those about him and exhorting them to greater effort and valor. Below are his three most popular and most requested songs:
-The Battle-Hymn of Quenelles: This song recounts the great victories of Bretonnia, a powerful and driving ballad that can inspire all who hear it to attempt to match the courage and steel of those who came before them.
-The Grail Chorale: This slow and measured melody speaks of the most holy Lady of the Lake and her sacred Grail - all who hear this song are filled with faith in the protection of the Lady.
-The Anthem of the Uniter: A rousing chorus of this song, written in celebration of the kingdom's founder, can steady quavering hearts and put fire into eyes.
Special: I Will Taunt You Viciously a Second Time! (Jules): When in battle, Jules hurls a constant stream of abuse, taunts and (for a peasant) witty comments at the enemy. When all else fails, he even throws small stones and other, unmentionable things. This constant bombardment can distract even the most determined (or undead) of foes.
Special: Mount: Warhorse: Tristan Only
Additional Factors:
-The Peasant's Duty: See Men-At-Arms (Jules only)
-The Questing Vow: See Questing Knight (Tristan only)
-Once Trampled: Twice Shy: Jules used to march alongside Tristan wherever he went. However, an unfortunate incident at the Battle of Castle Reunart that left Jules bruised and sore (and, more importantly, found Sir Laudyricus of Couronne forcefully unhorsed and nearly impaled by a hobby horse) has brought this to an end. Now, when marching to battle, Jules is required to stay at least 6 feet back. Once the fighting starts though, he can go where he pleases.
Jasperre the Fair - Slayer of Malgrimace
Mobility: 6
Training: 7
Max Range: Melee
Preferred Range: Melee
Jasperre is the foremost slayer of Dragons in the realm of Bretonnia. It was he who slew the Dragon Malgrimace and rescued Isabeau, the king's daughter, from its very jaws. This was just one of the monsters slain by Jasperre in his never ending quest for the grail.
Jasperre rides a Pegasus, which is a wise choice of mount for one who seeks to slay Dragons and rescue damsels from high towers!
Offense: See Knight Errant, but mostly the Virtuous Lance: When Jasperre set out on his grail quest, be took the Virtuous Lance from the grail chapel of Sancerre, fancying that its long steel shaft and keen tip would make it an ideal weapon to employ against Dragons. He was well guided by the Lady in his choice, for the weapon has never failed him and many are the Dragons who have felt its sharp point piercing their scales. The lance is festooned with ladies' favors tied on by grateful damsels rescued by the dashing Jasperre. The weapon itself is virtually unbreakable, and Jasperre is an expert at piercing a monster's heart.
Defense: See Knight Errant
Helm of the Dragon Slayer: "Jasperre's helm is blackened with the fire of his many encounters, yet it carries the good wishes of the Lady herself and will continue to protect him for so long as he keeps to his chivalric rows. Its bearer can stride through a roaring inferno as if it were a pleasant summer breeze."
As long as he wears this helm and keeps up his vows, Jasperre is granted a potent resistance to magic, and is immune to fire based attacks.
Special: Mount: Pegasus
Special: Claw of Malgrimace: "Cut from the corpse of the ferocious dragon Malgrimace, the Dragon's Claw has been scrimshawed by the artisan Ellabeau and enchanted by Damsels of the Lady. Jasperre wears about his neck the talon of Maigrimace, the ferocious Dragon from whose clutches he rescued the king of Bretonniers daughter. The claw has the power to protect Jasperre against lesser beasts - for Malgrimace was the greatest Dragon of his time, and his power lingers on after his death."
Many weaker beasts will flee from Jasperre outright rather then face him. Those that do are often overcome with fear, and prone to making mistakes.
Additional Factors:
-The Questing Vow: See Questing Knight
Reynard the Hunter
Mobility: 5
Training: 6
Max Range: Melee
Preferred Range: Melee
Reynard is known far and wide throughout Bretonnia for his passion for hunting. Reynard has become so skilled with his great boar spear that he prefers to use this in battle rather than the traditional Knightly lance. He rides with a hawk perched on his wrist and he is always accompanied by his faithful wolf-hounds Groffe and Griffe, whose savagery and loyalty is unmatched by any hunting hounds in Bretonnia. Reynard likes nothing better than to track down a warband or Orc raiders and set the dogs on them!
Offense: See Knight Errant, but instead of a lance, Reynard prefers to use his Boar Spear. Reynard's boar spear is a huge weapon as big as a lance. The boar spear has a big broad spearhead with a crossbar to stop it plunging so far into the prey that Reynard cannot pull it out! The spear is especially useful at holding monsters at bay.
Defense: See Knight Errant
Special: Mount: Warhorse
Special: Antlers of the Great Hunt: The knight's helm is adorned with a splendid set of antlers taken from the quarry of a great hunt, slain by the knight himself. The antlers denote exceptional prowess as a horseman and hunter, and bestow virility and long life.
Special: Groffe and Griffe: Reynard's two wolf-hounds Groffe and Griffe always stay by their master's side in battle and viciously defend him in hand-to-hand combat.
Special: Hawk: Reynard has a hunting hawk perched on his wrist. The hawk always attacks anyone who engages Reynard in close combat.
Additional Factors:
-The Knight's Vow: See Foot Knights
-Hunting Party: Reynard often chooses to lead his Mounted Yeomen in battle rather than join the other Knights. Indeed he is well known for regarding battle as a hunting expedition!
-Reynard is always looking for bigger and more impressive monsters to kill.
Bertrand the Brigand
Mobility: 4
Training: 5
Max Range: Longbow
Preferred Range: ^^
They seek him here, they seek him there, the Bretonnians seek him everywhere! So it is said of Bertrand le Brigand. There are so many different rumors concerning the identity and origins of this renowned rascal that it is difficult to disentangle fact from fantasy. The version recounted here is that told by the peasants of Bergerac themselves, because they ought to know better than anyone.
It is said that Bertrand, now known as "the Brigand', was originally a poor peasant in the feudal domain of Bergerac, in the deeply forested heartland of Bretonnia. All was well until the old Baron de Bergerac went off on the Grail Quest and never returned. That was a long time ago. While the old baron was away, Orcs came out of the forest and ravaged the entire domain. The situation for the peasants grew increasingly desperate.
By all the traditions of Bretonnian chivalry, a Knight Errant should have been called for, to rid the domain of the Orcs and thereby prove himself worthy to succeed the old baron. It was the duty of the baroness to send out her son to win his spurs or failing that, offer the hand of her daughter to whosoever proved himself worthy of the domain by feat of arras. The Baron's son was generally feared and disliked for his cruelty and disdain of the peasants. As well as this he showed nothing but cowardice in the face of the Orcs and showed no inclination to go forth as a Knight Errant to secure his father's lands. Everyone in the village thought that the brave and handsome plowman, Bertrand, should be given the chance to prove himself as a Knight Errant. It was rumored that even the baron's daughter favored Bertrand, but her wicked brother had imprisoned her in a tower. Every day her face could he seen gazing down from the arrow slit towards the muddy field where Bertrand ploughed with his ox team. Meanwhile the Orcs pillaged the land.
Bertrand soon assumed the leadership of the peasants. While the nobles shut themselves up in the castle, he organized the villagers. They practiced archery every day until the were all marksmen. Bertrand made sure that every approach to the village was watched, and soon the Orc raiders were being driven off empty handed. Sometimes they went even pursued into the forest, the villagers felling Orcs as they fled.
However, instead of recognizing Bertrand's courage, the baron's son, encouraged by the baroness, demanded higher tithes and feudal dues from the peasants. Rumor began to spread among the villagers that the old baron had not really disappeared on the quest, but had returned, only to be poisoned by the baroness who was thought to be a sorceress. Was she not a descendant of the cursed lords of Mousillon? Did she not follow some strange outlandish cult? Indeed, she was never to be seen at the Grail chapel, which she had allowed to fall into decay. The son took after his mother, totally subject to her influence and the tool of her ambition, whatever that was, whereas the daughter took after the old Baron and still retained her dignity and honor.
Whatever evil was lurking in the castle of Bergerac, now known far and wide as "Chateau Mal", it soon brought about the doom of those who had invoked it. One day the villagers awoke to hear plaintive cries for help coming from the tower in which the baron's daughter was imprisoned. The masonry of the castle could he seen orienting and crumbling around her. Then suddenly, against the dark sky, a huge and evil creature burst its way out of the shattered keep, like a monster hatching from an egg. In its mouth were the blood-drenched corpses of the baroness and her son. Who knows what strange ritual they had been performing, but it had brought about their own doom. Hearing the cries of the baron's daughter, the Creature which was over 100 feet tall with a single red glowing eye and huge flapping wings, smelt more food! It clawed open the tiled roof near of the tower and plucked out the terrified damsel!
Acting quickly, Bertrand organized the peasants and began to harry the creature, peppering its hide with arrows, though their efforts were hampered by their attempts to not harm the damsel. Finally, Bertrand fired an arrow that struck the creature in its malicious eye, and another that pierced its dark heart. With a roar of agony the creature crashed to earth, its body digging a deep trench through the center of the village.
Despite the best hope of all involved, the damsel had not survived her wounds and had perished along with the monster. With the village in ruins along with the castle, most of the peasants dispersed for other villages. Bertrand, along with many of his closest friends and followers, retreated into the woods and forests of Bretonnia. They vowed to keep the people of the land safe where the knights and nobles failed.
Offense: Longbow: Bertrand is an expert archer who won fame when he slew the 'Great Flapping Monster of Chateau Mal' with his longbow.
The Black Arrow: The Black Arrow is tipped with a dragon's tooth and has black feather flights from a Carrion Crow. Bertrand only ever uses one Black Arrow in a battle which he reserves for a fitting target. It can pierce any armor or magical barrier, and poisons the target it hits. Bertrand does not have many of these arrows, and so only uses them in an emergency.
Special: Hugo le Petit: Hugo le Petit it is known for his immense size and great strength. He is Bertrand's right hand man and always fights with a huge staff and shoots with an enormous longbow. The arrows are more like javelins then traditional arrows, and hit just as hard!
Special: Gui le Gros: Gui le Gros is noted for his enormous girth which is not unconnected to his considerable appetite for venison, meat pies, capons and beer, among other things. Gui carries a huge wine flagon slung over his back to refresh the Bowmen in the midst of battle.
Additional Factors:
-Due to his past, Bertrand does not get along well with nobles. In battles he takes part in he usually sticks near the peasants or Herrimaults. That's not to say he would never fight with nobles, it would just require a very serious threat.
Sir Amalric of Gaudaron
Mobility: 4
Training: 6
Max Range: Several Meters
Preferred Range: Melee
Of all the Grail Knights in the service of Bretonnia, few are so famed as Sir Amalric of Gaudaron Keep, scourge of the undying and blessed champion of the Lady of the Lake. As a young knight. Amalric passed his early years in the service of Baron Prithard of Carcassonne, one warrior among many in the Baron's service. Prithard, whilst a noble and just lord, needed the support of worthy knights if he were to defend his domains, for though well schooled in the courtly arts, the skills of diplomacy forever eluded him. As such, he often found himself at odds with his peers and could rely on little support from them. Though young, Amalric swiftly proved to be great skill at arms, and he was soon confirmed as a full Knight of the Realm and appointed master of Gaudaron Keep, an old but serviceable castle on the foothills of the Vaults.
It was shortly after the young knight was installed in his domains, that the accursed liche, Hardakh, rose from his crypt deep within the Vaults, and led an army of mouldering corpses into the southern Carcassonne territories. Amalric was one of many bold knits who met with Hardakh upon the field of battle. It seemed that the blessing of the Lady flowed through Amalric with unprecedented vigor for the Undead warriors could not stand before him.
Wherever Amalric rode, the Necromancer's evil magics seemed to ebb and fade. Skeletal warriors collapsed into dust and spectral hosts dispersed in the wind at his coming.
Even the vampiric echo of Sir Morten the Black, scourge upon the lands about Gaudaron for some two hundred years, aged and died even as he offered challenge to Amalric. With his army crumbling about him and the men of Bretonnia emboldened, Hardakh had no choice but to retreat from battle (though within a league, his unclad form suffered a short but pointed encounter with Baron Prithard's favorite hippogryph, Dagonct). Recognizing the instrumental role that Amalric had played in the victory, the Baron offered him rank and great wealth. Such a reward would have brought a new age of comfort on Amalric's impoverished family yet spurred on by visions and faith, the young knight chose instead to commit himself to the path of the Lady.
To this day, ballads are still sung of the Quest of Sir Amalric - largely on the insistence of his family who benefited greatly from his fame. Though some of the claims made of Amalnc's travails are mythical - he did not engage in a game of riddles with one of the fey folk - or embellished - the Chaos Champion Karnak had merely three heads, not five – he performed many great deeds. On the slopes of the Grey Mountains, Amalric beheaded the ferocious Beastlord Shadeflench and scattered his followers.
It was Amalric who single-handedly defended the Tower Perilous from Goblin raiders, and he who twice defeated and slew the Barrow King, Bracht the Eternal. Ultimately, with the blessing , of the Lady as his guide and companion. Amalric’s quest was a successful one. On the banks of the Brienne, Amalric supped from the Grail and truly became the chosen of the Lady of the Lake. Little was he to know that the greatest trial of his life was yet to await him for, shortly after, the Lady bade him ride deep into the fey and dangerous forest of Athel Loren where he would confront one of the most powerful Necromancers to ever walk the Old World.
Offense: Morning Star & Sword
Defense: Heavy Armor & Shield
Special: The Icon of the Lady: This holy relic protects Amalric from the gravest of harm, shielding him from the blows of his enemies.
Special: Bane of the Undead: Amalric's Presence is deadly to all manner of unliving creatures, dispelling the unholy magics that bind them together. Any time Amalric gets close to an Undead, they collapse back into bones and dust, or are otherwise dispersed. Even mighty vampires age, whither, and die at his approach.
Additional Factors:
-The Grail Vow: See Grail Knights
-Stoic: Amalric has seen horrors the common man will never know, and is rarely frightened in battle.
-Amalric has vowed to serve the Lady of the Lake above all others.
Gilon - Duke of Aquitaine
Mobility: 4 (6 on mount)
Training: 6
Max Range: Melee
Preferred Range: Melee
Duke Gilon is the aging Duke of Aquitaine. He is a great leader of men and an able warrior. In a desperate bid to save his dukedom, he has led his men to fight against the Undead horde. This is a great gamble, for if the Bretonnians don't win here, there will be no one left to defy the Undead in all of Aquitaine. The responsibility weighs heavily on his shoulders and he knows that he can show no fear or anxiety in front of his men.
Offense: Giant Blade: An enchanted broadsword, this potent magical artifact is an ancient heirloom of Gilon's house. It bestows upon Gilon the strength of a giant, allowing him to wield it one handed, and slice through men and horse in a single swing.
Defense: Heavy Armor & Shield
Special: Mount: Pegasus
Additional Factors:
-Gilon has a lot of anxieties that weigh on his mind.
-Gilon is a veteran of a dozen campaigns and knows exactly how to command and manage his men under pressure.
-Gilon is a visibly aging man, yet still he fights. This works to his favor, as his men would feel ashamed if they flee and he is still fighting.
Sir Richemont
Mobility: 4
Training: 6
Max Range: Melee
Preferred Range: Melee
Sir Richemont is the son of Duke Gilon. He decided to ride against the Undead host, hoping to destroy the bridge over the river Morceaux to win more time for his father to gather his forces.
Sir Richemont is young, brave, some would say reckless, and a mighty knight. Undefeated in tournament, his devotion to the Lady of the Lake is as deep as his belief that Bretonnia is a sacred land that must be protected at any cost.
Duke Gilon is concerned about his son, for he knows that a ruler must have other qualities apart from bravery and devotion. He hopes that time will nurture Sir Richemont's wisdom and that one day he will be a wise ruler of Aquitaine.
Offense: Lance and Sword
Defense: Shield and Armor of Protection: Sir Richemont wears the traditional armor of the heirs of Aquitaine, a set of magical heavy armor that grants him a powerful resistance to magic.
Special: Mount: Warhorse
Additional Factors:
-The Knight's Vow: See Foot Knights
-Vive Bretonnia: Sir Richemont is determined to win glory on the battlefield and will not be put off by a bunch of walking bones!
Iselda - Keeper of the Tower
Mobility: 4
Training: 6
Max Range: Battlefield
Preferred Range: Battlefield
Lady Iselda is a magician of considerable power. As the only child of the Baron Artrange, she was sent to Altdorf as a child to study magic. When she returned, she decided not to marry but to devote her life to magic and assisting the inhabitants of Aquitaine. She is the most powerful mage in Aquitaine, and she ranks as one of the advisers of Duke Gilon in his council.
Offense: Iselda carries a sword in the event she cannot cast magic.
She is also a skilled wizard able to use spells from the Lores of Life, Beasts, or Heaven or Lady.
Defense: Magical shields
-Aura of the Lady: Damsels and Prophetesses are divinely protected by the Lady of the Lake. For Damsels this allows them to ignore all but the strongest of spells, while Prophetesses gain a mid strength level defense. Lady Iselda is a Damsel, so her's is the stronger variety.
Special: Amber Amulet: This talisman of protection is charged with the power of the Lady of the Lake. It grants Iselda minor regenerative powers.
Special: Favor of the Lady: Before a battle, Iselda may bestow her favor on one person in Bretonnia's army by giving her veil to the fortunate knight. This knight will be able to survive at an attack that should kill him Once.
Additional Factors:
-Iselda radiates with the power of the Lady of the Lake. Knights near her feel calmer in her presence.
The Holy Knight
Mobility: 4
Training: 8
Max Range: Melee
Preferred Range: Melee
The Holy Knight is the last of his order, established a thousand years ago by the Keeper of the Tower of Wizardry. He has abandoned his name and all his worldly possessions, save for his weapons and armor. Revered by the villagers of Mercal, he lives alone, devoting his time to prayer and tending to the chapel Sereine. It is his duty to watch over the graves of the Knights who once served the Red Duke. There he sings the chansons of the Lady of the Lake so that they may rest peacefully and undisturbed.
Now the time of his trial has arrived, for the Red Duke has returned. The Holy Knight must fight against the Duke's vile servants to protect the sleep of the dead so that they will not become instruments of evil once again.
Offense: Great Swords, Lances, Righteous Fury
Righteous Fury: The Holy Knight uses a magical hammer named Righteous Fury, which is charged with celestial power. Against undead opponents, it cuts off the magic animating them, causing them to drop dead immediately. Against normal opponents, it's just a normal hammer… granted, I doubt the subtleties are grasped by the undead (who aren't known for their great thinkers), or the living who've just had their sternum blasted through their back by a well placed hammer blow.
Defense: Heavy Armor & Shield.
Special: Virtue of Utter Serenity: A Virtue Unique to the Knights of the Holy Order (which now consists of just The Holy Knight), this Virtue makes the Holy Knight completely immune to Death Magic, and indeed all Necromantic spells.
Additional Factors:
-The Last of His Kind: As the last member of his order, the Holy Knight strives to both carry on the traditions of his order, while at the same time knowing that once he has died, the Order will die with him. Thus, if he is to die, he will make it such a death as to be worthy of remembrance for all time.
-He hates the Red Duke, and all Undead Creatures like him.
Gravain the Fair
Mobility: 5
Training: 5
Max Range: Melee
Preferred Range: Melee
Gravain of Beaumarachais, being the son of the Duke de Beaumarchais who died in the battle of Malmerre, did not inherit his father's land. A rival errant knight acquired them instead, together with the hand of Isabelle, Gravain's sister. Gravain, however, turned out an honorable knight and committed himself to the Grail quest. This noble vow of devotion towards the Lady of the Lake caused Isabelle to knight him as Gravain de Fair.
Gravain has already been called to find the lost chapel of the Lady of Challote through visions. If he succeeds in his quest, he will probably be one of the very few knights who have seen the Grail with their very own eyes.
Offense: Great Sword
Defense: Heavy Plate Armor
Special: Mantel of Damsel Elena: This coat was a fare-well present from Gravain's sisters. This enchanted talisman prevents Gravain from being poisoned, and prevent one killing blow per battle.
Special: Mount: Warhorse
Additional Factors:
-The Questing Vow: See Questing Knight
-Gravain is a man of pure heart.
Guillamume of Grenoullie - Castellan of Quenelles
Mobility: 5
Training: 5
Max Range: Melee
Preferred Range: Melee
Guillaume of Grenoullie is a giant of a man with a huge scar across his face. He is infamous for his uncontrolled outbursts of fury. His duty is to watch over the castle, gates and walls of Quenelles – a task which he performs with excellence and loyalty. Under his command is a large retinue of men-at-arms, archers and squires who fear their master more than the enemy!
Offense: A Great Sword and Morning Star
Defense: Heavy Plate Armor & Shield
Special: Mount: Warhorse: See Rapid Relief
Additional Factors:
-The Knight's Vow: See Foot Knights
-Guillamue is know for his temper. In battle he channels his fury into his weapons, sacrificing discipline for pure strength.
-The men who fight under him are more scared of him then they are the enemy! They fight hard to make sure they don't earn his wrath.
Aloys of Montjoie - Baron of Quenelles
Mobility: 5
Training: 6
Max Range: Melee
Preferred Range: Melee
The Duke de Montjoie is the most arrogant and impetuous baron in the whole dukedom of Quenelles. Adding to that, he is extremely religious and display an excess of bravery, which almost can be seen as foolhardiness. It requires no saying that he is therefore regarded as the embodiment of Bretonnian virtue in Quenelles and that he is highly honored.
Aloys is a great benefactor to the grail chapel of Quenelles. A few years earlier he dispensed his possessions and set off for the Grail Quest. Later he returned with many relics he had taken from various enemies. Today he watches over and protects the Grail chapel of Quenelles. It is not very surprising that he joined the pilgrims and became their leader.
Offense: Short Sword, Great-sword, Battle-Axe, Lance, Warhammer
Defense: Heavy Armor & Shield
Special: Mount: Warhorse
Additional Factors:
-The Grail Vow: See Grail Knights
-Aloys is an impetuous man, and is always eager to charge into the fray and lay waste to his enemies.
Elanor of Quenelles - Damsel of the Lady
Mobility: 5
Training: 4
Max Range: Battlefield
Preferred Range: Behind the Lines
As the youngest daughter of the duke of Quenelles, she is not allowed to inherit his estates and she will therefore not marry an errant knight, which then would inherit her father's realm. Therefore she decided for the holy service in the grail chapel of Quenelles, as a virgin. There she became famous for having healed many knights and she even brought some back from the doorstep of death. These deeds of a Bretonian damsel can be compared to the achievements of a knight on the battlefield.
Offense: Eleanor is a minor wizard capable of using lesser spells from the Lores of Life and the Lady.
Defense: Magic shields
Special: Potion Sacre: Like all grail damsels, Eleanor knows how to brew magic potions. The particular potion she most often carries into battle is one that increases her magic potency.
Special: Icon of Qunelles: A box with the emblem of Quenelles on it, at any point during a battle, Eleanor can open this box, and every friendly unit in a 50 meter radius of her will gain the Blessing of the Lady. This can only be done once, before the box must be returned to the Chapel of Quenelles and be re-blessed.
Special: Mount: Warhorse
Additional Factors:
-Aura of the Lady: See Iselda
-Eleanor has become a potent healer, and prefers to stay behind the lines and using her magic to make sure knights survive their battles to fight another day.
Bagrain - Abbot of la Maisontaal
Mobility: 4
Training: 7
Max Range: Battlefield
Preferred Range: Battlefield
Bagrian is a unique character. Under the superficial appearance of an old, learned scholar, he hides the great powers of an incarnation of the wildest forces of nature. His obsession with fighting against all forces that can upset the balance of nature has recently led him to the capture of one of the vile Skaven artifacts known as the Black Arcs of the Horned One. Now, he and his monks will pay the price for such a daring act.
Offense: Bagrain is a powerful wizard, capable of using spells from the Lore of Beasts
-Staff of the Owl: This oaken tool of magic channels the forces of nature and infuses new strength into the bearer's spells.
Defense: Magical Shields. Robes.
-Amber Periapt: The bearer of this statuette, which represents the god of nature himself, is surrounded by a golden halo that protects and refreshes him as long as his faith remains true.
Special: Parchment of Bark: The lore of Taal is recorded on sheets of bark ritually taken from the holiest of birches. Bagrain can recite some of the holy lines from the bark, and use it to dispel an enemy conjuration (a group of undead or summoned creature, for instance).
Additional Factors:
-Despite being a man of faith, the Abbot is a powerful fighter that has faced down knights, undead, and Skaven and lived to tell the tale. He was one of the few characters to survive all the way through the End Times (until the Earth blew up anyway).
ARMY X-FACTORS
Morale: 90: For honor and glory and name of the Lady the Bretonnians fight on! If a battle ever gets desperate or hard, they just see it has a bigger challenge and a better story to tell once they win. Peasants are much lower (probably closer to 20), though their are rare times (like with Battle Pilgrims) where it can be raised.
Logistics: 60
Espionage: 25: There are some methods of spying on enemies, or scouting ahead, but Bretonnia doesn't really sabotage, as this would be dishonorable.
Discipline: 75 (Knights); 15 (Peasants): Knights train all their lives for this moment. While some may be brash (usually the new knights), even they can move in unison with others of their unit type. Knights are great at taking orders and fighting together. Peasants, on the other hand, are basically just pushed onto the battlefield and told not to hurt anyone on their side. They are quick to panic (unless measures are taken to prevent it) or flee, or just throw whatever they've got at the enemy in a desperate bid to survive.
Army Intimidation: 50: Outside of a few magical units, they mostly appear as an army of Knights. You get the sense they could be intimidating if they needed to be, but you wouldn't be intimidated at the outset.
Reinforcement: High (Peasants); High (Knights); Low (Damsels): Their are many, many peasants that can be forced onto the field of battle. Knights are fairly common, and more can always be called in from their quests (or by the Lady herself) to aid Breton on their campaigns. Damsels, on the other hand, are rather uncommon.
ADDITIONAL INFO
The Blessing of the Lady: Since ancient times, the Bretonnians have worshiped the Lady of the Lake as their goddess, a figure of myth and legend who guides their kings and protects their land from harm. Worship of the Lady can be traced to the earliest days of the kingdom. it is said that she arose from a lake before Gilles le Breton and his knightly Companions on the dawn of the Great Victory of Bordeleaux.
Wreathed in a fey light, the Lady rose from the water bearing a grail which overflowed with light that spilled into the waters of the lake, blessing the assembled knights until dawn's light broke over the mountains. Gilles famously dipped his bloodied and tattered banner into the radiant waters of the lake crying, "Lady, bless my banner!" only to lift it from the waters, magically restored and bearing the image of the Lady and her glittering grail.
Gilles and his knights rode out and defeated the Orcs, then returned to the lake after the battle to give thanks to the Lady for her blessing. And at this lake, he and his Companions swore great oaths to serve the Lady and remain together to free the land of Bretonnia from the monsters that assailed it. In the years that followed, Gilles and his knights went on to win many great victories and since those days, worship of the Lady has spread throughout Bretonnia. The Lady herself is very rarely seen, and only in the most verdant depths of the land may she be found by a few privileged and pure souls.
Before a battle, a knight will kneel and prey to the Lady to ask for her blessing. This blessing is freely given to those who have taken the Knight's vow. Those who have taken the Questing Vow or the Grail vow need not even ask for it unless they have previously shamed themselves, in which case they must undertake a mission of penance before they can receive her blessing again.
Those who have the blessing receive a minor defense against all magic attacks. It can also be used to occasionally deflect missile attacks. In its most potent form (usually found with especially faithful knights), it can protect from supernatural afflictions or plagues. While the blessing is useful, it does have certain standards. Knights who flee as cowards from the battlefield will loose the blessing immediately. Knights who fail to answer a challenge will also loose the blessing.
-Social Structure: Bretonnian society is divided between nobles and peasants. The division is enshrined in law, and the laws governing the two classes are very different. The notion that all people are basically equal seems laughable to most Bretonnians. Every Bretonnian is born into one class or the other, and it is almost impossible to change. A noble is someone who can show that all his ancestors for five generations were nobles. As the names and pedigrees of all members of the nobility are recorded in the Registers of the Peerage, this is merely a matter of showing all your ancestors are in those registers. Everyone else is a peasant. Thus, in particular, the children of a noble and a peasant are peasants. Since a peasant cannot inherit a noble fief, landed nobles never marry peasants.
Peasants live to serve their lords. The nobles, in return, should protect the peasants and provide justice. Lords do, however, have other duties than to their peasants, most notably to their own lords, and these other duties are generally regarded as more important.
In the whole of Bretonnian history, only three peasants have been raised to the nobility. The children of an ennobled peasant are not themselves nobles, as their grandparents, on at least one side, are peasants. Thus, unless they were also ennobled, by the agreement of the King and Fay Enchantress, the noble line would die out immediately. Such additional ennobling has never happened, and all of Bretonnia's noble lines can trace pedigrees back to the foundation of the kingdom. No records are kept from before the time of Gilles the Uniter.
-Virtues of the Chivalric Knight: The history of Bretonnia is replete with tales of honor and glory, and none are more glorious than those of Gilles and his knightly Companions. Together, they freed their land from the depredations of Orcs, Chaos and the Undead before founding the kingdom of Bretonnia. Each of these knights represented the pinnacle of martial achievement and nobility; and throughout Bretonnian history every knight since then has held them up as virtuous examples of all that is best about their code of honor. Each of the Companions of Gilles exemplified a particular virtue of battle and later knights would seek to emulate the virtue of one of these knights in battle.
As a Knight undertakes his vows he takes the first step upon a path of martial and spiritual accomplishment which will lead him into many adventures, and bring him to the threshold of countless perils. As he confronts and overcomes the enemies or chivalry he becomes a more confident and better warrior, he learns skills which enable him to excel in combat, and, even more importantly, he rises ever higher in the ranks of chivalry.
Below are the various Virtues a Knight will try and aspire to. More veteran knights may take up a second virtue, but they are a minority.
- Virtue of Heroism: `Known as the Slayer of Monsters, Gilles fought and killed many of the great beasts that stalked the Massif Orcal, mounting their heads on the walls of his fortress.'In battle the knight is especially good at killing monsters. A single blow is all he needs to take the life from his enemies.
- Virtue of Discipline: `No matter the odds, Marcus took to the field of battle undaunted by the numberless hordes of his enemies.'The knight is always steadfast, no matter what he faces.
- Virtue of Stoicism: `Tales are still told of how Lambard stood alone against hordes of Orcs and saved his dukedom of Carcassonne. Steeled by his bravery, those around him fought with the courage of the Breton himself. ' Knights of this virtue tend to make the best leaders, as they are able to direct their comrades even as the battle rages violently around them.
- Virtue of Knightly Temper: `With a heart of stone and resolute temper Beren stood unbowed, and with each sweep of blade and thrust of lance, foeman's blood would spill. ' The knight swings his weapon faster then other knights, allowing for extra attacks.
- Virtue of the Impetuous Knight: `In the glory of the charge was Balduin most alive, and though others more tempered by the fires of war better controlled their ardor, he was ever in the forefront of battle.' The knight charges faster, harder, and longer (stop snickering) then others.
- Virtue of the Ideal: `Unmatched was Landuin of Mousillon's skill and prowess. His finesse with blade and lance were beyond compare and his bravery, horsemanship and chivalry above all others. Alas, Mousillon doth faded... ' The knight has more initiative and is more willing to fight for his beliefs (impressive considering the attitude of your standard Bretonnian).
- Virtue of Audacity: `A master of the feint and riposte, Agilgar's skill at turning an enemy's strength against him is legendary. Many a powerful foe met his demise on the end of Agilgar's lance.' The knight is quick to challenge those that look stronger then him in order to prove his worth.
- Virtue of the Penitent: `Following the loss of his beloved to the curse of a hag, Duke Corduin of L'Anguille became known as the Hermit-knight. Though when called to arms, he would always return to fight for his beloved king.' The knight is stubborn, and fights alone.
- Virtue of Duty: `Most loyal of Companions, brave Duke Thierulf of Lyonesse fought at his liege's side always, and did lament most painfully when the Breton did fall... ' As long as his general lives, the knight will fight with great vigor and never flee.
- Virtue of Confidence: `Haughty, proud and skillful, Carleond of Couronne took never a backward step in the face of adversity.' The knight is quick to issue a challenge whenever possible, and will accept any challenge given.
- Virtue of the Joust: `Great was Duke Folgar of Artois' skill with a lance - none could unhorse him, save perhaps Landuin himself' The knight is very adept at the charge and the use of a lance in combat.
- Virtue of Purity: `Chaste, honorable and untainted by notions of self-aggrandizement, Duke Rademund was one of the Lady's most virtuous champions, upholding her honor throughout the land.' This knight doesn't need to prey for the Lady's Blessing, he always has it.
- Virtue of Noble Disdain: `Though a dozen or more steeds were shot from under him on the battlefield of Aquitaine, Fredemund never lost his contempt for those that eschewed the martial values of meeting one's foe face-to-face.' The knight has a special hatred for enemies using ranged weapons, including war machine crews. He does not panic when being shot at, rather he spurs onward to show the coward what a real warrior looks like!
- Virtue of Empathy: `A champion of the common man, Martrud was beloved by those he protected. Wherever he fought, the peasants doubled their efforts and would fight to the death rather than dishonor their lord.' A virtue common among foot knights, this knight is willing to fight without a horse. They are also kinder to peasants, and find it easier to command them.
VICTORY GAINS
Bretonnia almost never hires mercenaries. Fighting for money is dishonorable, so they'll only work with those third parties that fight for a cause, rather then payment.
The land conquered will be divided among knights and lords. People living on those lands will be expected to obey their new lieges. Or else. Material wealth will likewise be taken as spoils of war.
Enemy weapons may be taken into the Bretonnian army, but in small amounts. Bretonnia is slow to change, so it could take awhile to incorporate new devices into their forces.
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