Bretonnia Fin
Bretonnia Fin
Bretonnia Fin
Bretonnia is the second largest nation of men after the Empire. It is a feudal society protected by hosts
of knights, considered by many to be the most powerful heavy cavalry in the Old World. Bretonnia also
has an underclass of oppressed peasant serfs, who are recruited as archers and spearmen-at-arms who
act as a more expendable meatshield for elite knights. Bretonnia is a feudal society, split between the
savagely poor majority and the rich nobles with their gallant Knights standing above the filthy rabble. In
theory, the Knights of Bretonnia - the flower of its military - have a code of chivalry that forms an
unbreakable duty to protect its citizens. In practice, Knights are often selfish, greedy, political creatures,
more interested in procuring the shiniest armour and attending tournaments than safeguarding the
basic needs of the smallfolk.
However, when the Knights of Bretonnia do go to war they are undeniably proficient. They are
considered the most powerful heavy cavalry in the Old World by many, although no doubt the Knightly
Orders of the Empire would contest this. Armies of Bretonnia contain Knights of various stages and
statuses. The Knights of the Realm are the most numerous, but there are the more exotic Pegasus
Knights, as well as many others who have received visions from the Lady, the Goddess of Bretonnia, to
seek her out. Finally, there are the Grail Knights, those who have found the Lady and supped from her
mythical Grail to become something more than mortal. For them, earthly desires such as wealth and
political aspirations no longer matter. All they care about is the chivalric code, in the truest sense of the
word.
However, a Bretonnian army rarely consists of Knights alone - squires and men-at-arms form ranks of
solid, if unremarkable, foot troops and peasant levies are provided to soak up damage from
unchivalrous cannons and other ranged devices. Although the Knights are only too happy for their own
side to field large trebuchets, they would never dirty their own hands in such cowardly ways. And so it is
the Knights of Bretonnia march forth with lances dipped, and a prayer to the Lady on their lips!
Contents
Notes on Nobility & Peasants ....................................................................................................................... 4
CODE OF CHIVARLY ....................................................................................................................................... 5
The Seven Commandments ...................................................................................................................... 5
LINE INFANTRY .......................................................................................................................................... 7
PEASENT MOB ........................................................................................................................................... 7
MEN AT ARMS ........................................................................................................................................... 8
PEASANT LONGBOWMEN ....................................................................................................................... 10
FOOT SQUIRES/KNIGHTS......................................................................................................................... 12
LINEBREAKERS......................................................................................................................................... 13
KNIGHT ERRANT ...................................................................................................................................... 13
KNIGHTS OF THE REALM ......................................................................................................................... 16
QUESTING KNIGHTS ................................................................................................................................ 18
RAPID RELIEF ........................................................................................................................................... 20
PEGASUS KNIGHTS/ROYAL ...................................................................................................................... 20
HIPPOGRYPH/HIPPOGRYPH KNIGHTS ..................................................................................................... 22
MOUNTED YEOMAN ............................................................................................................................... 23
SHOCK & AWE ............................................................................................................................................. 24
TRECHUBET ............................................................................................................................................. 24
GRAIL KNIGHTS/GUARDIANS .................................................................................................................. 26
SPECIAL ....................................................................................................................................................... 30
PALADINS/LORDS .................................................................................................................................... 35
GRAIL DAMSEL ........................................................................................................................................ 36
HEROES & LEADERSHIP ............................................................................................................................... 42
KING LOUEN LEONCOEUR ....................................................................................................................... 42
LADY MORGIANA LA FEY ......................................................................................................................... 48
BRETTONIAN DUKES ............................................................................................................................... 51
Bohemond Beastslayer ....................................................................................................................... 51
Theodoric d'Brionne............................................................................................................................ 52
DUKE ADALHARD ................................................................................................................................ 53
Huebald d'Carcassonne....................................................................................................................... 54
Folcard d'Montfort .............................................................................................................................. 54
Cassyon d'Parravon ............................................................................................................................. 55
Taubert de L'Anguille .......................................................................................................................... 55
Tancred II d'Quenelles ........................................................................................................................ 57
Duke Hagen ......................................................................................................................................... 59
Duke Alberic ........................................................................................................................................ 59
Chifroy’D’Artois ................................................................................................................................... 61
Armand d'Aquitaine ............................................................................................................................ 61
THE GREEN KNIGHT................................................................................................................................. 63
BRETTONIAN ARMY X-FACTORS ................................................................................................................. 64
ADDITIONAL FACTORS/GENERAL STRATEGY .......................................................................................... 66
BRETTONIAN GENERAL STRATEGY ...................................................................................................... 66
BRETONIAN STRENGTHS & WEAKNESSES ........................................................................................... 68
APPENDIX A : LORES OF MAGIC .................................................................................................................. 69
SPELL SECTIONS ...................................................................................................................................... 69
LORE OF LIFE ........................................................................................................................................... 70
PERSONAL SPELLS ............................................................................................................................... 71
ARMY SPELLS ....................................................................................................................................... 73
LORE OF BEASTS ...................................................................................................................................... 74
Minor Spells ........................................................................................................................................ 74
Battlefield Spells.................................................................................................................................. 76
LORE OF HEAVENS .................................................................................................................................. 78
PERSONAL SPELLS ............................................................................................................................... 78
ARMY SPELLS ........................................................................................................................................... 80
END TIMES MAGIC .................................................................................................................................. 81
PRESENCE ............................................................................................................................................ 82
EQUILLIBRIUM..................................................................................................................................... 82
DOMINANCE ....................................................................................................................................... 83
APPENDIX B: BRETONIAN NUMBER CALCULATIONS .................................................................................. 83
Notes on Nobility & Peasants
For countless generations Brettonian Knights have lived off the fat of the land, eating the best meat,
drinking the best wine and taking the fairest maidens with which to have children. This, together with
constant training and practice at arms, has set them apart from ordinary Men. Bretonnian knights are
physically bigger, fitter, and more robust, standing head and shoulders above the kingdom's peasantry.
Essentially, they can probably all be considered well-developed, tall weight lifters by our standards. They
are a magnificent sight, battle-tempered warriors clad in baroque suits of heavy armour, overlaid with
rich liveries that are emblazoned with Heraldic devices.
Conversely, thanks to generations of poor dieting, neglect and back-breaking work has altered the
peasant as well, and they can hardly be considered healthy by our standards, or even those of the in-
universe Empire.
CODE OF CHIVARLY
Now the reaction of anyone familiar with Bretonia should be a steadily raising eyebrow as their eyes go
down. This is correct, as the seven commandments were followed historically almost as much as the ten
commandments were followed, historically and particularly during periods of conquest. Pretty much
the only commandments the knight is guaranteed to follow are the first two. Some knights might care
for the peasents in their care; others use them as fodden. While almost all Brettonian nobles would
gladly claim to fight the enemies of virtue and order, which is clear-cut in the case of greenskins and
Beastmen, sometimes this isn’t clearcut in regards to each other. The Brettonians have retreated in the
past, disdain allies (though it would be looked down upon to stab someone in the back without
annulling a treaty first) and have differing personalities just as with any fighter.
Apart from the commandments of chivalry, there are certain traditional 'rules of honour' which are
adhered to and respected by all knights. These rules are an important part of the code of chivalry. They
date back to the very origins of knighthood in Bretonnia and mark out Bretonnian Knights as distinct
from those of other realms. The most important rules are summarized below:
1. A knight may only fight hand-to-hand, with sword or lance; he may not use a missile weapon.
3. A knight shall not draw sword against his fellow Bretonnian knights, except in trial by combat or
within a tournament
5. A knight shall not flee from the enemy, nor retreat without proper tactical cause.
Unlike with the commandments, which seem to be treated like suggestions in lore, knights have to
follow the above commandments. Otherwise they will lose the blessing of the Lady. So why would the
Brettonian noble limit himself in such a manner?
Before a battle, even if the enemy has begun its advance, the Knights of Bretonnia often dismount,
thrust their swords into the ground and kneel before them in silent prayer to the Lady of the Lake,
avowing to fight to the death for honour and justice. Only when a Knight fights in a noble an pious
manner is he awarded with the protection of the Lady of the Lake. Imbued with divine energy, he feels
almost invincible. His armour will deflect shot and baleful curse, his lance will pierce through steel and
bone, and his charge will smash asunder the tightest pike block or most solid shield wall. Sometimes,
when invoking the blessing, the mists will coalesce into the image of Lady of great beauty and terrible
power. From the resplendent chalice she carries, a lambent golden light flows over the faithful, infusing
them with her supernatural power.
Essentially, according to tabletop, this gives a ward save that gives every single Knight (of any sorts),
Damsel/Prophetess and mounted air unit a 1/6 chance to outright ignore any enemy ranged attack,
including cannon. In fact, in some cases, it is as much as a 1/3 chance. This is without counting armor,
which the enemy must also get past to wound the knight.
'Lady of grace and beauty,' spoke Anara softly, 'protect this knight as he does battle in your name.
Protect him from cowardly blows, and guard him from evil. Protect him, oh merciful Lady, and guide his
lance and blade against your enemies.'
LINE INFANTRY
PEASENT MOB
Training: 1
Mobility: 4
Max Range: Melee
Preferred Range: Melee
The life of a Bretonnian peasant is thankless, impoverished and - if the gods are merciful - short. Yet it is
their duty to labour for, pay tribute to, and die in service of their Liege. Yet although a life spent toiling
the land for pitiful gain is a damnable existence, it pales next to a day upon the battlefield. And indeed,
should a Duke ride to war, he will surely drag his droves of human chattel along with him. These hapless
wanderers are then assuredly butchered in their multitudes as fodder to their Lord's worthy cause. To
make their numbers count, peasants are ordered into huddled units on the battlefield, which makes up
for their lack of training and skill. Like Men-At-Arms, Peasant Mobs 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.
During peacetime, peasants are encouraged to breed at an alarming rate. This ensures that there will
always be hordes of lowborn warriors to throw at Bretonnia's enemies, and plenty of farmers and
craftsmen to support the kingdom's infrastructure.
MEN AT ARMS
Training: 3-4
Mobility: 4
Max Range: Melee
Preferred Range: Melee
During each midsummer, commoners from the surrounding lands will flock to their Lord's Castle to
present their sons in the hopes that they might have the fortunes of being a Men-at-Arms. Fathers often
do this as a way to bring honour to their family, and also as a means to give his son a better life. The
young peasants will have been guided towards this goal throughout 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.
Upon joining, these new recruits are given benefits and opportunities that are near non-existent within
the lower classes of Bretonnian society. Though the quality of these can be questionable outside of
Bretonnia, these Men-at-Arms are nonetheless better off than their relatives within the countryside. The
inductee's are 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 receives 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
While the Men at Arms are nowhere near as trained as the other soldiers of the Old World, they are
nevertheless good at providing enough muscle to defend a Knight’s land while he is away. In ordinary
time they patrol the knight’s domains and keep the peace among the villages. In times of war, the Knight
takes as many of these men with him as possible, their ranks swelling to sizes near impossible in the
contemporary real world medieval era. However, with numbers come a diminished sense of worth in
the eyes of their knightly commanders and, more often than not, they are used to either simply defend
a position (at best) or soften up the enemy, including through the act of inciting said enemy to expend
munitions on them.
Training: 3-4
Mobility: 4
Max Range: 300 meters
Preferred Range: 150 meters
It is customary within Bretonnia for every peasant to learn, willing or not, how to use a longbow. This
custom is usually enforced by a local Bretonnian Lord as a means of training their peasantry should the
call to war be sounded. Once war is upon the horizon, every able-bodied peasant is encouraged to serve
in the armies of Bretonnia as a dedicated holding force.Though the tenets of the chivalric honour 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 one copper per campaign is a princely wage indeed. Most parents will encourage their
offspring to practice with a bow so they might increase the family's earnings. Unlike the armour and
weaponry of the Men-at-Arms companies, Peasant Bowmen are not equipped from the armouries of
their local Lord, and instead must bring their own gear to arm themselves in combat, therefor turning up
to battle in all manner of garb. Likewise, their longbows will often be their own possessions, handed
down from father to son (though it is a rich family that can afford more than a single bow) and
accordingly can be of variable quality.
As you might expect, the quality of these Peasants are often mediocre, and in order to compensate for
this weakness, longbowmen often congregate into large huddled units on the battlefield, directing
volley after volley into incoming enemy regiments. Predictably unreliable if left to their own devices,
these peasant would only fight anything near adequately, should the stern gaze of their commanding
Knight be upon them. 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.
Defensive: Nothing worn. They are known to set up giant stakes in front of themselves to discourage
cavalry.
'Draw!' roared Calard, and the archers drew back their bowstrings, lifting the long weapons high.
The lead war hound, a monster of immense size with a row of horns sprouting from its head, passed a
stand of low rocks that marked the two hundred and fifty yard mark.
'Now!' he roared, lowering his lance in the direction of the enemy. As one, the bowmen loosed, and
hundreds of arrows hissed into the air. It looked like a dense flock of birds streaking high into the sky.
Before they reached the fullness of their flight, a second volley was loosed. The third was fired just as the
first cloud of arrows struck home.
There were roars of pain as the arrows sliced down into the massed enemy with lethal force. Scores fell
as the arrows slammed home, driving through muscle and flesh. The enemy was too far distant for the
archers to pick out individual targets, but it didn't matter. They were so densely packed that almost every
arrow found a mark.
The second volley struck, and Calard saw more beasts stumble and fall as the lethal shafts slammed into
unprotected necks, heads and shoulders. A pair of arrows had driven into the thick neck of the hound
leading the pack, but it was barely slowed.
All around Adhalind's Seat, thousands of arrows were loosed in those first moments of battle, and
countless hundreds of the enemy were felled. Those that did not die were trampled into the ground by
those behind them.
Still, on the enemy came, charging through the devastating volleys towards the Bretonnian lines. As the
distance closed, the bow fire became even more effective, and innumerable foes were cut down by the
relentless storm of arrows. Beasts writhed in agony, pulling themselves forwards with their hands,
desperate to be part of the carnage that was about to erupt. The ground was littered with thousands of
twitching bodies that struggled to rise, only to be crushed by the hooves and claws of those pressing
forward behind them.- Knights of Bretonia Omnibus
FOOT SQUIRES/KNIGHTS
Training: 4-5
Mobility: 4
Max Range: Melee
Preferred Range: Melee
Squires are the peasant elite, trained and equipped to a far greater extent than any other lowborn
Bretonnian. They are chosen from the youngest and fittest of a Lord's retinue, and are the most skilled
fighters of all the Knight's men. Many Foot Squires are also bastards, illegitimate sons born of both
noble and peasant blood. They are raised from birth to be warriors par excellence, and do so because it
is not only their duty, but also their honour. They live and train in their own barracks, furnished with the
best weapons and armour that their coin and privilege can buy.
A Foot Squire's main task is to look after a Knight's armour, warhorse and supervise his feudal domains,
pursuing brigands and keeping watch for intruders. Squires are also effectively errand boys for their
Lord, fulfilling menial or unsavoury tasks that their masters would prefer to delegate. Yet in battle they
fight with every ounce of skill and ferocity that their training has given them, using their two-handed
blades to cleave through all foes in the name of the Lady, Bretonnia and personal glory. For a Squire,
every battle is a chance to perform some great deed or service to his master; it is his only chance –
albeit a minuscule one – to be elevated to Knighthood.
In addition to the squires, some Knights opt to fight horseless, particularly those of the mountainous
province Montfort. While these knights are treated, somewhat, with disdain from their fellows, they
nevertheless are as skilled as any of their mounted kind.
Defensive: Every knight wears plate armor, with chainmail underneath that, with padding further
underneath that. That said, by Calard’s admission in Knights of Brettonia, a fully drawn longbow in close
range (less than thirty meters) should soundly kill a knight even with all that protection. Some might
have shields as well.
Numbers: It is rare that a knight fights on foot, though there are valid reasons for doing so, like leading
peasents where it is absolutely necessary, or in certain terrain where horses are ill-fitting. And of course
knights have servants, some of whom might be squires who fight in combat.
~ 1890 to start
LINEBREAKERS
KNIGHT ERRANT
Training: 4-5
Mobility: 8
Max Range: Melee
Preferred Range: Melee
Role: Shock Troop
Knights Errant are those young sons of Bretonnian
nobility whom have yet to prove themselves worthy to
become a honoured and fully-fledged Knight of the
Realm. All noble sons of Bretonnia 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
honoured 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 true way for a young knight to fulfil
his calling is to test himself against a foe on the field of
battle. For that reason most travel alone or in small groups, wandering the dangerous roads of
Bretonnia looking for damsels to rescue and monsters to slay.
The exception is during a Errantry War, when Knights all across the realm gather at the king’s behest. On
the battlefield they are impetuous, eager to earn fame and honour in the thick of the fight. They charge
bold into the fray, heedless of danger and earning either great honour or a glorious death. Fighting on
horseback, these Knights often engage the best enemy regiments in their eagerness to earn the title of a
Knight of the Realm. 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.
No steed of the Empire, nor of Estalia or Tilea, could match the strength and power of a pure-bred
Bretonnian horse. None of them were the equal in sheer speed, and the Bretonnians were rightly proud
of them. Protected in thick layers of plate barding beneath their flowing cloth caparisons, and carrying
the weight of a fully armoured knight, the noble steeds could outpace any horse in the Old World. Most
nobles learn how to ride before they can walk, according to Calard of Knights of Bretonia.
Defensive: Plate Armor, Shield, The Knight’s Vow and Blessing of the Lady
Additional Factors: Knights Errant are renowned for answering any and all calls to arms. They are also
the first in line for any charge and the last to retreat, as their headstrong nature overwhelms their
common sense and their sense of strategy. In fact sometimes they charge without orders too or ignore
orders to retreat or not pursue fleeing enemies.
Starting Numbers: 1890
'For Garamont!' roared Calard. The ground was a blur beneath him as Gringolet leapt forwards, and he
shouted into the wind as the knights errant thundered across the field towards the enemy. Bertelis was
at his side, a look of exhilaration on his face as he echoed Calard's battle cry.
The sound of three thousand charging knights was unlike anything that Calard had ever experienced. The
rumble of crashing hooves was deafening, and the ground reverberated as if shook by an earthquake.
Three thousand couched lances were lowered, and it seemed to take an age to cross the open space
between the two forces, though it must have only been mere seconds. Then the forces collided with a
colossal impact, their lines blurring together as flesh smashed against metal with bone-crushing force.
Calard's lance took a snarling orc in the throat, the tip exploding through the back of the creature's neck,
and impaling another close behind, taking it in the face. Others were smashed aside by the sheer weight
and power of the knights, limbs shattered and skulls crushed beneath flashing hooves.
His lance gone, Calard's sword was instantly in his hand, and he hacked at the blur of enemies as the
knights errant surged forwards.
The screams of pain and anger were deafening but the knights maintained their momentum, ploughing
deep into the enemy formation. Calard's blade cleaved down, carving through flesh and bone. A spear
glanced off his breastplate, and he thrust the point of his sword into the gaping mouth of another orc,
blood gurgling from the fatal wound.
Kicking Gringolet fiercely, urging the powerful beast to continue its charge and not slow, Calard saw
Bertelis deflect a blow on his shield, the force of the attack nearly knocking his brother from the saddle.
A hulking orc roared, and hacked the forelegs from beneath a warhorse nearby, and the steed screamed
as it was felled, ploughing a furrow in the earth. The knight was hurled from the saddle, smashing into
the rabble of orcs in front, and metal was bashed out of shape as spiked clubs and cleavers hammered
into the fallen warrior. Then both the knight and his murderers were overrun and crushed into the mud,
to be left bloody and broken in their wake.
Gringolet stumbled, and Calard struggled to keep his balance. A blade was thrust towards his chest, and
he reeled back from it, deflecting it with a desperate sweep of his sword. Then his attacker was smashed
to the ground by the bulk of Bertelis's warhorse, disappearing from view.
From the saddle, Calard had a good view over the sea of enemy warriors, and he could see formations of
knights to the east charging across the ground, crushing enemies beneath them, before they too
ploughed into the flanks of the main enemy battle line. All across the battlefield, the knights were riding
through the enemy ranks, smashing aside all resistance.
'Pull to the east!' roared Gunthar, driving his warhorse with his thighs, and the knights errant maintained
their formation close behind him, cutting and slicing with their swords. Calard winced as a blade struck
his thigh, denting his armour, and sent a return blow that shattered the cheek of the snarling orc.
Then they were free of the engagement, breaking from the side of the enemy formation. Calard was
shocked to see that less than half their number still rode at their side, and he could see pockets of the
knights all across the battlefield still engaged in frantic combat, mired deep in the heart of the enemy
formation. With a barked order, Gunthar had the knights wheel sharply, and they thundered back into
the heavy press.
”- Knights of Brettonia
KNIGHTS OF THE REALM
Training: 5-6
Mobility: 8
Max Range: Melee
Preferred Range: Melee
Role: Shock Troop
A Knight of the Realm is truly the epitome of what it means to be a knight, fighting with a level of skill
and full-blooded commitment that even the elite Reiksguard of the Empire cannot match. For countless
generations these warriors have lived off the fat of the land, eating the best meat, drinking the best
wine and taking the fairest maidens with which to have children. This, together with constant training
and practice at arms, has set them apart from ordinary Men. Bretonnian knights are physically bigger,
fitter, and more robust, standing head and shoulders above the kingdom's peasantry. They are a
magnificent sight, battle-tempered warriors clad in baroque suits of heavy armour, overlaid with rich
liveries that are emblazoned with Heraldic devices. Mounted atop the finest Warhorses in the mortal
world, the Knights of Bretonnia appear as formidable, plate-armoured giants, leaving lesser warriors to
scurry around them like rats at the foot of old monuments.
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, a 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 his service, to work his land and pay their taxes, so too
does the Knight swear fealty to the higher orders of nobility. 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, he 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 neighbouring domains.
Above all, he is required to maintain the standards of Knightly honour, obeying the strict tenets of
Bretonnian chivalry. Amongst the most important of these is to respond to the call to war, when a
Knight will fight alongside his peers, not as a rite of passage, but as duty required by his station. 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
Training: 6-7
Mobility: 8
Max Range: Melee
Preferred Range: Melee
Role: Shock Troop
Since the days of Giles the Uniter, the Holy Grail has been the ultimate symbol of Bretonnian chivalry,
and the ultimate goal of any true Knight has been to find it. He 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 fulfil his duties of administration and protection prior to setting out upon the quest.
The following months and years of the Questing Knight's life are filled with trials and hardships that
strengthen his mind, body and soul. His path is a winding one, for he is pledged to never sleep two
nights in the same place and never to yield in his search whilst he continues to draw breath.
While most knights don’t take up the Questing Challenge, it is considered common to do so in the
following circumstances: 1. When the eldest heir to an estate comes of age, has been crowned a Knight
of a realm, his father might voluntarily give up his estate and go on the quest 2. It is common for sons of
Bretonnian Lords who are not chosen for a lordship to follow such an ambitious path 3. If a Knight
committed some great wrong and wishes to atone or 4. Out of religious zeal. Questing Knights are
known for their extreme bravery, and are incredibly difficult to route.
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 valour on the field of battle.
Throughout it 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 honour, many
are slain in combat with fearsome and mighty foes. Others live their whole lives without sight of the
Grail, their souls in constant yearning for it.
Technically, the Questing Knight vows to set aside the lance however, in campaign, he does have the
option to pick it up again if his king demands.
“Seeking the Lady's divine favour, he had bested creatures foul and murderous in the forests of the
Empire, championed the oppressed in the burning lands of Araby far to the south, and battled alongside
dwarf thanes against screaming hordes of greenskins far beneath the Worlds Edge Mountains. He had
fought in a dozen duels of honour, one against a monstrous ogre tyrant. He had battled trolls upon the
frozen oblast of Kislev, rescued a nobleman's daughter from sacrifice at the hands of a band of cultists
beneath Altdorf, and emerged victorious from the famed Dance of Blades in the cutthroat city of Sartosa,
off the coast of Estalia. Always, he chased the elusive presence of the goddess, yet always she led him
further on. Now, she had brought him back to his homeland.”
RAPID RELIEF
PEGASUS KNIGHTS/ROYAL
Training: 5-8
Mobility: 9
Max Range: Melee
Preferred Range: Melee
Role: Flying Aerial Calvary
Unlike traditional mounted warfare, those Knights that can tame and ride the mighty Pegasus into battle
are warriors without equal. Flying across the battlefield with wings of angelic appearance, the Pegasus
Knights take to the sky and fight the flying monstrosities the enemy has unleashed upon them with
lance and swords. The Pegasus is far stronger and faster than even the mightiest warhorse, easily able to
crush a man's skull with its flailing hooves and cover great distances in a short amount of time. In the
more wild and inaccessible domains of Bretonnia, there is real merit to a steed that is not prone to
becoming covered in mud or entangled in thorns. On the battlefield, small groups of Pegasus Knights will
band together, often outstripping the rest of the army as they search for honourable combat. In battle,
they handle such things as scouting, attacking enemy artillery or important persons, securing the air or
just swooping down to impale people at random.
Their numbers are made up almost exclusively by Knights of the Realm, and even then only the richest
and most influential of these mighty Knights can boast of owning a battle-trained Pegasus into combat,
for the creatures are difficult to capture and even harder to train.
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 to help raise it. Most Pegasus foals are bought very expensively, therefore hunters
from both the Empire and Bretonnia brave the dangers of the mountain passes to secure Pegasus foals
for many willing nobles. Several of the Knightly Orders of Bretonnia have become exceptionally fond of
the Pegasi and a few lords have even begun to field whole squadrons of these Pegasi riding knights into
battle.
There is also an elite variant of the Pegasus Knight known as the Royal Pegasus Knight, which is ridden
by Grail Knights and have all their special abilities.
Offensive: Lances, Swords, the Pegasus itself is said to be strong enough to break bones or cave in skulls
with every kick.
Defensive: Plate Armor, Shields, Blessings
Starting Numbers: (755)
HIPPOGRYPH/HIPPOGRYPH KNIGHTS
Training: 6-9
Mobility: 9
Max Range: Melee
Preferred Range: Melee
Role: Flying Aerial Shock Calvary
A Hippogryph is a hybrid animal that has the head and winged features of a predatory bird, the
forequarters of a mountain lion and the rear end of a horse, complete with tail. Being a predatory
animal, Hippogryphs are savage and highly aggressive in their nature and would attack anyone or
anything with very little to no provocation or warning. As you might expect, the Hippogryph species are
unnaturally bloodthirsty animals who would wantonly slaughter every animal on sight, not necessarily
for food but as a simple act of pure aggression. In fact, a Hippogryphs desire for warm flesh is so great
that those around them can literally sense their terrible hunger.
Hippogryphs are the favoured mount of Bretonnian knights who want a creature with a more vicious
nature than the gentle tempered Pegasus. Only the wealthiest and most committed of men can ride one
of these beasts to battle, 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. In order for a Knight to successful tame a
Hippogryph, he must be able to raise it from a chick by the Knight himself. He must accept no help in
taming the beast, for the Hippogryph will never accept him as a rider should he do. Even a young
Hippogryph is capable of defending itself, which makes taking the beast along on adventures more
practical. Since acquiring a Hippogryph is such a daunting task, they will often offer great rewards to any
of their peasants that manage the feat. Only the richest and greatest knights can afford such a beast.
For the most part, Hippogryphs only appear under the command of the absolute greatest of Brettonian
Lords like the King. However, there does exist a couple of squadrons of royal Hippogryph riders mounted
by Grail Knights who have managed to suppress the Hippogryph tendency to kill one another at the
slightest provocation.
MOUNTED YEOMAN
Training: 4-5
Mobility: 8
Max Range: Longbow
Preferred Range: Bow
Role: Scout/Horse Archers
Yeomen are the elite peasant warriors of Bretonnia,
acting as both leaders of Men-at-Arms companies and
also as a branch of mounted light cavalry.
As they hold such privileged positions as head gaolers and militia Serjeants, to become a yeoman is the
highest rank to which a peasant can aspire. It takes many years of dedicated service for a man-at-arms
to be promoted into a Yeoman, and even then only an act of bravery on the battlefield will guarantee his
ascension. Though no peasant may ride a Bretonnian Warhorse into battle, favoured Yeomen are
permitted to ride to battle on draught horses. Such troops will often scout ahead of the main army and
keep the knights informed of enemy movements — a dangerous task, and one which earns no honour,
so it is a task that the nobility believe is best performed by peasant
In battle they are typically used to harass the enemy with their bows, protect the flanks of the
Bretonians or else ride in for quick assaults with their swords.
TRECHUBET
Training: 3 (Crew)
Mobility: Immobile on the Battlefield
Max Range: 600 Meters
Preferred Range: 300 Meters
Role: Long Range Artillery
The Trebuchet is an essential piece of equipment when the Bretonnians engage in siege warfare, and
smaller versions of these machines are sometimes deployed on the field of battle. Since the King himself
commissioned a number of Trebuchets to be built to act in the defence of Couronne, their popularity
has increased. Still, most knights universally put on a show of disdain towards them, and some Dukes
refuse to make use of them at
all. Nevertheless, 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
honour anyway.
Offensive: Large rocks, masonry etc. The crew has hand weapons
Defensive: None for war machine, crew might have mail armor.
Starting Numbers: 42
“Its eyes rolled back in its head as the creature began to shudder and leap, froth bubbling from its
mouth. Its bizarre capering seemed to fill the surging greenskins with fervour, for they began chanting a
grunting, repetitive mantra, striking their weapons and shields against each other in time to it.
Whatever foul magicks the diminutive creature was attempting to unleash were, however, forestalled. It
paused midstream in its summoning of power, looking up into the sky. A massive block of masonry was
hurtling towards it, spinning end over end as it dropped through the air.
It slammed into the shaman, crushing it to pulp. The chunk of masonry split into two as it slammed into
the rocky outcrop the goblin had been perched upon, and the two halves bounced into the press of
green-skinned bodies, crushing limbs and flattening bodies.
GRAIL KNIGHTS/GUARDIANS
Training: 7-9
Mobility: 8
Max Range: Melee
Preferred Range: Melee
Role: Ultimate Shock Troop
Considered the ultimate human warrior, a Grail Knight is a successful Questing Knight who has fulfilled
his quest. He must slay Orcs, Dragons and countless other monsters, fight duels with Chaos Knights and
resist all manner of worldly temptations. If he is true to these challenges, he will find his way to a hidden
glade and behold the Lady of the Lake, only then is he allowed to drink from the holiest of artifacts, the
Grail. Upon this moment he becomes a Grail Knight, infused with part of the goddess's own power.
Among the most fearsome fighters in the World, only the most skilled Blood Knights and Chaos
Champions can hope to match a Grail Knight in combat. To defeat them is made harder still by the
fanatical Battle Pilgrims, warriors who swarm around their living saint, slaying all who are unworthy to
reach their master.
The mystical waters of the chalice ensure that Grail Knights are granted lifespans many times that of
normal men, as well as other, stranger gifts. All signs of age, scarring and fatigue are removed. They are
blessed with enhanced strength, speed and endurance. Many have been known to heal wounds and
possess the gift of prophecy, while others have blessed auras, which can weaken or kill those enemies
deemed unholy.
Alongside famous tales of felling Dragons and other great beasts, Grail Knights are renowned slayers of
both Vampires and Daemons. The divine blessing of the Lady permeates each and every Grail Knight,
and has a debilitating effect on the unholy. Lesser undead such as Skeletons and Zombies crumble and
collapse in their presence, while mighty Blood Knights and Vampire Lords find it painful even to look
upon them. Grail Knights have also been rendered all but immune to the fell powers of Chaos, for the
Grail sustains their noble will far more than any magical trickery. Truly, the belief in the nobility of their
Lady-blessed cause is even more impervious than their shining armour
Even the Grail Knights have elites and they are called the Grail Guardians. The Fay Enchantress is one of
the most revered and respected figures in all of Bretonnia. As is fitting of someone who speaks with the
voice of the Lady, she is accompanied at all times by a retinue of Knights who defend her to the death.
These men, selected from the very best of the Grail Knights, are warriors par excellence, striking down
the enemies of Bretonnia with shining blades of justice. Though rumours abound that the Fay
Enchantress is none other than the Lady herself, and therefore requiring no earthly protectors, the Grail
Guardians care not and defend their charge all the same.
Offensive: Sword, Lance or other heavy weapon. Often magical. I will also note that Grail Knights are
superhuman, able to stand toe to toe with Blood Knights and Chaos knights who can move fast enough
to be blurs or pull off entire limbs. They are the fantasy order version of Space Marines.
Defensive: Ridiculous. Not only do they have all the plate armor, shielding, and blessings of the above
knights, but lore wise evil factions experience harm by the very presence of them. They are at the very
least often magically resistant, superhumanly durable and have those crazy wardings that, in game, give
them 1/3 chance of surviving direct cannon fire. They are also superhumanly durable.
Additional Notes: Expect swarms of battle pilgrims to follow the grail knights. Grail Knights are also
utterly immune to morale shocks
“He seemed like an immortal, divine paladin, a faultless living legend, and strength, majesty and faith
radiated from him like the heat from an inferno. Calard's breath was taken away, his mouth gaping open
as he was overcome by awe. Grail knights were the epitome of knightly perfection, the ideal that every
knight of Bretonnia aspired to, and to merely be in the presence of one of these esteemed paragons was
overwhelming.
Riding upon the back of the biggest warhorse that Calard had ever seen, the grail knight towered above
his pilgrims, and the young knight errant felt suddenly like a child. The midnight-black stallion must have
been nigh on twenty hands tall at the shoulder, and it was bedecked in a regal blue caparison, its edges
stitched with shimmering silver thread. The venerated grail knight rode tall and proud, his presence
awesome and terrifying in equal measures.
Whether it was coincidence or divine favour, the clouds parted as the grail knight drew near, bathing him
in warm, golden beams of light. His armour shone like the sun, and Calard squinted against its
brightness. The knight's armour was a work of inspired artistry, every inch of it covered in intricate
detailing engravings, and inlaid with finely worked silver. A shimmering cloak of blue, lined with soft
mink fur, fluttered behind him, held in place by a heavy golden brooch in the shape of the Lady's grail.
The knight was adorned with countiess devotional tokens and sacred icons, from holy beads to miniature
pendants carved from the finger bones of saints into the likeness of the Lady.
He rode slowly along the muddy roadway, stoically ignoring the pilgrims that capered and proclaimed his
noble deeds in loud voices. His shield was a masterpiece of craftsmanship, clearly made by the same
genius who had forged his armour, and his lance was the finest example of its kind that Calard had ever
borne witness to. Its silver vamplate was worked into the visage of a snarling dragon, and Calard
thought he saw, for a brief second, a shimmering light coruscate up the length of the lance. It was
named Arandyal, and it was one of the most hallowed artefacts of Quenelles. Blessed by the Lady, Reolus
had wielded it against innumerable foes, and it was the weapon that the grail knight was said to have
used to slay the dragon Grelmalarch, a beast that had terrorised the people of Carcassonne for centuries.
The grail knight's full-faced helm was topped by a majestic heraldic unicorn of silver, which was
surrounded by a host of candles. The Lady's fleur-de-lys was cut into the right side of the helmet as a
breathing grill, and Calard felt his heart lurch as the grail knight turned his head in his direction.
The grail knight's eyes glinted from within the darkness of his helmet, and Calard felt a surge of primal
terror beneath the gaze, as if his soul was stripped bare. As one, the knights errant dropped to one knee
before the grail knight Reolus, lowering their heads, and Calard, sweating profusely, was glad to no
longer be locking eyes with the awesome knight. Never in his life had he encountered anything with such
a powerful presence.
(….)
Seeing the brutal warlord carving effortlessly through the defenders upon the wall, Reolus moved to
intercept him, but there were a score of enemies between them. The grail knight fought with a burning
intensity that was terrifying to behold, killing with every strike of his holy blade, Durendyal. Norscans fell
before him as he rampaged along the wall. He carved his sword through the neck of one enemy and
lopped off the arm of another with the return blow as the Norscans came at him. He spun, avoiding a
sword thrust and rammed his blade into the guts of his would-be killer, before ripping the blade clear in a
spray of blood and decapitating another man as he continued to turn.
The grail knight swayed to the side and a massive spiked mace missed his skull by scant inches, and he
kicked the legs from beneath the off-balance Norscan before smashing his blade down into his head,
splitting it to the neck. A jagged sword stabbed towards his unprotected back but he sensed it coming
and whipped around, deflecting the blade with his armoured forearm, and punched the man square in
the face with the hilt of his sword, his whole body weight behind the blow as he turned. The man fell
back with a cry, spraying blood and teeth, and Reolus lashed out with his blade, the tip nicking the
Norscan's neck with all the precision of a surgeon, and arterial blood spurted from the wound.
The black-armoured elite bodyguard of the enemy warlord came at Reolus, and he ran forward to meet
them head-on.
He traded blows with the first, glittering silver-steel clashing with tainted black-steel, and he was forced
back a step by the sheer brutal power of the Chaos warrior. The fully armoured Norscan was taller than
Reolus, and his shoulders a foot wider, but as fast as he was he could not match the grail knight's
sublime grace.
Reolus ducked in beneath the Chaos warrior's defences as an axe sliced through the air where his head
had been a fraction of a second earlier and slammed his blade into the Norscan's side. The blow
sundered his heavy armour, buckling it inwards and carving a bloody rent that shattered a dozen ribs.
Before the Chaos warrior could react, Reolus had whipped his sword back for a blinding return blow that
struck the Norscan in the side of the head, carving through his helmet and skull. With a heavy clatter of
armour the enemy warrior fell.
The next died in a heartbeat. Hefting an immense, double-handed spiked hammer as he charged towards
the grail knight, the Chaos warrior did not even have a chance to bring it crashing down before Reolus's
blade had penetrated the eye slit of his helmet, sinking deep.
The holy paladin of the Lady killed another two of the huskarls, sustaining only a few scratches himself,
drawing ever closer to the enemy warlord. Perhaps recognising the presence of one worthy of facing him,
the Norscan turned towards Reolus, and their eyes met across the mayhem of the brutal melee.
”- Knights of Brettonia
SPECIAL
GRAIL RELIQUE/PILGRIMS
Training: 4
Mobility: 4
Max Range: Melee
Preferred Range: Melee
Role: Fanatical Support
'A chicken bone gnawed on by none other than Reolus the... the Oh So Mighty and Grand,' said Chlod,
affecting a dramatic voice that elicited an exhalation of wonder from the big peasant. 'It will protect you.
But only - only - if you make sure that I, his holy abbot, am kept from harm. If even one heathen lays a
hand upon me, the bearer of that sacred bone will be struck down. You understand?'
Grail Pilgrims are deranged and suicidal fanatics dedicated solely to the service of Bretonnia's fabled
Grail Knights, basking in the reflected glory of those mighty individuals. Driven by relentless obsession,
these pilgrims collect almost anything that a Grail Knight casts aside, whether it be scrap of ruined
armour, 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
endeavour 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 immortalised in tales and discordant
song. 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.
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 centre. The outside of the reliquae is a gaudy mélange, adorned with trinkets gathered from many
Grail Knights from across all corners of Bretonnia. The pilgrims devote themselves to this construction,
supplicating themselves before it as if it were a living Grail Knight, praying for its blessings. o 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 amongst 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 graphic detail the latest tales and deeds of the heroic knight who
unintentionally leads the procession.
Offensive: Discarded and dubious quality swords, lances and any detitrus they find along the way. Has a
magical aura that means that infantry attached can attack magical foes.
Defensive: Discarded plate, leather and other random things. Also, if the Reliquae is carried than the
blessings of the lady are applied to the whole group of peasants.
Starting Numbers: 1890
“THREE PEASANTS WERE running ahead of the entourage. One of them blew several long tuneless notes
on a rusted horn as he ran, his cheeks puffing out like inflated bladders. The peasant in the lead was a
portly, balding individual, who held aloft a shield, cloven in two by some mighty blow. Despite the
damage done to it, the heraldry upon its face was clear: a silver unicorn upon a field of blue, above an
image of the holy grail.
'The shattered shield of Reolus,' remarked Bertelis in amazement, staring at the holy artefact. There was
not a man in all of Bretonnia who did not know the names, deeds and heraldry of every hallowed grail
knight, for they were veritable avatars of holy power, and their every action was recorded and spread
the length and breadth of the land. Fathers regaled their sons with tales of these mighty paladins, and
noble courts listened attentively as the actions of the most famous grail knights were portrayed in verse,
song and performance. The arrival of a grail knight at the fortified gates of a town or city resulted in
parades and feasts, and a day of rest for all workers as the streets quickly filled with those hoping to
catch a glance of the holy warrior.
Gunthar called the knights errant to a halt, urging their horses off the muddy road so as to allow the
grail knight Reolus free progress. They dismounted, to show proper respect, and Calard saw that even
Gunthar seemed agitated and nervous, straightening his tabard and smoothing his flowing moustache.
The heroic figure could still not be seen, surrounded as he was by a surging mass of pilgrims.
'Hearken ye! Hearken ye!' bellowed the balding peasant as he reached the knights, panting and sweating
from the exertion. He hefted the shattered shield high above his head. 'Witness the coming of a living
saint, beloved of Quenelles, one who has supped from the grail! Bear witness to his holy shield, shattered
by the mighty devil troll of Carcassonne, before he spitted the foul beast upon his lance and did cleave its
head from its shoulders with one mighty blow!'
'You are blessed, sons of Bretonnia!' yelled one of the peasant's companions, draped in what must once
have been a cloak discarded by the grail knight, though it was now tattered and ripped. 'You are blessed
for you shall bear testament to the coming of Lord Reolus of Quenelles, favoured of the Lady, as he
answers the Duke of Bordeleaux's call to war!' This pilgrim had clearly seen battle himself, for he had a
brutal scar across his face and wore a rusted sword upon his hip. 'Enemies will wither beneath his shining
gaze, and friends will become emboldened by his presence,' he yelled, spittle flying from his toothless
mouth.
'See the ruin that comes to those who face his holy wrath!' bellowed the third of the pilgrims, an ugly
brute with a lopsided face and the crown of his head shaved bare of hair. He pulled a severed head from
a bloody sack, holding the grisly trophy up in the air before him, his face a mask of feverish devotion. The
head was rotting and flyblown, and the stink was atrocious, making the knights grimace in revulsion.
'This was the cursed necromancer Merogant of Mousillon, cut down by Saint Reolus on the fields of
Bodkin Moor!'
Several of the knights errant hissed, and spoke silent prayers of protection to the Lady, and Calard saw
Dieter touch a hand to the twin-tailed comet emblem on his chest.
'Blessed are ye!' shouted the third pilgrim, moving his hands in the air in some form of awkward
benediction, before the three peasants continued on their way, clumping awkwardly through the mud
towards the duke's camp in the distance.
Then the main troupe of pilgrims arrived, the bizarre panoply of the procession dizzying in its strangeness
and fervour. There were lowborn men and women of all ages in the motley entourage, and they held
aloft pieces of rusted armour, broken shoes, shreds of blue cloth and chunks of half-eaten food: all items
discarded or cast aside by the grail knight. These pilgrims, who worshipped the knight as a living saint,
saw each of the cast-offs as an artefact of holy significance, and they treasured them as if they might
impart a small fraction of the holy knight's favour.
Most were armed for war, with cudgels, daggers and maces hanging from rope belts, though more than
a few sported rusted or shattered swords that they had scavenged from fallen warriors. One wore a
dented, ill-fitting knight's helmet on his head, while another proudly wore a breastplate with several
crossbow holes through it, the bolts having most likely, slain its previous owner. Many carried wooden
shields that had been daubed with blue paint, and onto these had been nailed all manner of further
devotional items: arrows, scraps of vellum torn from holy texts, and the bones of those slain by their
unwilling benefactor.”- Knights of Brettonia
PALADINS/LORDS
Training: 8-10
Mobility: 8
Max Range: Melee
Preferred Range: Melee
Role: Champions
Individual heroism is very important to the Bretonnian
Knight - tales of Paladins slaying Dragons and of heroes
battling against countless foes are the kind of things they
dream of.
Although not quite as influential as a Bretonnian Lord of the same knightly caste, Paladins are still forces
of deadly inspiration upon the battlefield. They are generally of middling rank amongst nobles, although
some hold higher ranks such as Earl or may be Baron of a lesser fief, while others hold warrior titles such
as Marshal or Warden. A Paladin often acts as a more influential and powerful Lord's personal
champion, helping to command their armies and defending them in combat. Whenever one of these
heroes enters a town, his presence will be known within minutes, news of his arrival spreading through
the crowded streets like wildfire amongst the commoners, who will flock to get a glimpse of one of
Bretonnia's heroes.
Bretonnian Lords are powerful nobles whose deeds are recounted throughout the land, even by mighty
earls, barons and the dukes themselves. Proud and powerful warriors all, Bretonnian Lords are excellent
warrior-generals. Most of the Lords of Bretonnia were dukes of noble stock, such as Duke Behemond
"Beastslayer" of Bastonne, and Theodoric of Brionne. They claim shared ancestry with the first
Bretonnian King, Gilles le Breton, and many purport that their founders fought alongside him in his
many battles. Lords are important and powerful figures both in the military and political world of
Bretonnia, often trading sword and shield for cup and words in the halls of power; to play the game and
advance their cause.
Offensive: Swords, lances, hammers, maces etc. Only a high likelihood of them being magically
enchanted.
Defensive: Plate armor, blessings and shields. Also liklyhood of magical items.
Starting Numbers: 35
All Grail Knights are considered Paladins and are considered elsewhere. Only the most heroic and
powerful of the non-Grail Knights are considered here, whereas Lords fall under the best and most
powerful in Brettonia.
“REOLUS TORE THROUGH the fern gulley, smiting the enemy like the avenging paladin of the Lady he
was. In his right hand, he wielded the silver lance, Arandyal, shining in the dimness of the forest with a
glimmering light, and in his left, he held the lance's mate, the glowing sword Durendyal. Both holy
weapons were said to have been blessed by tears shed by the Lady, and only one of pure heart was able
to hold them. Blood slipped off the weapons like oil, and they struck with the speed and potency of
enraged serpents.
Reolus tore through the beastmen, impaling them on Arandyal's length and cutting heads from shoulders
with each swing of Durendyal. He lifted one struggling beastman high into the air, watching
dispassionately as it slid down his lance, before he hurled the creature away from him with the flick of his
wrist. It slammed into the rock face, broken and dying.
GRAIL DAMSEL
Training: 5-8
Mobility: 8-10 (if mounted)
Max Range: Spell
Preferred Range: Spell
"He breathed in awe, dropping to his knees in respect. Never had he encountered one of the esteemed
handmaidens of the Lady. They were priestesses and protectors, blessed by the Lady herself. Seers and
augers of great power, many of them had been granted the gift of future sight, and were among the
most respected of the king's advisers. Mistresses of fey, mystical powers, they commanded the forces of
nature, and were the devout protectors of the sacred places of Bretonnia."
Sometimes, young children within Bretonnia are seen to have strange and mystical powers. They might
be born with eyes of different colours, 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 Athel Loren.
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 honour 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. Those males that possess magic are said to have never
been seen again. The females will often return to Bretonnia years later as holy Damsels. They wield
supernatural power, generally over nature, and tell the Bretonnian nobles of the Lady's will.
Damsels and their superiors, the Prophetesses, are powerful individuals, for in their years away from
Bretonnia, their innate abilities have been honed and tempered. Their magic is orientated around
nature more so than most other human Wizards, for they are taught by the handmaidens of the Lady.
Riding into battle, Damsels and Prophetesses use their powers to lend magical protection to Bretonnia's
noble warriors, warding away the foul magic of their enemies as well as casting them down with
powerful spells of their own. They are also able to mystically encourage the landscape to fight the
Kingdom's enemies; persuading the trees themselves to lash out at the foe; calling flocks of birds to
descend on the enemy at their call; even drawing lightning from the heavens to strike down in
devastating arcs.
Offensive: Lore of Life, Heavens or Beasts. Prophetesses may know two of these; damsels only know
one. Though not a combat hero, they might carry a magical sword for when close combat is unavailable.
Defensive: Perhaps some magical defense but generally depicted without armor.
-Damsels can shadowalk, where they enter a place between death and life and cross great distances
unseen and undetected. However, this method is extremely dangerous with the possibility of
catastrophic failure, so the damsels will abstain if possible.
'Hold,' called Anara, her voice full of authority, all hint of otherworldliness gone. 'Do not charge them.'
Obediently, the knights reined in their steeds, and the damsel pushed between them to gain a clear view
of the closing enemy. They were no more than eighty paces away, and closing fast, and Calard's anxious
gaze flickered between Anara and the enemy.
Apparently defying logic, Anara slipped from the back of her mare.
'Sister, what are-' began Calard, but he was silenced by a raised hand.
The knights shuffled in unease as the damsel bent down and removed the soft slippers from her feet. She
wiggled her toes, and cold, wet mud oozed between them. Calard looked uneasily towards the closing
enemy. They were less than forty paces away.
Anara began to chant, her voice low, moving to rhythms that were alien to the ears of the gathered
knights. The warhorses of the knights, perhaps sensing the tension in their riders, began to stamp their
hooves into the wet earth, and shake their heads. Calard patted Gringolet heavily on the neck,
whispering calming words to the destrier, though his eyes were locked on the enemy that was so close
that he could pick out individual details. He could see the jangle of bones and infernal bronze icons
looped through holes in the beasts' horns, and the hellish symbols carved into their flesh and hides.
Calard licked his lips, and clenched his fist around his weapon. The enemy were closing fast, and the
knights would be slaughtered if they were caught motionless.
Their charge began to falter, however. Though they fought wildly to maintain their momentum, they
were slowly sinking into the water-soaked earth.
In amazement, Calard looked at Anara, who was continuing her incantation unabated. The ground
around her feet had dried up, the mud hardening to a rock-like crust.
Slavering war hounds snapped and growled as they clambered over each other, frantic to escape the
sinking mire. The beast-centaurs roared and bellowed in rage and frustration, thrashing frantically as
they tried to free themselves from the marsh. With each violent movement, they sank further into the
clinging mire. One of them roared and hurled its spear towards the knights, but it fell ten yards short.
Several of the Garamont yeomen rode in close to the edge of the swampy area, and fired into the
helpless creatures. They killed several, before Montcadas ordered them to stop in order to conserve
arrows. The baron stared in wonder at the diminutive damsel, who was continuing her incantation, her
eyes having rolled up into the back of her head.
Her lips were turning blue, and she began to sway slightly. Calard dropped from his saddle and went to
her, but was unwilling to lay hands upon her, for fear of what might happen if he interrupted her spell.
Within minutes, the creatures of Chaos had disappeared, bellowing defiance as they were swallowed by
the mire.
(…)
At his side, Anara released her grip on the neck of her snow-white mare and spread her arms out to
either side, palms open to the heavens. She lifted her head high and cried out in a hiring tongue that
Calard did not understand, and he felt the hairs on his arms stand up.
The dark clouds overhead boomed ominously, and then, with a barked command of power, lightning
flashed down from the dark sky, stabbing into the densely packed enemy ranks like a jagged blade.
Dozens of creatures were consumed as the powerful energy coursed down from the heavens to strike
raised weapons and helmets. Arcs of energy coalesced over their bodies, jumping eagerly between the
beasts, consuming scores of them instantly. They jerked spasmodically as their flesh was cooked and
their blood boiled, sparks and branches of white-hot power flashing back and forth over their forms.
Another, more powerful spear of light arced down from the heavens and struck the ground in the centre
of the courtyard, and the accompanying boom was deafening. Scores of beasts were slain instantly, their
flesh charred and blackened, and all those within twenty yards were hurled from their feet, their fur and
skin singed.
Calard struggled to remain in the saddle, clinging frantically to his steed's neck as it reared in terror.
Several knights were thrown, hitting the ground hard as they fell. Calard wrenched on the reins, dragging
the destrier back under control, and kicked it towards the shattered great doors leading into the keep,
galloping over the burning and smoking corpses of those killed by the lightning strike.
(…)
“Abruptly a pair of Norscan appeared, rounding a stand of rocks just ahead, heading directly towards
them, moving down towards the cove, axes in hand. They were no more than a dozen yards away and
could not fail to notice the group of knights in their path. Curiously, he could see a glowing sphere of light
in the centre of the Norscans' chests.
Calard's hand flashed to his sword but a hand stopped him. Anger surged as he saw that it was Maloric's,
and in that moment all he wanted to do was cut the Sangasse noble down. How dare he lay hands upon
him!
Maloric shook his head and nodded further up the line. Calard glanced up the hill, seeing that the
Norscans were making no aggressive moves towards them indeed it looked as if they had not noticed
them at all, though they were now less than half a dozen paces away. His eyes were drawn again to the
glowing light in the centre of each Norscan's chest. The glow was coming from within them.
Calard felt a chill as the Norscans' eyes passed over him, looking through him. He saw also that the two
warriors were vaguely transparent and he realised that just as everything else in this shadow-realm, they
were as ghosts. Or perhaps, he thought, it was himself and his companions who were the ghosts here.
The larger of the Norscans, a hulking warrior that loomed over them all, was clearly irritated, and he and
his companion were bickering in their brutish tongue, though it sounded like their voices came to his ears
from a long way away. The smaller man was pointing down at the cove, and Calard guessed that he had
heard or seen something of the Bretonnians' arrival. They are probably sentries, he thought.
Anara and Reolus gave the pair no mind and continued to climb up the shale-strewn path, and the
Norscans walked straight through them. The ghost images continued on, still bickering, and Calard
flinched as they walked through him. He felt nothing except a momentarily flicker of warmth as the
glowing centre in the middle of the Norscan's chests touched him in passing.
Marvelling at the powers wielded by his sister, Calard and the knights topped the shale path and found
themselves looking down upon the Norscans' camp. Tens of thousands of warriors were picketed in the
snow, their tents dotting the landscape as far as the eye could see. The hills rolled out before them, and
Calard saw endless campfires surrounded by marauders who were eating, drinking and fighting.
Every one of them had a burning sphere of light in their breast, and he saw that some were brighter than
others. A couple of the warriors, perhaps one or two in every thousand, had fires that burnt with such
white-hot intensity that it hurt his eyes to look upon them.- Knights of Brettonia
Numbers: 25 to start.
Training: 9
Mobility: 9 (Rides a Hippogryph)
Max Range: Melee
Preferred Range: Melee
Role: King
Louen took the Questing Vow when he was still a young prince. He travelled for years across the realm
of Bretonnia and into lands beyond, expelling evil from wherever it could be found. He had met with
prophets and ghosts alike on his travels, survived battles against Dragons and Daemons in his attempts
to win the Lady's favour, and rid Bretonnia of many a rampaging monster. He had even fought alongside
the Green Knight at one point, and received the Fay Enchantress's blessing after slaying a herd of
Beastmen on the banks of a Sacred Lake.
Yet though he achieved incredible feats, he was unsuccessful when it came to securing the Holy Grail.
At the height of the quest he led sixteen knights into a charge against the necromancer Myldeon and his
hundreds of zombies. Though the Knights accrued an incredible tally, they were one by one dragged to
the earth and torn apart. Eventually Louen got pulled down to a lake where he was ambushed by some
gigantic monster before slaying it with a dagger to the heart.
Louen awoke to discover a beautiful courtroom of underwater rock, inhabited by many wonderful and
strange creatures, seemingly engaged in a large banquet. Presiding over them was a stunning female
figure, her immaculate features surrounded by a halo of luscious silver locks that curled and twirled
against each other like courting snakes. It was the Lady of the Lake- Bretonia’s own deity.
The Lady bade Louen to dine with her, explaining that Bretonnia was going to face a dark age and that it
needed a great man to lead it. She explained that the Grail was merely symbolic, that the water within
was her own lifeblood, as were all Sacred Lakes in Bretonnia. Louen was lost in awe as she cupped her
hands. Holding them out, the water within them glowed, illuminated from within. Louen clasped his
calloused fingers around her delicate hands and drunk deep. Radiance poured into him like liquid
sunlight, burning heat flowed throughout his veins as his body was renewed and strengthened by the
goddess.
Taking charge of some of the Lady’s own fey-enchanted knights, Louen rose from the lake and in a
viscious battle annihilated Myldeon and his horde. During the combat it was said that the unholy
zombies were actively dissolving before Louen’s blessed radiance.
Louen went on to perform countless feats of heroics for many more years, his lifespan increased greatly
by the Lady’s magic. In fact by the time Louen was officially crowned in the year 1522 (2500 IC), having
ascended to the throne following a unanimous vote of his peers and with the consent of the Fay
Enchantress, Morgiana le Fay he was over ninety years old but still appeared in his mid-thirties.
The realm Louen inherited was beset by all manner of threats. The Lichemaster Heinrich Kemmler,
despite his defeat at La Maisontaal, still lurked in the Grey Mountains with a horde of undead servants.
In the south rumours were spreading of vile rat-men infiltrating the lands of Brionne and Bordeleaux.
The northern provinces suffered from raids by the Chaos-worshipping barbarians of Norsca, while other
dukedoms were forced to contend with incursions by Greenskin tribes.
Louen's cherished ambition as King was rumoured to be the reconquest and rebuilding of Mousillon,
which was all but lost to the realm after the Affair of the False Grail and the Red Pox which followed in
its wake. Knights constantly urged him to declare an Errantry War to do this. However, he was often
distracted from this great task by wars along the frontier of the Empire, where ambitious Counts
threatened Bretonnian domains.
Due to these threats, Louen enacted a policy to encourage even more jousting and tournaments
throughout the land than his predecessors did, in order to ensure that all knights honed their skills ready
for war. He held magnificent tournaments four times a year which went on for several weeks. He also
made a royal procession throughout the various Dukedoms, and on the occasion of his visits the Dukes
would hold banquets and tournaments in his honour. Thus, the calendar of Bretonnia became a
succession of tournaments and training. This policy was more than welcomed, as Bretonnian knights like
nothing better than a tournament, except perhaps a just and righteous war.
In addition to all this, Louen revived the old custom of jousting between noble regiments of knights in a
huge tournament marked out especially for the purpose. These Royal Tournaments also became
occasions for the investiture of many Knights Errant as new Knights of the Realm, and the setting of
tasks for others. Louen would often participate in these tournaments himself, proving time and again
that he was one of the most skilled, fierce and honourable knights in the land. With the King
encouraging his knights to hone their martial skills at every opportunity, the military might of Bretonnia
soon surpassed that of even the greatest armies in history.
He was also known as a master of traditional Brettonian Battles tactics who has only rearely lost a
battle. He utterly crushed the Orc invasion of 2508 at the Battle of Swamphold, and rode battlefields
clear of the undead on the outskirts of Mousillon on more than one occasion. He fought victoriously
against invaders from the north, driving them back into the sea, and scoured the taint of insidious
covens from within his cities. He even fought back to back with Karl Franz at one point against the orcs
of the Necksnappa tribe.
In the End Times Loeun worked to put down a revolt led by his bastard son, Malloblade. However, after
achieving initial success Malloblade allied with Arkhan the Black, who added his undead legions to the
rebel’s force. After some vicious battles Loeun was struck down in a duel against Malloblade, and the
Brettonians broke as a result.
Believed by many to be dead, Louen wandered the far reaches of Bretonnia for days, teetering on the
brink of death. When he at last found his way back to Couronne, he collapsed in front of a Grail Knight,
who almost slew him for a Wraith before noticing his mud-splattered emblems. By then, Mallobaude
had been destroyed, and Gilles le Breton had shaken off his guise as the Green Knight, becoming the
true King of Bretonnia. After recovering from his wounds, Leoncouer was dubbed the High Paladin of
Couronne by Gilles, and acted as regent when the ancient hero left to hunt down the dregs of Chaos.
Louen Leoncoeur was one of the Lady's foremost champions during the final days of the world, freeing
every Bretonnian city he encountered from the forces of evil. Despite these victories however, Louen
had lost much of his pride. He had ridden out to face Mallobaude as the unquestioned monarch of his
domain. He had returned to find a legend from the past sitting in the throne-room to accept the
acclamation of the masses. All bowed the knee to le Breton, including Leoncoeur himself.
The former King knew that to linger in Couronne like a ghost over its grave was pointless, and only grief
could come of it. He decided that the time had come to aid the Empire in its own struggle, to fight back
at the darkness that threatened not just Bretonnia, but the entire world.
Bretonnia had rode out to aid the Empire on many occasions, but those noble actions had not been
reciprocated in recent years. Nonetheless, Louen could not stand by as the Sigmarites were assailed by
the forces of Chaos. King Gilles gave him leave to make the case for Errantry, and despite the weariness
of the long and grinding war, those tidings were met handsomely. Knights from across the realm rode
out to answer the summons. Louen may not have been the King any longer, but they still responded to
the Lion of Bretonnia when he called.
Louen's final act of heroism was at the great city of Altdorf. Here the Grail Knight plunged into the fray,
first slaying a monstrous Bile Troll of Nurgle and then a titanic Cygor, plunging the Sword of Couronne
into its baleful eye. Seeing a single, untainted area within the city, Louen set forth to defend it from
Nurgle’s hordes. This was Altdorf's Temple of Shallya.
There he dueled Ku’gath the Plaguefather, one of the most mighty of the Great Unclean Ones, and his
accompanying horde of plaguebeaerers. He managed to slay them both, but was mortally wounded by
the treacherous Festus Leechlord. However he was avenged by Vlad Von Carstein soon afterwards and
the king of Brettonian died knowing that he had managed to keep one holy place safe from Chaos.
Offensive: A Lance (likely magical) and the Sword of Couronne: A magical enchanted blade that
magnifies nearby light, blinding foes in combat. In terms of skill, Louen is one of the greatest duelists in
Warhammer and has succeeded in the past even against Greater Daemons.
Defensive: Armour of Brilliance: Magically enchanted plate armor that dazzles the eyes of enemy
combatants, making it difficult to be targeted.
The Lion's Shield-The shield is interwoven with powerful counter spells to protect its bearer against
enemy magic.
The Crown of Brettonia- Magically enchanted inspiring presence essentially means none of his allies
route within 60 meters of him.
Also has the Blessing of the Lady and the Grail Vow.
X_FACTORS
Adaptive Creativity: 59/100: Loeun might try a creative charge here, a opportune strike there. However
he is not extraordinarily creative and is further limited by the code of chivalry, which heavily limits
strategies involving magic, ranged fire, any tactic considered ‘dishonorable’ etc. That said, he has said in
the past he will consider unchivalrous acts if it means saving lives.
Tactics: 66/100: Louen wins far more than he losses, however he still lost big against the likes of Kalros
Fateweaver and Malloblade. His tactics are limited in application thanks to above.
Strategy: 63/100: Pressed on all sides, Louen has had few opportunities to showcase himself on
campaign as he has had to take reactionary moves to forestall the destruction of his kingdom. The
principles of chivalry would provide some binding, and I have never heard of the Brettonians engaging in
guerilla tactics or dishonorable such as assassinations.
Audacity: 83/100: While not a stupid beserker, King Louen will willingly even risk himself if he feels it is
necessary for his charge to succeed.
Inspiration: 70/100: Extremely well respected among knights and commonfolk alike. However, when
Malloblade revolved, at least three dukes followed him into a revolt, showing that did have enemies in
the kingdom.
Discipline: 81/100: While he might feel bitterness or resentment, Louen never feels fear and never lets
his emotions compromise himself on the battlefield.
Corruption: 42/100: He will massacre those he considers dishonorable, but will offer clemency to
civilians if its in his power.
Training: 9-10
Mobility: 10
Max Range: Spell
Preferred Range: Spell
The Lady of the Lake is the principle Bretonnian deity, said to embody the pure, noble, courageous spirit
for which the Kingdom is known. Her earthly representative is the Fay Enchantress, who watches over
Bretonnia from her tower in Carcassonne and upon whose wise counsel King Louen depends. In fact,
during times of dynastic crisis, the Enchantress is empowered to choose the next Royarch from amongst
the Dukes and has, on at least one prior occasion, stripped a tyrannical or cruel ruler of his throne and
commanded his own Knights to forcibly expel the oppressor from the Kingdom! Whilst undoubtedly
ancient – some say thousands of years old even – the Enchantress appears to all as a beautiful young
woman and is reincarnated instantly as soon as her host body wears out. Although undoubtedly a
fearsome sorceress more than capable of defeating her enemies by herself, the Fay Enchantress is
served by her loyal body of Grail Knights, whose lives are sworn to protect her person and obey any and
all commands. She is also served by the Damsels and Prophetesses of the Lady, who are called into her
service as children and become her acolytes, eventually having not insignificant magical powers of their
own.
The Enchantress is the one who rouses the usually competitive Dukedoms of Bretonnia into united
action when the Kingdom is threatened by evil forces from without. It has even been known, at times of
mortal peril, for her to ride into battle ahead of an army of her fiercely-loyal Grail Knights. On the
battlefield, she uses magic to both protect Bretonnian forces from attack or weaken and strike down the
foe – sometimes with a single, furious stare!
Offensive: Magical Sword. She is also a Level 4 Wizard with knowledge of all eight base Warhammer
lores. She also rides an extremely powerful unicorn named Silvarron along with a toad wizard familiar
that helps with spellcasting.
Spiteful Glance: It is unwise to annoy the Fay Enchantress of Bretonnia, for she 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 Questing 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! This spell can be
cast on those in her immediate presence.
The Mist of Châlons: White mist, like that which rises from the places sacred to the Lady of the Lake,
gathers around a unit in range from the Fay Enchantress. The mist enshrouds the unit so that it can
barely be seen so long as it does not fire ranged weapons. Has a range of 240 meters.
The Doom of Dol/Favour of the Fay: The Fay Enchantress pronounces the doom of a single person or
monster on the opposing side, and a Bretonnian on her own side who will slay the "doomed" target. So,
for example, in the midst of battle, the Fay Encahntress 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 valour and fulfill the prophecy. However, if the knight fails
than both Morgiana and the knight in question suffer wounds.
The Beguilement of Blondel: The target unit is beguiled with visions of verdant meadows full of wild
flowers 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. It has a range of 240 meters.
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, with the colour of the resultant vapours deciding the effects. This
basically means that every couple of minutes on the battlefield, she can deploy a ‘free’ Lore of Heavens
spell.
Morgiana's Mirror - Morgiana's Mirror enables her to peer into the hearts and minds of enemy wizards,
so that she can discern their intentions and prepare herself against them.
Defensive: She wears the Girdle of Gold, which gives her magical protection of such potency that she
can ride with her knights into battle, confident she has greater protection than they. She has near
perfect magic resistance, an aura that provides fear on everyone nearby (and terror on the corrupted).
Finally, she is surrounded by a full regiment of grail guardian knights.
BRETTONIAN DUKES
The Brettonian Dukes are the highest nobles of the land, each of which rules one of Brettonia’s thirteen
provinces (we don’t talk about the 14th).
Bohemond Beastslayer
Training: 8
Mobility: 8
Max/Preffered Range: Melee
Role: MONSTER HUNTER/Duke of Bastonne
Whilst Bohemond is a lineal descendant of Gilles le Breton, he is absolutely loyal to King Louen
Leoncoeur and has no desire for the crown. Indeed, he delegates the whole business of administering
his dukedom to his steward and justice to his justicar. Alas, he is not a very good judge of character, and
finds himself replacing these men with distressing frequency
Offensive: Bohemond's skills were honed through fighting the mightiest beasts in the Old World, such as
Dragons, Manticores and Hydras. He was a powerful warrior, possessing the enhanced abilities gifted to
all Grail Knights, and often fought with a blessed sword, his dragon mace(that amplifies his strength to
superhuman degrees) and an enchanted shield. The Beastslayer also possessed a lance forged into the
shape of a snarling dragon, and possessed a cloak made from the scales of the infamous Dragon
Smearghus. Once worn by Gilles le Breton himself, this revered artifact was held within Bohemond's
great keep. The cloak was tended to by an enclave of priestesses, and worn by the Duke on occasions of
ceremony and warfare
Defensive: Blessings of the lady, magical cloak, plate armor and a shield that is renowned for breaking
magical weapons against it.
Theodoric d'Brionne
Training: 7
Mobility: 8
Max/Preferred Range: Melee
Role: Duke of Brionne
The Duke almost seems to be two different people. In battle, he is a terror, wielding his great battleaxe
to deadly effect. He has faced down terrifying enemies, leaving their corpses on the ground. He always
leads from the front and rarely returns unwounded. Among his knights, it is whispered that some war
spirit comes upon him, for he seems to take great delight in slaughter.
Away from battle, the Duke is a patron and connoisseur of music and song. He is the greatest patron of
minstrels in the whole of Bretonnia and listens to their stories of love with great attention. He is
something of a minstrel himself, and his compositions are competent enough. Indeed, almost all artists
can stand to praise them to the skies without feeling they are utterly sacrificing their integrity.The Duke
is also rumoured to be an enthusiastic practitioner of the adulterous love praised in the songs of
minstrelsy. It is said that the noblewomen of Brionne hope this rumour is true, and the noblemen fear
that it is.
In the End Times, he visited the Monastary of La Maisontal for repentence. Unfortuantely, he did this
right as it was being attacked. Though Theodric led a fearsome defense of the monastery, almost slaying
Arkhan the Black, he was ultimately slain in single combat with the Vampire Anark, though he dealt
grievous wounds before he died.
Offensive: A lady blessed sword said to be an anathema to the undead. Also a lance.
Defensive: Blessing of the Lady, Plate Armor, shield, likely some magical protection.
DUKE ADALHARD
Training: 7
Mobility: 8
Max/Preferred Range: Melee
Role: Duke of Lyonesse
Duke Adalhard appears to be a simple man. He excels on the battlefield and, whilst off it, enjoys
feasting, gambling, and the other entertainments of warriors. Some observers of his style have
suggested that his true loyalty is to Ulric, not the Lady of the Lake, and blame it on the Norscan blood
found in northern Lyonesse.
The Duke keeps himself aloof from the politics of his dukedom as far as possible. If a conflict spreads to
the point that he can’t ignore it, he typically takes his forces in, crushes all parties, seizes their lands, and
declares a resolution. This has been effective every time he has done it, so the nobility now try to keep
their scheming from drawing the attention of their lord.
In battle the Duke is instantly recognizable, he is a tall warrior, clad in gleaming, golden armour and
wielding a mighty ancestral longsword, elven runes glowing along the length of its blade. He wears a fine
tabard bearing the heraldry of Lyonesse and a cloak made from the pelt of a Lion swept over one
shoulder. The aura of authority around Adalhard is palpable; It’s clear that he is a man who is used to
being instantly obeyed, and yet it is obvious that he remains a warrior first and foremost.
In the End Times he temporarily sided with Malloblade against Louen, though after Giles the Uniter
returned he hastily defected back to the crown.
Huebald d'Carcassonne
Training: 7
Mobility: 8
Max/Preferred Range: Melee
Role: Duke of Carcassonne
Huebald is the current Duke of Carcassonne, Bretonnia. He is a relatively small man, wiry and fast rather
than powerful. He speaks only when absolutely necessary, and even then, he uses as few words as
possible.
No one who knows him has ever seen him smile, much less heard him laugh. His wife, Schermilde, was a
political match, and the fact that the couple have four children, all of whom take after the Duke, is a
matter of some wonderment.
The Duke is, however, respected by all his men. He is the finest war-leader that the Carcassonnians have
had in generations and a brave warrior in person. Unlike many Bretonnian knights, he is willing to use
ambushes and feints to defeat monstrous opponents. He argues that the Orcs that pour out of the
mountains to burn villages do not deserve to be fought with honour.
In Malloblade’s Civil War he defected from Louen to join Malloblade, though Giles apparently forgave
him after the rebellion was crushed
Offensive: Sword and Lance, possibly magical.
Defensive: Blessing of the Lady, Plate Armor, shield, likely some magical protection.
Folcard d'Montfort
Training: 7
Mobility: 4
Max/Preferred Range: Melee
Role: Duke of Montfort
Folcard is something of an anomaly among the Dukes of Bretonnia. He is a fearsome warrior, but he
hardly ever fights on horseback. The mountains that cover his dukedom severely limit mounted
combatants, and the Duke accepts no limits in his pursuit of the Greenskins that infest his lands.
Duke Folcard is possibly the Bretonnian Duke most loved by his people. He genuinely seems to care
about peasant villages and tries to relieve them when they are attacked by Goblinoids. He has set up a
network of signal beacons across the mountains — which means relief forces arrive more often than not
— and the Duke goes in person if he can. Once he has relieved a village, he establishes an impromptu
court to hear any complaints of unjust treatment and sets things to rights.
The Duke is a tall man with dark hair cropped very close and an intense, fierce glare. Many Montfortian
peasant girls dream about their Duke, as do most of the noble women. He also seems to have some sort
of friendship with the Duke of Parravon, who helped him achieve victory against the Empire during a
siege.
Cassyon d'Parravon
Training: 6 (A Grail Knight, but still in his twenties)
Mobility: 9 (Rides a Pegasus Mount)
Max/Preferred Range: Melee
Role: Duke of Parravon
Cassyon's father died whilst he was questing for the Grail, and the young Duke knew nothing of his
status until he returned to Castle Parravon. He was apparently legendary for his prowess and helped
Folcard win against the Empire in the Battle for Montfort.
The Duke's counsellors find him very frustrating. He is an open and enthusiastic young man, bearing no
malice towards anyone, which makes it almost impossible to dislike him. On the other hand, he believes
he can fulfil his ducal duties simply by riding across the skies of the dukedom and striking down
monsters. There is no doubt that he is good at that, but there are matters of taxation, justice, and
administration that should also be seen to.
Offensive: Sword and Lance, possibly magical. Also rides a Pegasus mount.
Defensive: Blessing of the Lady, Plate Armor, shield, likely some magical protection.
Taubert de L'Anguille
Training: 7
Mobility: 8
Max/Preferred Range: Melee
Role: Duke of L’Anguille
Taubert was a sailor in his youth, but has neither set foot on a ship nor lived within sight of the sea for
over fifteen years, ever since returning from his last voyage. He has not spoken of his reasons to anyone.
Since his return, Duke Taubert based himself at Grasgar Castle on the edge of the Forest of Arden. The
Dukes have used this castle as a hunting lodge for generations, but Duke Taubert has been expanding it
and using it as a base for expeditions deep into the forest. He says his aim is to defeat the Beastmen, but
many think he just wants to be as far from the sea as possible.
Defensive: Blessing of the Lady, Plate Armor, shield, likely some magical protection.
Tancred II d'Quenelles
Training: 7
Mobility: 8
Max/Preferred Range: Melee
Role: Duke of Quenelles
Born into the ruling family of Quenelles, Tancred II, like his father Tancred I, was the avowed enemy of
the Lichemaster and the Undead. Having led an army in the battle of La Maisontaal, he crushed Heinrich
Kemmler's forces in 1513 (2491 IC) and drove the Necromancer into hiding. His father later fell at the
Battle of Montfort Bridge, routing Kemmler's remaining forces at the cost of his own life. Gifted with
powerful relics and tasked by the King himself with defeating the Lichemaster at every turn, Tancred II
became a renowned hero and leader, protecting Quenelles from its foes for decades.
At some point after the Lichemaster's defeat, Tancred managed to hunt down and personally slay the
Wight King, Krell, granting him yet another death. The news of Tancred's feat reached as far as the
Empire and beyond, while earning the respect of the Dwarfs, who had long held a grudge against the
former Chaos Champion.
Like all Grail Knights, Tancred eventually started to age. His appearance had long since lost the luster of
youth and the Duke felt his mortality strongly, worrying about the future of the dukedom and who
would succeed him. Tancred had four sons, the eldest died defeating a Wight who had raised an army of
undead within Quenelles itself. The second died as a Knight Errant in Tancred's battle against Heinrich
Kemmler. The third was a dissipated wastrel who drowned from alcoholism. The Duke's fourth son,
Einhard, left on his Grail Quest some ten years ago and had not been heard from since. Tancred feared
all his sons were dead, but he hoped the fourth could be a worthy successor.
Tancred met his heroic end during the End Times, in a duel against both Krell and the Lichemaster. The
Duke once again defeated both foes individually, but was blindsided by Krell as he readied a killing blow
on Kemmler. The Wight King appeared behind the distracted Tancred, before beheading him with a
single stroke of his axe.
Offensive: The Blade of Couronne, which is bound with such magics that the undead start taking
wounds just in his immediate presence. Likely a blessed lance too. Finally, he has some magical potion
that gives him super-strength for a couple minutes after drinking it.
Defensive: Blessing of the Lady, Plate Armor, shield, likely some magical protection. His shield is
apparently described as blinding to the undead.
Duke Hagen
Training: 7
Mobility: 8
Max/Preferred Range: Melee
Role: Duke of Gisoreux
Duke Hagen is a Grail Knight and close companion of King Louen. The Duke is utterly committed to the
ideals of knighthood, even more so than most Grail Knights, and the King knows that he can rely on
Hagen for advice on the chivalrous thing to do. Duke Hagen's decisions are unclouded by concern for
consequences, so the King does not always take his advice; King Louen is mindful that it is sometimes
better to act unchivalrously than to throw away hundreds of lives.
The Duke sometimes has troubles with these decisions. He is aware that the King has wider
responsibilities and still trusts his friend's commitment to the ideals of chivalry and honour. Still, every
time Louen compromises those principles for the greater good, the Duke worries about the chances of
corruption.
Hagen hardly ever leaves Louen's side. The King likes to have the Duke's advice readily available, and the
Duke, though he would scarcely admit it even to himself, wants to keep an eye on the King.
He is renowned for his victory in the Arden forest where he, together with a band of Wood Elves,
destroyed a mighty Vampire Lord.
Offensive: Sword and Lance, possibly magical.
Defensive: Blessing of the Lady, Plate Armor, shield, likely some magical protection.
Duke Alberic
Training: 9
Mobility: 9
Max/Preferred Range: Melee
Role: Duke of Bordeleaux
The enemies of Duke Alberic of Bordeleaux are correct to shrink from his presence, for he is a mighty
opponent - a knight almost without equal who has never been bested on the field of battle by mortal
adversary or enchanted blade. As one of Bretonnia's greatest exponents of lance and sword, he has on
many occasions stood shoulder to shoulder with King Louen, facing down the forces of evil wherever
they may be found in the name of his patron-god Manann and the Lady of the Lake.
Alberic is renowned for his personal courage and astounding self-discipline. He is also notorious for
expecting all of his household knights to reach the same standard and for dismissing those who do not.
As a result, he has the smallest household of any of the Dukes, but the knights there are some of the
greatest in the realm.
Chifroy’D’Artois
Training: 9
Mobility: 9
Max/Preferred Range: Melee
Role: Duke of Artios
Chilfroy is a huge man, stronger and tougher than any of his knights or nobles. He is also famously grim:
he has never been heard to laugh and reputedly only smiles when surveying the devastation he has
wrought on his enemies. Whilst not a subtle man, he is a great war leader when strategies are simple
and his followers need only be inspired.
The Duke spends most of his time hunting beasts, Beastmen, and other monsters in the depths of the
Forest of Arden. The great hall of Castle Artois is decorated with the preserved heads and pelts of his
greatest victories. He holds the ducal law court there and is notorious for dealing with cases quickly by
declaring the higher-ranked party to be in the right, handing down brutal punishments to the loser. As a
result, people do everything they can to avoid taking a case before the Duke, which is the way Chilfroy
likes it.
Also he defected to Malloblade in the End Times, but was apparently forgiven by Giles the Uniter after
the latter vanquished the former.
Defensive: Blessing of the Lady, Plate Armor, shield, likely some magical protection.
Armand d'Aquitaine
Training: 7
Mobility: 8
Max/Preferred Range: Melee
Role: Duke of Aquitaine
Armand was the 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 Leoncoeur himself offered him a place in the royal household. Again, Armand distinguished
himself with feats of valour, 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.
Armand d'Aquitaine won the honour of bearing this holy and
venerable banner by beating all other contending Knights in the
great Tournament of Couronne. He guarded the banner night and
day within the Grail Chapel of Couronne, using only his shield as a
pillow.
Defensive: Blessing of the Lady, Plate Armor, shield, likely some magical protection.
THE GREEN KNIGHT
Training: 10
Mobility: 8
Max/Preferred Range: Melee
Role: Legendary Knight
The Green Knight is the holder of secrets and keeper of the way, whose strength is the quester's
ultimate test. He is a well-known figure of Bretonnian folklore, stories and poems about him being
amongst the most popular in the Kingdom. A common character in puppet shows and plays performed
for peasants and Kings like, the Knight is bedecked in strange, ivy-covered armour 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, and thus
sup from the blessed Grail. However, most folk do not realise 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 throughout history, who
subsequently spoke of the sky clouding over with the darkness of twilight and a green mist seeping from
the earth, slowly taking the shape of a figure riding a snorting steed. Then the Green Knight appears,
brandishing a glowing blade, his eyes ablaze with fey light!
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 last and 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
Offensive: Dolorious Blade, a magical sword that drastically enhances his strength and speed. He is also
a legendary duelist and rumored to be one of the few who has beaten Abhorash, Priamrch of the Blood
Dragon Vampires.
Defensive: Plate armor, shield etc. However his greatest defense is that he is ethereal and cannot be
slain by non-magical weapons. He also may spontaneously resurrect if slain. He has magical protection
and inspires terror in everything around him.
Army Intimidation- 52/100: Their Knight charge is viewed with fear in the Old World, however they are
neither monstrous nor excessively intimidating by themselves. It is likely that the abilities of the Grail
Damsels can inspire some apprehension, however.
Discipline - 42-65/100: While some peasants are noted for being somewhat well trained (if their lord
puts investment in them) most are not, and the Empire ambassador Dieter in Knights of Brettonia notes
how pathetic their discipline is compared to others. The Knights are far better but somewhat lowered as
Knights Errant are noted for sometimes impetuously charging out of turn.
Cohesion: 58/100: While unified on the outsider, and against outsiders, there are some serious
problems internally. In Knights of Brettonia several dukes refused to send aid to another ailing duke,
content to let the duke suffer and seize lands at his expense. While the King and Fay Enchantress can
force a degree of unity, it must be noted that, in the End Times, no less than three dukes defected to
Louen's son, Malloblade. However, if all else fails the Green Knight can remove his healm and reveal
himself to be Giles the Breton, and force unity once more.
Espionage: 42/100: Brettonia has yeoman and pegasi scouts, along with all sorts of weird damsel means
of scouting. However they, by and large, do not care to do more than perform espionage (so little to no
sabotage, assassination etc).
Logistics- 53/100: Somehow able to sustain armies of knights, so they must have some decency here.
They can also appropriate captured or neutral supplies and, occasionally, the damsels might be able to
use some magic to help with this.
Blockade- 34/100: Some portions of their army might try to hinder the enemies supplies, yet it is not
part of the plans of Louen or his cohorts.
Reinforcement Rate: High
Reason for Battle: Honor & Chivalry: Ideally, Bretonnians are motived by honor and chivalry. For
example, ideally Bretonians might feel honorbound to stop a foreign tyrant (as was the case of Jafar's
invasion of Araby) and to stop evil such as the orcs or daemons. Unofficially, Bretonnian knights can be
motivated by less sacred things, like glory, land or grudges.
ADDITIONAL FACTORS/GENERAL STRATEGY
LANCE FORMATION: The Lance is a formation of Bretonnian Knights, consisting of a single valiant knight
at the front, with two knights behind him, three behind him and so on, forming a pointed wedge. The
Lance enables the Knights of Bretonnia to penetrate deep into enemy ranks, angled as to maximise the
number of attacking knights. At full charge the Lance can burst an enemy formation apart and send foes
scattering from the field in rout.
Bretonnian knights have become so skilful with the lance, that they can hit a target the size of a
Damsel's bracelet while charging at full tilt. When utilising the wedge-shaped Lance Formation, they are
capable of breaking apart even the legendary battle lines of the Dwarfs.
Brettonians do not use assassins as others would recognize them. Indeed, the very thing is viewed as
dishonorable to do, and any Brettonian who engaged in such would be honor-bound to go on a
repentance vow immediately! Or...at least most would- as ever, corruption is possible and the Knights
of Brettonia omnibus is full of knights hiring peasents to kill one another. Instead, what you might have
are champions challenging other champions to duels, like what happened to Kurt Helborg in one short
story, which the Brettonains usually win as long as there isn't cheating involved(which Helborg did).
Brettonian has mounted yeoman to serve as scouts before the battle, and damsels who may use their
magic to scry the land and enemy armies, as well as see visions of possible futures and of the enemies’
past. If an enemy is captured a Damsel can magically interrogate them.
FOREIGN RELATIONS
Brettonians do negotiate, though they don't put much emphasis on it. Technically the damsels are
supposed to be the ambassadors, though short stories have focused on Brettonian lords serving the
role. While this may be a false impression, based on the stories I have read these Brettonians don't
particularly come across as very tactful or considerate- straightforward yes- but also reeking of
arrogance and condescension (though this likely depends on who they are dealing with).
Brettonians will entertain alliances, and they have allied most notably with the Wood Elves and the
Empire in the past, though these are usually temporary things. They do not hire mercenaries under any
circumstances.
GENERAL STRATEGY
Brettonian battle strategy is all about the Lance- the Knight. Such is the way it was in the time of Giles
the Breton, and such is the way it is now. They do not use nor care for attrrition based or guerilla tactics,
instead of liking single, climactic battles. If forced to fight in such a manner they will use yeoman led
search parties and attempt to force their foe into an open battle.
The role of the infantry and artillery (such as it is) is to soften the enemy up before the calvary charge,
soak up enemy fire, to exhaust them or even just to occupy their attention. Infantry may used ranged or
melee weapons- as Brettonians view them as dishonorable anyway, so they have no real qualms if they
fire their bows. Damsels- who are considered outside the restrictions on ranged warfare- freely cast
spells on the enemy or bless their own troops. Knights are allowed to conduct sorties, charging into
weak points then retreating once the foe gathers in strength.
When the charge comes, it will be with all the devastation of a hundred foot Tsunami. The earth shakes
as thousands of hooves roar across it at once, each horse carrying a knight decked out in all manner of
plate armor and magical blessings, each trained since childhood in fighting. When they hit, they typically
crash over whatever they are fighting. Small contingents of knights and peasnets might be sent around
the enemies rear, to attack those that try to retreat.
ADAPTIONS
Rinse and repeat basically. Brettonians may make minute deviations- like having a flanking force,
peasent ambushes or the like- but their entire system is based around the lance and has been for a
thousand years. They are the least innovative of all human factions and it would be virtually unheard of
for any Brettonian to put a emphasis on ranged warfare of every kind.
WITHDRAWAL
As eluded to earlier, Brettonians both have a clear rule against retreating and have evidently retreated
in the past. For example the king lost multiple battles to Kairos Fateweaver and, as he is still alive and
those battles did not end in the total destruction of the Brettonian knighthood involved, nor the king
being forced to go on a questing vow, he must have retreated without losing favor with the Lady. I thus
speculate that if the the Brettonians withdraw in good order (i..e at the king or duke's command,
orderly, not a route etc) than they may do so without incurring the Lady's wrath.
VICTORY GAINS
Little. They disdain technology, particularly all forms of dishonorable technology, have the Damsels to
cover magic (and would disdain all non-damsel magic as unnatural), would not touch ranged weapons
for their armies and though they might temporarily ally with someone, these alliances are rarely long
term thanks, in major part, to Brettonian attitudes.
1. The Lady's Blessings- Depending of the power of the Knight in question, the Lady's blessings
essentially allow him to avoid anywhere between 1/6 to 1/3 of almost all ranged attacks. This helps
greatly in keeping the Knights alive to melee combat.
2. Ride of the Knights- The impact of several thousand knights charging in Lance formation is feared
across the old world- and beyond. Few formations can stand up to it.
3. High Morale (for Knights)- Brettonian is a nation of monster killers and hunters, and their knights are
incredibly hard to break on the battlefield.
Bretonnian Weaknesses
1. One Trick Ponies- As mentioned above their entire game plan involves getting in that knight charge.
They do not emphasize- nor care for- infantry, artillery and damsels usually serve as independent actors.
Moreover, their enemies know this and from Greenskins to Norscans they have flooded fodder troops in
front of the knight’s path and overwhelmed them once their momentum wore out.
2. Disdain of Dishonor : Some aberrations aside, the Brettonians pride honor above everything else. To
that end, the King would never commission assassination attempts, conduct sabotage or even hire
mercenaries(however, as a note, it is at least hypothetically possible the Fay Enchantress could). This
does limit Bretonnian tactical options.
3. Weak Infantry
“They were the worst soldiers that he had ever led, even worse than the stubborn Middenlanders. At
least the northern men could fight, even if they questioned every order he gave them. These men-at-
arms were ill-disciplined and poorly equipped, and had clearly received only rudimentary training. They
were not fit to be soldiers at all, in Dieter's mind, but then he was not surprised. The nobility were utterly
obsessed with fighting on horseback, and gave little thought to the strategic use of infantry, no matter
the fighting conditions or the foe.”-Baron Dieter, Ambassador of the Empire
While the Empire ambassador was opinionated, his words have been consistently proven by battlefield
performance and ill note that even against Beastmen gors, Men at Arms took three losses to every kill
achieved. This is in contrast to the Empire troops, who generally can achieve positive k/ds unless their
formations are broken or flanked.
4. Technologically Regressive- Will not advance technology in all but the most minute ways. Though I
realize their navy is more advanced, they have not shown a hint of employing gunpowder on land in
canon.
All magical attacks and conjurations are considered of magical prowess, capable of affecting
immaterial ghosts and demons, and of a particularly higher plain of effect than the physically
mundane.
Just like Warhammer 40k, this list should not be taken as an all-inclusive nor exhaustive; there are
literally thousands of spells in Warhammer’s existence ranging from minor utilitarian to more powerful
combat. The example spells I put into the profiles come from the latest iterations of the Armybooks
however spells from previous ABs are also valid.
Magic in Warhammer is low-inclusion but powerful. This means that most low-end spells in
Warhammer can affect a half or a dozen at once, with medium power one’s going in affecting dozens
and the rare (but not ultra-rare) high end affecting even hundreds at once! The specific numbers given
below are their official stats in game, but the amount affected can be higher (or weaker) in lore.
However this comes at a cost, as magic in Warhammer is both harder to control then other fictions and
there are comparably fewer mages. Even for battles where one side has many tens of thousands, it is
rare to see more than a dozen mages in a force.
The increased strength and power of each spell makes it harder to cast, requiring a greater collection
from the Winds of Magic pertaining to that particular lore for its use, though the more skilled a wizard
is, the easier they can absorb and safely cast the spells. Personal stamina does factor into the amount
these wizards can cast too, and they will find themselves increasingly drained the more they cast. Potent
spells will exhaust them very quickly.
SPELL SECTIONS
All spells are sorted into three sections. ‘Minor Spells’ are weaker spells than normal in Warhammer,
intended to be used either against weak individual foes or small squads. These are sorted aphetically.
Most Lores of Magic practiced by any race will have weak, but easily learned and well known spells
known as ‘signature spells’ or, for the purposes of this profile, minor spells. They are so common that
practically every wizard learning the lore knows them. Other spells are more unique in taste and use,
and it is unlikely and rare to find two wizards in the same army group to know the same spell. As few are
detailed a lot of new the magic of individual lores can be considered by architype as they share standard
rules and architypes..
Battlefield spells are spells that, while they may not cover the whole battlefield, are designed to
devastate large regiments or else are specialized single person spells far more powerful than those in
the minor section. All spells are listed in order from weakest and most basic to the strongest, which
usually requires master wizards to successfully cast. Or in the case of a weaker more ambitiously
impatient wizard, more magical power to be available.
Finally the most powerful spells are listed at the end in the End Times Section.
All range stats refers to the range that a wizard can accurately target a friendly or allied unit with said
spell.
LORE OF LIFE
Ghyran, the Lore of Life, is the Green Wind of Magic often described as the embodiment of the Aethyr's
momentum towards growth and the need to nourish and be nourished. Ghyran is the Aethyr's echo and
mirror of fertility and the nurturing aspects of mortal life. This brimming energy has granted the spells
powered by Ghyran their title as the "Lore of Life". Such is the power of this lore, that any successful
cast heals wounds of any single allied unit within 120 meters of the wizard.
The Following are the spells of the lore, in order from easiest to cast to hardest.
PERSONAL SPELLS
All spells can be cast on a single person (ally or enemy) or a small squad. Generally these spells have
short range.
Barkskin - The skin of the target becomes hard and gnarled, as the bark of a tree. This acts as natural
armour, although it comes at the price of decreased agility.
The Cloak of Dain - A cloak of shimmering green energy forms round the wizard. This magical shield will
absorb a select amount of damage and will then disappear. Each time the cloak is hit by a weapon, the
damage is taken off the Wounds total of the robe. When the robe's damage amount is gone, the wizard
will begin taking damage as normal, even if this means the damage from a single blow is shared
between robe and wizard. If the cloak provides protection from any magical attack, it will vanish the
moment that the damage has been absorbed.
Cure Blight - Cleanses an area of up to one square mile of blight. This saves plants, trees, crops, and
other growing things and makes the area immune to the same blight for the rest of the season.
Alternately, this spell can be cast on up to twenty characters suffering from disease. The duration of any
diseases these characters are suffering from is halved
Drain Life - This spell allows the Jade Wizard to drain the life fluids from a person, sucking out all the
moisture and leaving a desiccated corpse.
Earth Gate or Earthpool - The caster disappears into the earth and reappears anywhere within a wide
area. Both their departure and arrival points must be areas of natural earth, meaning the druid can't
cast this spell while inside a building or on a cobblestone street, for example. In the Knights of Brettonia
series, the Knight Calard and his damsel sister Anara used a ritualized version of this spell to travel a
hundred miles in a single knight, along with a small squad.
Embodiment of Ghyran - The wizard transforms himself into a treelike avatar of Ghyran, with thorny
fingers and tough bark skin.
The Emerald Pool - The caster melts into a pool of water which is absorbed into the ground. The wizard
may immediately reappear anywhere within 48 yards of the starting spot, or to a point within 48 yards
of any river, pool or other natural water source, as long as that point was within the caster's line of sight
when the spell was cast. This means the wizard could move to within 48 yards of a lake a mile away, or
to an island in a river as long as they are within sight, but not to the duckpond on the other side of a
nearby wall. The wizard can only cast this spell on himself.
Father of Thorns - Causes thorns and briars to burst from naked earth. Anyone affected has becomes
physically impaired while they remain in the affected area, and anyone who tries to move suffers serious
injury. The thorns and briars retreat back into the ground after a number of minutes, depending on the
magical strength of their summoner.
Fat of the Land - Just as animals fatten themselves up before winter, the druid causes the character they
touch to feed on and store the energy of Ghyran. The subject of the spell does not need to eat for one
week, though drinking water is still required. In addition, they excrete a normal amount, though their
feces are a verdant green. The wizard can cast this spell on themselves. This is a touch spell.
Ferment - Converts an amount of liquid (enough to sustain a dozen people for a day), no matter how
foul or brackish, into a mildly fermented beverage of the caster's choice (ale, beer, wine, mead, and so
on). Unused liquid reverts back to its normal state in twenty-four hours. This is a touch spell.[
Flesh of Clay - The caster's skin hardens until it becomes dense like clay, doubling their strength and
natural endurance at the expense of speed and alacrity
Geyser - Causes a geyser of water to shoot up from an area of natural earth, knocking over (and out,
potentially) anyone in range in a direction of the caster's choosing. After the initial burst, a small pool
forms in the designated area, providing fresh water for the next hour.
The Green Eye - The caster's eyes appear to merge momentarily into a single glowing green orb, which
projects a beam on deadly energy. The beam is 36 yards long and absolutely straight.
Leaf Fall - Conjures a swirling vortex of leaves to spin about the druid for a number of minutes. While
concealed by the spinning leaves, all attempts at ranged assault are impaired, though not for the caster,
should they wish to respond in kind. The druid may only cast this spell on themselves
Lie of the Land - Extending a hand to the ground, the wizard communes with the earth. After one
minute, they acquire a detailed physical map of the local surroundings. This internal map includes only
physical features, such as topography, plant cover, and water features. It includes no political borders,
but a clever wizard may be able to discern the location of settlements by looking for bare ground, dug
trenches, etc
Peace - Peace may be cast on an individual or group. The target is overcome by a sense of serenity and
well-being. Those suffering from fear or terror will recover instantly; any others affected by the spell will
become soporific and languid – unable to do anything at all
Quagmirk's Embrace - The area around the wizard becomes waterlogged, dampening both flames of
mundane origin and those of Aqshy
River's Whisper - The druid communes with the spirit of a river. To cast this spell, they must be at least
waist deep in the river in question. The Jade Wizard's magic and indeed a part of themselves flow into
the water, allowing them to ask questions of the river. They can ask about anything that happened on or
in the river over the past twenty-four hours and up to one mile up or downstream. Answers are quite
general. The caster could find out, for instance, that two boats had passed downriver and that one of
them was especially large. They could not find out the names of the boats or their passengers. The
caster might find out that Orcs attacked one of the boats, but not what tribe the Orcs came from
Spring Bloom - Concentrates the power of life magic in one area or being. The wizard can affect either a
plot of land the size of a farmer’s field or one living being of any race. A field will literally burst with life,
and the next harvest is guaranteed to be abundant. If cast on a living being, conception will occur within
a month if all other normal conditions (i.e. breeding) are met
Summer Heat - Causes a small area to burn with the heat of summer. Those affected sweat profusely
and feel incredibly fatigued, as if they had been working all day under the hot sun
Track's Tale Told - The caster listens for subtle signs of earth and branch, giving them insight to any
attempts to track or gain information about those who have recently passed through a wilderness area.
The spell may also aid in other tasks depending on the situation and the wizard's approach. The caster
may continue to follow a given track, gaining the benefits of this spell, until the track crosses a man-
made road or enters a cultivated or inhabited area
Tree-Dweller's Step - Imbues one character or creature with great ability to climb and traverse natural
obstacles. This is a touch spel
Tree’s Rustel- Can speek to trees, however trees are uncooperative if the wizard’s allies cut down trees.
The Wilds Undisturbed - The caster moves through wild lands as though traversing the most finely
maintained roads in the Empire and leaves no trace whatsoever of their passage. "Wild lands" includes
any wilderness generally uninhabited by Humans, but does not include cultivated land of any type
Winter Frost - Coats everything in a target area of the caster with a thick layer of frost. Anyone affected
suffers injury and must be strong of will or else be rendered helpless. The frost remains for a number of
minutes, and drastically impedes movement through its vicinity
ARMY SPELLS
Earth Blood - The mage absorbs energy from the earth beneath their feet to heal themselves. They must
be standing on natural earth. The longer its channelled, the more injuries are healed. This spell can only
be cast on the wizard and those closest to him or her.
Awakening of the Wood - Trees have long and wrathful memories, needing only a little magical
encouragement to lash out with root and branch. While this spell is iffy on a open field, it can be
devastating and wipe out scores caught in the forest. Has a range of 180 meters.
Stoneform- Turn an allied regiments skin to stone, making that much tougher to kill. Has a range of 240
meters.
Throne of Vines - The Jade Wizard fashions for himself a walking throne of vine and bracken, to renew
and strengthen his connection with the living world. This amplification spell boosts the power of all
other spells once cast (so stoneform now creates even tougher stone, earthblood has better
regeneration etc).
Shield of Thorns - At the Jade Wizard's command, crawling brambles burst from the ground, forming a
living barrier around his allies. Cast on any allied unit within 240 meters, this essentially makes it so
enemies take damage if in melee combat with said allied unit, as the thorns dig into their flesh.
Regrowth - Invoking the name of Duthandor, lord of the ancient wildshrines, the druid infuses his fallen
friends with fresh life, closing wounds and healing broken bones with supernatural speed, up to dozens
at once. This can even resurrect some of the recently slain. Cast on any allied unit within 240 meters or,
with additional effort, on an ally within 480 meters.
The Dwellers Below - Gnarled creatures emerge from the ground, their steely strong fingers tearing at
the foes' flesh, clutching their limbs and dragging them down to who knows what fate. This spell can kill
dozens at once and has a range of 120 meters, though, with additional effort, the wizard may extent this
to 240 meters.
LORE OF BEASTS
Ghur, the Brown Wind, the Wind of Beasts, is the antithesis of order. It is attracted to wild animals and
wild places, and starts to flee when near cities or other aspects of civilization. Not surprisingly the
unique power of this wind makes it easier to cast on Beasts and animals rather than people. Ghur can
inspire bestial terror among men, transform them into different animals, enhances senses or even
summon wild beasts!
Minor Spells
The Amber Trance - The Amber Trance mesmerizes a single individual. They will fall into a rigid trance,
and their body slowly turns to transparent amber. The entranced individual cannot be moved or harmed
in any way. When the spell wears off the victim returns to normal, remembering none of the “lost”
period
Awakening the Wood - On casting this spell, a circular area of woodland 48 yards across comes to life
with the power of Amber magic. Powerful winds blow through the trees, hurling a storm of branches
and leaves at anyone caught within the wood, or who is within 24 yards of the affected area. Shortly
after the storm subsides, and the trees fall into their usual slumber.
The Beast Made Well - Touching an injured animal, the caster heals its wounds. Only natural animals
may be healed by this spell; magical creatures (including familiars, even if animalistic) and monsters are
unaffected.
The Beast Unleashed - Unleashes the primal savagery of the caster's allies, driving them into a frenzy.
This spell does not work on animals; they are already beasts
Calm the Wild Beast - With a soothing and hypnotic voice, the caster calms one animal, able to
approach the beast and touch it without fear, as it remains placid. If a mount, their skill in riding it is
improved. The animal remains friendly towards them for a time unless the shaman attacks it, in which
case the enchantment is broken immediately.
Claws of Fury - The caster's fingernails turn into razor-sharp claws as they take on a feral aspect. The
drawback is being unable to wield any weapons while the spell is in effect.
Cowering Beasts - The shaman thunderously rebuke their foes, comparing them to base animals that
had best cower before their master. This panics between two or even twenty nearby foes, starting with
those closest to the caster, unless focused on a single target
Cruelty's Desserts - While touching an animal, wild or domestic, the caster makes is so that any
intelligent creature who harms or is otherwise cruel to that particular animal before the next full moon
to be spurned by others (or otherwise become unlikeable) until the full moon after that one
The Flying Bower - The caster is swallowed up by a whirlwind of swirling amber energy and transported
a multiple of 100 yards in any direction. This spell may be used to carry the wizard into close combat, in
which case said caster can be considered charging while approaching. The wizard can only move to a
place within his line of sight - it is not possible to reappear inside buildings, even if it is possible to see
through a window or door. The spell cannot be cast on anyone else
Forms: The Wielder can transform into a wolf, bear, raven or horse.
Kadon's Bestial Surge - Uttering a spell that Kadon himself first devised, the Wizard infuses a Scroll of
Binding with all the savage energy of Ghur, magnifying the target creature's animal fury.
Leatherbane - The shaman causes a character, creature, or animal and all leather goods they're carrying
or wearing—belts, pouches, straps, scabbards, and even armour—to shrivel immediately and turn
permanently to dust. This is a touch spell
Master's Voice - Commands one animal to do the caster's bidding. On its next turn, the caster decides
what actions the animal will take, and it will do as commanded
Repugnant Transformation - Mighty magic transforms the shaman's target into its basest form,
revealing its true character. Unless the victim is able to resist, they undergoes a terrible transformation,
sprouting hair all over their body, losing the capacity for speech, and behaving in strange and
inexplicable ways. This is a permanent condition unless successfully cast on the target again, which
reverses it, or cast dispelling magics on the target. This is a touch spell
The Talking Beast - If cast immediately before taking on animal form, the caster can speak while so
transformed. The spell can also be cast on an animal to gift it with the power of speech for a short
period of time
Tangling Thorn - This spell may be cast on any point within 100 yards of the caster. At that point,
vegetation erupts from the ground, rapidly covering an area 24 yards across. Creatures in the area as the
vegetation sprouts are entangled. Entangled creatures may not move. The growth will only last until the
following sunrise, unless burned off or killed with a suitable spell.
The Vengeful Hood - A cowl of amber-coloured light forms around the caster, which will absorb the
force of any non-magical attack against the caster. If the caster is in hand-to-hand combat, any absorbed
blows will be repulsed and turned against the originator.
Wings of the Falcon - Grow wings from the caster's back, which are strong enough to bear them aloft.
The stronger their magic, the faster they fly. Obviously, simple folk, seeing someone transformed by
wings of the falcon, will assume they are some form of Chaos Daemon and react appropriately
The Winter's Long Slumber - The caster touches a willing character, creature, or animal, causing it to
immediately fall into a deep sleep akin to a bear’s hibernation. This state persists for many months, until
the solstice or equinox after the next (that is, the remainder of the current season, plus the full season
after that). During this period of slumber, the character need not eat or drink.
The Writhing Worm - The caster summons a slithering worm of Amber energy which drops to the
ground and wriggles up to 48 yards toward a single enemy an unearthly speed. The Worm crawls over
its victim and swiftly cocoons and renders helpless said victim
Battlefield Spells
The Oxen Stands: If this spell is cast on a fleeing regiment, it automatically makes them stop fleeing.
The Eagle’s Cry: When targeted on the mounts of the enemy within 300 meters, it makes them
temporarily uncontrollable, halting the momentum of the riders.
Wyssan’s Wildform: This spell, with a range of fifty 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.
Pain’s Impenetrable Pelt: Calling upon the Beast Spirits of the Wild, the
wizard temporarily covers sheathes 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 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.-The Wolf Hunts: When cast on a friendly unit within 300 meters of the
caster, it causes them to move forward with supernatural speed.
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 HEAVENS
Azyr, the Lore of Heavens is the Blue Winds of Magic, and it is said to be a manifestation of the Aethyr’s
reflection of inspiration and that which is out of reach. The magic of this Wind is based upon knowledge
of the unknowable and the manipulation of the skies. This magical lore, also known as Astromancy, is
practiced by Magisters of the Celestial Order to divine possible future and pluck the strands of fate
PERSONAL SPELLS
Azure Blades - Thin, razor-like shards fill the air around the wizard, whirling in orbit around him like
miniature stars, and dealing damage to any who come close for a hand-to-hand combat attack.
Birdspeak - The astromancer can speak and understand the language of birds for a limited number of
minutes. However, this does not force birds to talk to said-caster or answer their questions. Cunning
birds may even lie or demand favours in return for their knowledge. A bird’s opinion of the wizard will
be based on the way they appear and act. The wizard does, however, by virtue of this spell, gain insight
into the customs and behaviour of birds, understanding, for example, why a flock of birds is behaving in
some particular way, or why a given nest might have been abandoned
The Cerulean Shield - A crackling shield of energy forms upon the wizard's left arm. The shield
automatically negates any damage from normal weapons, and with additional defense, but not
complete negation, when hit by magical weapons. In addition, anyone who strikes the Cerulean Shield
with a metal weapon will suffer electrocution. If any blow (physical or magical) causes actual damage to
the wizard, the Cerulean Shield is instantly dispelled
Clear Sky - Clears a single cloud from the sky, or, in the event of a completely overcast sky, clear a shaft
roughly a hundred yards in diameter through the cloud cover. Clouds continue to blow and form
naturally in the aftermath of this spell, so the amount of time the caster has an uninterrupted view of
the sky above depends on the weather. When cast in the rain, this spell also stops precipitation, though
it is hard to stop precipitation over a given point on the ground, as the winds drive falling rain in ways
that are difficult to perceive and predict
Crystal Charioteer - A gigantic crystal ball envelops and imprisons a single individual within 24 yards. The
ball immediately carries the victim between two and twelve yards in a direction nominated by the
caster, and continuously carried in that direction until the spell can be broken. If the victim can break
free of the ball, it shatters with a ringing sound, breaking into millions of tiny fragments that melt away
into nothing in a few seconds.
Curse - Curses one opponent within the immediate area. For the next twenty-four hours, the target
suffers greater chance at failure in all endeavors, and is more susceptible to harm. A character can only
be the subject of one curse at a time
Fate of Doom - The astromancer uses the mightiest of magic to alter the course of fate itself. Before
they can cast it, they must acquire a lock of hair or drop of blood from the intended target. With this in
hand, the caster can attempt to doom their victim, provided they are within a mile or less. If cast
successfully, the target suffers grave misfortune, every failure becoming compounded despite efforts to
do otherwise. As this is such an awesome conjuration, all Wizards within a five mile radius are aware of
the disturbance in the Aethyr that this spell causes.
Finding Divination - Allows one to follow signs in the sky in order to locate some item that has been lost
or hidden from the caster. The astromancer can either attempt to find a general item (“a source of clean
water,” for example, or “My kingdom for a horse!”) or some specific thing (“my purse,” or “the stolen
sword of my companion Karl”). Upon casting the spell, the caster gains a strong sense of which direction
the thing they’ve specified can be found in, though no sense of the distance to it.
First Portent of Amul - The caster can read the signs in the air and divine clues as to what the immediate
future holds
Fortune - This spell allows the wizard to cunningly manipulate the weave of fate to bring good fortune
to an individual or group for the immediate future
Fortune's Renewal - The movements of the heavens reveal portentous times. The target of this spell
regains a sense of good fortune, in advance of the start of the next day.[
Lens on the Sky - Creates a disc that floats in the air before the caster and magnifies everything behind it
that is far away. Astromancers typically use this spell to gain a clear perspective on stars and other
features of the heavens, but it can also be used to view faraway land features, structures, and even
individuals
Lightning Storm - Summon a storm of lightning anywhere within a wide area. This is an Aethyric storm
summoned from the Realm of Chaos and may appear anywhere, from the deepest sewer to the wildest
heath
Omen - Divines the future in a limited way by reading the stars. When cast, the astromancer can
attempt to discover if the timing is favourable or unfavourable for an action they specify
Portent - The wizard casts auguries and a single star shoots across the heavens. The wizard can then
affect the very fabric of chance and alter the likelihood of any one event happening
Premonition - The caster gains favorable fortune in a future activity. Multiple castings of this spell fail to
work until said-action is taken, or the spell ends
Project Spirit - Loosens the wizard's spirit so it slips free from their body. While in spirit form, they are
invisible, but can see and hear normally. While they can go anywhere they like, the astromancer is still
limited by the laws of the mortal world. Thus, they cannot fly, move through walls or doors, and because
they are bodiless, cannot manipulate solid objects. The caster can will themselves to move through
openings that they could ordinarily slip through, such as an open window or slipping in behind a guard
when he opens a door for example. The caster may remain in this state for hours at a time, but before
the spell ends, they must re-enter your body. If somehow prevented from doing so, their consciousness
returns to their body, but risks going mad. This spell may not be cast on others.[
Starshine - Calls down the light of the stars. The area is illuminated by a soft light that reveals all that is
hidden. Darkness (both magical and mundane) is banished, the invisible is made visible, hidden or
disguised characters are exposed, and secret areas (doors, chambers, etc.) are revealed
Storm of Shemtek - The Storm of Shemtek racks the wizard's body with a storm of light and energy. A
gale of brightness pours from the eyes and mouth, and the caster's limbs splay out at a rigid cruciform
shape. The outer shell of the body cracks, and two to twelve bolts of lightning streak from the cracks.
Each bolt has a range of 24 yards and strikes the first person in its path (friend or foe). One the final
strike has been made, the energy-storm ends and the caster collapses, stunned
Swiftwing - The wizard turns into a blur of cyan energy which darts into the air, flickering away at
incredible speed. As the individual reaches the destination, the flash of energy coalesces back into their
natural form. The wizard can only move to places within line of sight - it is not possible to fly through
walls, or through gaps too small to fit through as a person. This spell cannot be cast on anyone else
T'Essla's Arc - An enemy is targeted by an arc of lightning originating from the caster's fingertips.
Third Portent of Amul - Reads signs and divine clues about what the future holds, allowing the caster to
avoid a fatal blow. This spell cannot be cast again until the event comes to pass, or the spell’s duration
expires
Wings of Heaven - The astromancer is borne aloft by winds under their command, able to fly for
minutes at a time.
ARMY SPELLS
Iceshard Blizzard: with a range of 240 meters (or 480, with increased cast) 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 240 meters or all friendly units within 120 meters. 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. Cast on a single enemy
unit within 240 meters.
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 240 m or all enemy units at 120. 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 another spell.
Urannon’s Thunderbolt: The wizard conjures a almighty ball of lightning that can kill dozens at once. Has
either a range of 240 or, with extended effort, 480m.
Comet of Casandora: Probably the most powerful spell here, the wizard pulls a small meteorite from
outer space and has it crash on the battlefield. Fails some of the time due to scarcity of comets/meteors,
but utterly awesome when it succeeds. It’s range is the whole battlefield.
Chain Lightning: Lightning launches from the wizard’s hands and leaps across the battlefield, potentially
running through dozens or more enemies. Has a range of 240 meters.
These spells are rather hard for a non-chaotic faction to achieve…or want to. But in theory, if some
Bretonnian damsels were to channel long and hard enough, they could reach the point where they could
cast some of these spells. However catastrophic results would occur if they messed any of them up….
Before the specific spells can be discussed, it is important to mention Arcane Fulcrums, for they are
essential to understanding what follows. These Fulcrums can be either magical or otherwise important
buildings in the vicinity. Sometimes too, when none are available, they are summoned randomly into
existence, appearing with no particular pattern throughout the battlefield. These fulcrums are key to
successfully controlling the Winds of Magic enough to cast the awesomely powerful spells seen below.
The price of messing up spells can be extreme. The arcane fulcrum can explode, killing the wizard and
his allies nearby, it can create a 300 meter aura of darkness that prevents the wizard and his allies (or
enemies trapped within) from seeing anything, cause spontaneous transformation or temporal
displacement. This transformation may make it so all wizards using the Winds of Magic on the battlefield
turn into frogs temporarily or that the miscasting wizard turns into a ferocious monster, stopping him
from using any magic but giving that side a monster to use! Temporal displacement includes randomly
switching the location of fulcrums (and the wizard occupying it) around the battlefield, even temporarily
removing all of them and redistributing them! Sometimes magic bursts free from its creator to be used
potentially by the enemy.
Spells are split up here between ‘Presence’, “Equilibrium” & “Dominance” sections, based on the old
Storm of Magic system. Presence spells are going to be easy to cast though still requiring a lot of magic,
while those in the Dominance section are ultra-rare and incredibly difficult to create!
PRESENCE
A Murder of Crows (Lore of Beasts): Calling upon Corvus the Crowlord, the wizard summons a voracious
flock of crows to tear flesh from bone. This horde, up to 20 meters in diameter, rapidly consumes all
troops in its path under dispelled, avoided or possibly killed. If miscast then the swarm of crows
unleashes itself upon the casting wizard and its allies.
Let the Four Winds Blow!(Lore of the Heavens) - Calling upon the spirits of air, the wizard sends mighty
winds howling across the battlefield. Essentially, the wizard can call upon to four winds the force and
speed of lesser tornadoes, and target four different regiments at once. Dozens can be slain with each
wind….Has a range of 480 meters.
The Gardener’s Fury (Lore of Life)- With a range of 480 meters, the wizard casts a handful of seeds in
the air and essentially summons a daemonic/evil forest on an enemy regiment, killing dozens very
quickly.
EQUILLIBRIUM
Hunter’s Moons (Lore of Beasts): The wizard howls and the moon turns red as blood, shining its ruddy
rays on allies to increase their physical prowess. Essentially when cast all friendly units on the battlefield
become stronger, tougher, and can move faster.
Fantastic Foresight(Lore of the Heavens) - The wizard's mortal form seems to shimmer and fade as he
links his allies to the prophecies of the stars. Essentially, this makes all allied wizards on the battlefield
less likely to miscast and more likely to cast more powerful spells!
Storm of Renewal(Lore of Life) - Raw, magical life-energy flows across the battlefield, mending wounds
and restoring the fallen to fresh vigour. This weird spell essentially summons a tornado on the
battlefield- a tornado of life. All those caught up in it have their wounds healed and some of the fallen
resurrected. Ideally cast on allies it will, however, resurrect enemies if they are caught in the spell.
The Curse of the Lady(Lore of Life-Bretonnian only) - Casting aside spoiled tokens of virtue and nobility,
the Damsel calls down the Lady of the Lake's greatest punishment on all those champions who would
oppose noble Bretonnia. This spell targets every enemy character of note on the battlefield (general,
marshal etc).Those that lack the strength of mind to immediately shake off their effects, promptly turn
into toads. While this spell isn’t permanent (though damsels are rumored to have more permanent
spells, but not ones of this area of effect) the enemy generals are still toads which can promptly freak all
their underlings out. That said, this spell cannot maintain itself for ever and will eventually dissipate.
DOMINANCE
Merciw’s Monstrous Regiment (Lore of Beasts): The wizard calls upon the strength of the wild world
and bestows it upon his chosen allies. All units within 240 meters, save the most powerful characters,
get 2x strength, toughness, and attack much faster in combat.
Thorsen's Thunderstorm(Lore of the Heavens) - The wizard hurls a tiny stone hammer across the
battlefield, and the heavens vent their fury in its wake. Basically functions as a super-powered artillery
that can wreck enemy formations with ease. However, if miscast these hammer happens on the wizard
and his or her allies.
Verdant Apotheosis(Lore of Life) - To a skilled practitioner of Life Magic, death is a temporary state--and
one to be manipulated, if the need arises, allowing the druid to bring back to life any dead plant matter
in a given area. This basically allows the caster to resurrect any regiment of their choosing. So those
Grail knights that were just killed with extreme difficulty….they’re back!
Unfortunately everything is canon in WFB and while blatant contradictions can be laughed away (the 10
bill calc) others cannot. And if you assume them all to be true, if Chaos loses 70,000 Northmen in Lustria
and then hundreds of thousands in various old world campaigns and then Cathay etc then you get
numbers that do veer towards the large size of things.
There are two major sources of Brettonian numbers- the RPG books (which I just explained I won't be
using, as they violate even the AB's numbers) and the Anthony Reynolds books, which goes in the
opposite direction. Thus the numbers given below are approximated from those given in his Knights of
Brettonia series. Some of them is outright guesswork based on my impression of the Warhammer
ranking system, which seperates numbers into core, special, rare and heroic/lord choices. And my
general understanding those ratings correspond too
-Core: 80-20%
Special: 20-5%
Rare-5%-1%
-Heroic Characters/Lords: ~1%
Lastly, I have split up the peasent and knight ratios into two, so what is 'special' to one might be
considered 'rare' when both are combined.
KNIGHT NUMBERS
The Number of Knights is a bit difficult and controversial to determine, varying so greatly between
fictions. In the Knights of the Brettonia series one Dukedom was able to muster a army of 3,000
Knights….though this was done in haste and knights were still coming in when the commander decided
to do battle. Later on when the Norscans invade with tens of thousands three provinces mustered
10,000 knights to do battle, though this was a sudden invasion and in the midst of winter and seeing as
the dukes of two stayed home, its unlikely the full muster was instilled. Still later, in the Armybooks, a
Norscan invasion of the capital province of Languille was repulsed by 10,000 knights, though the King led
that counter-thrust and, of course, the king can call upon more knights than typical. In addition,
Languille is one of the most populous of the provinces and can be reasoned to have more knights than
most others.
If we assumed that each province has at least 5,000 knights to its name, drawing from every garrison
and tournament ground, than Brettonia would have a muster 65,000 to its name. However, this
wouldn’t count the wandering Questing and Grail Knights, who may well boost it up at least ten to
twenty thousand more (mostly Questing Knights which I will get to in a second). Alternatively, if one
assumed that each province had 10,000, as Languille did, then you could get 130,000 which you could
then add Questing Knights into. This gives you a high end of 150,000k for one and 85k for the other. I
will note that both of these figures are completely ahistorical, and would have bankrupted medieval
economies, but Bretonnia gives the loosest possible adherence to either of these.
For argument’s sake I’ll average out then both to around an even 120,000 knights. According to the
Brettonia codex, Knights of the Realm are supposed to make up the ‘bulk’ of the Brettonian nobility, and
thus would be the most commonly encountered knight so this would mean, at a minimum, it would
need to be a greater number than the others. To begin with, I’ll give a minimum of 50% of the Knights
being KOTR. This fits the ratio given in the End Times, where the King’s armies were described as “Fifty-
three lances of Bretonnian Knights of the Realm, thirty-two lances of Knights Errant, thirteen lances of
Questing Knights”.
In regards to Knights Errant this is basically going to be teenagers to young adults who have not yet
attained knighthood. Into this list is all the sons of Knights, possibly including some bastards (Louen’s
Malloblade was one) and this leaves the possibility of a lot of impetuous children. I am going to suggest
that the End Times ratio of roughly thirty percent of the force is correct, as they are common enough to
be used as “Core” choice in tabletop.
Questing Knights is a bit harder, as they are not tied to any kingdom nor are the many sons of nobles.
Rather, they come from a myriad of backgrounds and wander throughout Brettonia and beyond. I will
note that in Knights of Brettonia combined anthology, Calard notes that thousands of questing knights
visit a single holy site per year. Now it is known that dozens of such sites exist across Brettonia, though
many would be visited by the same knights not all of them would. Moreover, in the End Times example,
Questing Knights composed about 15% percent of the knight portion of his force. I believe the same
portion could apply here.
Lastly, Grail Knights are noted to be the mightiest and rarest, however some evidence suggests
surprisingly common numbers. Notably, the fact that you can take regiments of Grail Knights in Tabletop
and the Total War game rather than making them a champion status, suggests both a rarity and them
being more common than wizards, paladin champions and the like. Thus I would suggest they take the
remaining 5%.
Pegasi Knights and Hippogryph Riders are harder to count, though the former seem to be more common
than the second. In regards to the Pegasi knights I will note two traits- one is that they are a special (not
rare) option for all dukedoms and that, historically, the Dukedom of Parravon seems to have a
disproportionate amount of them. Thus I would propose that if Parravon could field them as a 'common'
choice and the rest could field at least a batallion of them, then they should be comparable to the
Questing Knight numbers (though perhaps a bit less, as Pegasi do require substantial training).
Hippogryphs are the most difficult to train of all Brettonian Beasts, antisocial to their own kind and
should only be a couple dozen in number (owned only by the mightiest lords and paladins). However,
the king apparently has his own lance wing of them (from Total War) and has made them disregard their
legendary intercine bloodlust so I would propose those numbers lie somewhere in the 3-400.
‘Greater Peasants’
In a battle vs. the greenskins in Knights Errant, the Brettonians had roughly 3,000 Knights and four times
that amount in peasents. In the major battle in Knights of the Realm, 10,000 Knights were backed by five
times the number of peasants. This number is naturally divvied between longbowmen and men at arms.
While the Armybook does imply that longbowmen and men at arms are about even in numbers, battle
reports in both the Knights of Brettonia book and the AB appearance in Archaon: End Times shows the
Men at arms/longbowmen ratio to be anywhere from 5:3 to 10:1. I would personally suggest the former
is probably more loreful, given that longbowman are both a core option in the books and their
descriptions however, it must be noted that that End Times force had been diminished by months of
non-stop fighting (something that would probably effect the MAA more than the longbowmen, as the
latter are away from their primarily melee combat foes) so I will lower said ratio to 5:2.
However there is one more unit to consider- the Foot Squires. These are apparently described as the
elite of the peasants, youngest and fittest in the peasent retinue (along with many bastards) and I can
see them akin to the Grail Knights of this group in terms of rarity (though not skill!) . They are a older
unit, that doesn't really fit in modern Brettonia lore (where only 2-3 peasents had ever been promoted
to knighthood) but still existent thanks to Total War. Thus, while allowing for their existence, I think
they would be more rare in the 'grimdark' 6e Brettonia that this profile is primarily based upon than
they were in the Arthurian 5e (where anyone could become a knight!)
Mounted Yeomans are also sort of the peasant nobility however, there were still enough of them to
fight in entire regiments in Knights of Brettonia(which didn’t count in the above 5 Peasants to Knights
ratio, which only reffered to those formations behind the knight ). Seeing as they are peasent nobility,
count as 'special' (rather than rare) in game and they were described as fielding regiments (which range
from 1-2k) in that battle, we can assume they are at least comparable to knights in number so ill
guestimate them to be around 40,000. This does not count those leading the peasent and men at arms
groupings.
Artillery would be very rare and ill note that even Napoleon- a master and lover of artillery- only
managed 4.5 pieces to a thousand men at his height. I feel a 1/1000 ratio is pretty generous for
Trechubets.
Lastly, there are the grail retinue- devoted fanatics following the grail knights around. Sometimes only a
handful follow the Grail Knights, sometimes none and sometimes hundreds. Some don't follow living
grail knights, but dead ones who they hoist up like macrabe banners. I really have no way of determining
their exact numbers however, I will again note that they are a special rather than rare option in the AB.
As I have no way to figure out exact numbers, I will make a guess. If we assume that there are five grail
pigrims for each Grail Knight (those without or with fewer evening out with those who have who have a
ton, or following of dead knights) then we get 30,000 Pilgrims.
I don’t count peasant mobs at all as that is simply a lord going into a peasent village, gathering up
random and confused peasants and hurling them into battle. They are not part of the ‘professional’
army. That said, if Brettonia has a population of millions or tens of millions (more likely) than you can
hypothetically get high numbers with such a tactic. But, as I said, I am counting those separate.
So what do we get from that? If we have 120,000 Knights and peasants are five times that(600,000), we
then have 720,000 troops available. Add the 60,000 Yeoman (some officers, most mounted), then add
the 30,000 Grail Pilgrims, the 700 Trechubets and then maybe the thousand damsels/lords/paladins.
Peasants-
-407,143 Men at Arms -51. 143 %
-162,857 Longbowmen- 20.56%
-30,000 Foot Squires 3.78%
-40,000 Mounted Yeomen -5.05%
-30,000 Grail Retinue-3.78%
-700 Trechubets -0.083%
The total is a rounded 792,000. The percentages at the back reflect their percentage out of that
number. Those units in parenthesis are not counted towards the final count, but instead drawn from the
numbers above it (so Pegasi Knights come from questing/KOTR/Grail Knight numbers) .
7575 Knights
-3785 Knights of the Realm
-1890 Knights Errant
-1136 Questing Knights
-375 Grail Knights
(755 Pegasus Knights)
(25 Hippogryph)
-35 Lords/Non-Grail Knight Paladins
-25 Damsels/Prophetesses
Peasents
-25,771 Men at Arms
-10,280 Longbowmen
-1890 Foot Squires
-2525 Mounted Yeomen
-1890 Grail Pilgrims
-42 Trebuchet (the crew counts as part of the package)
Anyway I will note that this is ludicrous by historical standards and Brettonia does not mobilize
anywhere close to this except for domestic actions (which, to be fair, characterizes the majority of their
nation’s acts) however, the ratios I feel are based on those given to us in the books. This of course,
shows the problems with ratios based on books, as the authors probably did not do their research into
realistic medieval demographics.