The Bretonnian Kingdom

The Bretonnian Kingdom

Bretonnia is one of the mightiest realms of the Old World, almost rivalling the Empire in size, wealth and power. It stretches from the Grey Mountains in the east to the Great Ocean in the west. The south of Bretonnia is bordered by Estalia and Tilea, to the north is lashed by the stormy Sea of Claws.

All across the borderlands of Bretonnia, fledgling new lords are pushing the into the untamed wildlands of the surrounding countryside. To the south, the lordlings do battle against Skaven and Orcs in a battle for the foothills of the Irrana Mountains and beyond. The Grey Mountains to the east are filled with Goblins, Beastmen and others, and offer a dangerous, but as of yet unowned, land waiting to be taken by a brave lord. The Great Ocean to the west has dozens of estates dotted along its beaches. The insideous Dark Elves make raids on these pleasant realms, to take away the citizens to a life of horror, toil, and darkness. To the north, the Sea of Claws awaits, with similar dangers as the Great Ocean.

Within Bretonnia itself, small and dangerous realms lay unclaimed, waiting for a brave lord to take them. Some areas near the Massif Orcal and the Forest of Chalons await, and although Orcs are as common as insects therein, it is a rich land. The lands near Mousillon are filled with the dead and the damned, but a couragous lord might still be able to take some of them for his own, and return them to their previous state of glory and honour.

The land which is now known as Bretonnia was once settled by High Elves from Ulthuan. They built ports, palaces and pinnacles to supply and protect their colonies in the Old World. But these are all abandoned, after long wars with the Dwarfs who were expending westwards from the Worlds Edge Mountains. The Dwarfs also retreated when their homeland was broken asunder by earthquake and volcanic eruptions. Now, left unattended, the land became a wilderness settled by Orcs, Goblins and primitive human tribes...the ancestors of the Bretonnians.

Bretonnia derives its name from the most powerful of these human tribes, the Bretonni. Under their greatest warlord, Gilles le Breton, the Bretonni were welded into a single nation united by an unshakable code of honour and chivalry. The Bretonni settled and cultivated the land in the teeth of opposition from the Orc and Goblin tribes. After centuries of continuous warfare, the Bretonnians won the fertile valleys and plains and pushed their enemies into the forests and uplands. This struggle continued as new enemies emerged. Fleets of Undead raided the coastal regions of the West. Skaven appeared from the south, Norse and Chaos raiders invaded from the north, crossing the Sea of Claws, and sailed inland along the wide rivers. After generations of continuous warefare, the Bretonnians forged a formidable and heroic tradition of Knighthood. It is the Knights of Bretonnia who hold back the destructive forces which threatens to devour this fair land.

Unlike the Empire, Bretonnia has a kinder climate and is a more easily cultivated land. Its vast forests and wilderness regions are divided by great fertile plains and valleys where the nobility of Bretonnia have established their feudal domains. It is a rich, strong chivalrous and well defended land, with a great sense of honour.

The Lay of the Land

Bretonnia's borders are marked from the east to the south by two massive mountain chains. Though these mountains are large in size, they does not protect Bretonnia with any natural defenses. But what the mountains do provide are hideouts for Orcs, Goblins and other enemies that are ready to strike the lands of Bretonnia with terror and havoc.

The Pale Sisters

On the northern end of the Grey Mountains, holds the Pale Sisters. These are a range of limestone hills that border the northern parts of Bretonnia. These hills are separated from the massive mountains by the River Ois, and are mainly inhabited by shepherds and a few castles. The ancestors of the Bretonnians built burial mounds with huge slabs and boulders of stone for their chiefs. These works may have been inspired by contact with the Dwarfs and Elves. Since many of these tombs are hidden or in ruin, they became lairs for monsters. This is a region that attracts many Questing Knights, and Dwarf treasure hunters looking for gold.

The Grey Mountains

Located on the eastern end of Bretonnia, it is the sole border between Bretonnia and the Empire. Only a few passes are available through the mountains for travellers and merchants, but these passes are filled with danger. The routes are narrow and weak, very unsuitable for wagons; only mules and men on foot may cross. The largest of these passes is the Axe Bite Pass. Both side of this pass is heavily guarded, one side held by the Empire, the other, Bretonnia. The Empire's fortress of Helmgart is faced off with Bretonnian's Castle de Montfort, fortified by the Duke de Montfort. This pass is the most trecherous, for invading armies attempting to cross the mountains takes this route. Therefore this site has been of many battles and skirmishes. The northern end of the Grey Mountain gradually slopes into the hilly uplands of the Gisoreux Gap. This is the main pass for Bretonnia's trade route with the East, and the easiest route for an invading army. Consequently, it is one of the most well defended areas of Bretonnia, fortified by castles and fortresses...with a huge retinue of Knights and Men-at-Arms.

The Southern Mountains

These mountains mark the southern border of Bretonnia. Located on the other side of these mountains are Tilea and Skavenblight. To the east, the mountain runs into high peaks known as The Vaults. There are very little passes to cross these mountains, and the one used are extremely perilous. Even though it is foolish for enemies to attack from these passes, Bretonnians still hold numerous castles and fortresses to guard this frontier from Skaven and Orcs and Goblins. Most trade with Tilea goes across a single pass leading to the plains of Marigliano or by sea around the Estalian peninsula.

The Massif Orcal

In the heartland of Bretonnia, the rocky crags of the Massif Orcal dominate. The cliffs that rises above the Forest of Chalons are bare, with the exception of gnarled and twisted pine trees clinging on to their last moments of life. Before the Bretonnians became the prosperous empire that it is now, this region was a stronghold of Orcs and Goblins. There are still enclaves of Orcs and Goblins hidden among the crags as well as the ruined ramparts of old strongholds overthrown by Bretonnian Knights in their battles to rid this region of Orcs. Yet, somehow Orcs and other evil creatures manage to hide in these mountains and return to wreak havoc on the region. This region is filled with honeycomb like caves, some perhaps dwelved by Dwarfs in remote antiquity. Skaven are rumoured to have a stronghold somewhere deep within these mountains.

The Great Forests

Within Bretonnia are large wild and trackless forests which remain unsettled and unconquered like islands of mystery and peril in the heart of the realm. The Bretonnians continue to carve out feudal domains on the margins of the forests, fighting off Orcs, Goblins and Monsters. This has been going on ever since the Bretonni tribe first settled in the land that now bears their name. In those days the wilderness extended over almost the whole country.

This pattern of conquest and settlement has continued ever since, but the progress of settlement has ebbed and flowed over the centuries. Sometimes whole provinces are devastated by invaders or plague and revert back to wilderness. Nevertheless there are always plenty of Knights eager to reconquer the province: to defend their hard won gains; and settle peasants on the new lands to cultivate the fields, orchards and vineyards.

The Forest of Loren

The vast and mysterious Forest of Loren is located in the far south east of Bretonnia. It lies wedged between the Grey Mountains and the Vaults. The forest is so big that it changes from huge ancient oak woods shrouded in mist rising from many pools and meres on the low plains to dark pine woods and thick silver birch on the slopes of the mountains. It takes several days for a traveller to find his way through the trackless forest and few except Questing Knights will even attempt it.

Hidden within the forest is the fabled land of Athel Loren. This legendary realm is the last enclave of Elves in the Old World. THese are descendants of Elves who did not abandon the Old World with the rest of their kin, but instead hid themselves in the most inaccessible region they could find, protecting themselves with magic.

Although the King of Bretonnia claims sovereignty over this region, in reality it is a separate realm subject to its own laws and with its own rulers. The Bretonnians respect the Wood Elves and do not interfere with them. The Kings of Bretonnia have never attempted to extend their authority over the Elves, nor have any Barons sought to careve out domains within the forest. Instead, Bretonnia benefits from this mysterious realm defending its south eastern border. This is one of the few regions which Orcs, Goblins and other invaders fear to enter, and if they do, they are never heard of again.

The Forest of Arden

The Forest of Arden is a huge oak forest spreading over the hinterland of northern Bretonnia. It extends up the slopes of the Grey Mountains and for this reason it is often invaded by Orcs, Goblins and worse enemies descending from the higher peaks and passes into Bretonnia. In the depths of the forest they are able to hide and organise raids on the surrounding countryside. There are many marshes and lakes within the forest as well as dense thickets making it difficult to track down the raiders when they are pursued into the forest.

Many vile creatures, huge monsters, Dragons and savage beasts linger and breed here and so the forest attracts many Knights Errant and Questing Knights eager to hunt them down, slay them and thereby win honour. Some of these Knights never return. The remains of others are sometimes found centuries later, their rusting armour and bones scattered around the lair of some hideous beast, or glimpsed through the waters of a misty mere. Here and there the roots of a tree have grown through the visor of a great helm while swords lie embedded to the hilt in the bark of great oaks which have grown around them.

The Forest of Châlons

The Forest of Châlons is altogether different from the other vast forests of Bretonnia, being located in the high lands west of the rock crags of the Massif Orcal. This forest extends over rocky ravines and crags. Everywhere knolls of weathered rock reach above the stunted gnarled trees. It is a region honeycommbed with caves and cut by streams. There are waterfalls and pleasant pools of sweet water. Vast boulders perch precariously on the edges of cliffs towering above deep chasms covered in a green blanket of ferns and moss.

The Walled Towns

The walled towns of Bretonnia are much smaller compared to the Empire due to the fact that most of the population of Bretonnia live in the countryside. There are very few craftsmen and little industry in the realm of Bretonnia. Everything a knight need can be created within their castles. The towns of Bretonnia are small and compact and well fortified with massive walls. They are in all respects just like huge castles.


Traditionally, Couronne is the capital of Bretonnia. It is the location where Bretonnian Kings are crowned and where the greatest and best knights gather to attend the king. Great tornaments, jousting, banquets, and hunting are held here every day. The great castle of the King is built upon the ruins of an Eleven palace and the excellence of the old Eleven stonework adds to the elegance and magnificence of the castle. Located closely on the edge of Bretonnia; Couronne, overlooks out from it's high position towards the Empire and the Wastelands to the east. The castle is strongly fortified by an immensely thick wall. The gatehouses, bastions and towers of this wall are small castles in their own right, held by Barons attendant upon the King. The host of Knights mustered within the walls numbers many thousands, bolstered by the cohorts of Knights Errant who heads in and out on errands for the King.


Situated on the upper reaches of the River Brienne and closely to the Forest of Loren; Quenelles, is a truly splendid town in which much of the old Elf stonework remains intact. The region is renowned for its vast vineyards and splendid court held by the Duc de Quenelles. Feasting and tournaments are held here throughout the summer, while the beauty of winter time is an awesome sight to behold. In the outlying glades of the Forest of Loren which can be seen from the towers of Quenelles are many Chapels of the Grail, each one built where the Grail is reported to have appeared. Some of these are already so ancient as to be overgrown and forgotten...but their elegance and magnificance are never forgotten.


Parravon is a frontier town set in the foothills of the Grey Mountains, surrounded on all sides by chasms and approached only by a narrow bridge built by the Elves. The walls are high and support many tall towers giving the defenders a view across the mountain passes into the Empire to the east. The town is held by the Duc de Parravon who has his work cut out in defending the frontier of Bretonnia from marauding Orcs, Goblins and the ambitions of the warlike counts of the Empire.


Located beside the River Ois, Gisoreux guards the pass between the Pale Sisters and the Grey Mountains into the Empire. The fortress town is very strongly defended, having three circuits of walls with the towers and gatehouses becoming taller and stronger on the inner circuit. Facing the frontier with the Empire is the great keep of the Duc de Gisoreux. He has a vast retinue of Knights with which to hold back invading hordes who may attempt to come through the pass. Many battles have been held here over the centuries, and there are many castles that are now in ruins due to the continuous warfare.

The land in this direction is wild heath settled by shepherds and herdsmen. To the west is the vast and perilous Forest of Arden. During dark times in the past, when Orcs, Chaos hoardes, Skaven or Undead have stalked the land, Gisoreux hsa been completely cut off from the rest of Bretonnia by enemies on all sides. In those days, Knights would seek honour by hacking their way through the enemy to reinforce the defenders inside the town.

The Ports

The only towns big enough to be called cities are the ports, since trade with other lands brings in foreign merchants and provides a living for many poor Bretonnians who for some reason or other abandon the land. The Bretonnians, both nobles and peasants, are at heart a rural people who do not like living in cities. Towns are regarded as distasteful places and living in towns is regarded as unnatural and rather dishonourable. Quite a lot of Bretonnian townsfolk agree and take to seafaring as sailors aboard Bretonnian warships to escape the hovels of the ports.

The root of the problem is that Bretonnians stick stubbornly to their country ways, and refuse to adapt their way of life when they live in towns. They persist in building their houses out of wood and thatch rather than stone, and let their pigs and chickens run free in the narrow lanes as if in a farmyard. Houses are built as close to the walls or the castle as possible for protection. Whereas this is no problem in a rural village with only a few houses, in a town there may be hundreds of houses cramped together.


This port, whose large fleet guards of the mouth of the river Sannez, is frequently under attack from sea raiders from the north and east. consequently its walls are very formidable, with bastions jutting out into the sea. The Duc de L'Anguille has a castle here, situated on a rocky crag which is cut off at high tide from the mainland. At low tide it can be approached by anyone who knows the safe route across the treacherous sands. The highest tower of the castle is used as a lighthouse. This castle is built upon the massive masonry ruins of a High Elf fortress, which is just as well because the stormy seas lash against the stones day and night.


The port of Brionne is built on top of and among the ruins of Elven towers. Its battlements stand on top of Duc de Brionne who serves the King by guarding the frontier with Estalia and watching the western shores for raiders. To do this not only does he rely on his Barons holding frontier domains between the great river Brienne and the Mountains, but also on a fleet of warships. Like other ports, Brionne has a poor quarter around the quays which is vulnerable to outbreaks of plague. It is settlements such as these which are most at risk from Skaven infiltration or seaborne raids from Settra's fleets.


The port of Bordeleaux, like Brionne, is built upon Elven ruins, but here they are bigger and more extensive. The town is the biggest port of Bretonnia and the nearest thing in the realm to a city, although it is still huddled within a great circuit of high walls and dominated by the keep of the Duc de Bordeleaux. This port has the biggest fleet of warships since it is the port for trade with the Elves of the west and many other places.

The town has various quarters for Elf traders, Dwarf craftsmen, Estalians and Tileans and even the odd few Norse. Consequently there are a few bawdy taverns and the occasional brawls on the quayside. The bretonnians have walled off the upper city from this squalid area near the quay and guard the portcullisses with men-at-arms so that the noble Bretonnian chivalry need not to be troubled by these ruffians. The Duke will exploit any opportunity to tidy up this part of the town and if plague breaks out, he will order the area to be summarily burnt to the ground, thoroughly cleansed and rebuilt.


Mousillon is situated in the marshy valley of the River Grismerie and originated as a trading port. The settlement rapidly grew into a big town, especially during the Dark Age of Bretonnia when refugees from Settra's raids huddled within the walls. Eventually so many people sought refuge here that their hovels clustered around the outside of the walls as well and extended along the banks of the river. Their descendants were to remain as the city's poorest inhabitants finding work at the quays or as sailors on board Bretonnian ships. Needless to say, the lower parts of the city suffered badly from the frequent flooding of the river causing conditions to become unberably squalid. The poor state of the city at this time attracted Skaven and Settra's raiders. Elements of the latter managed to gain hold in the crypts of the city setting up a persistent presence.

Many of the Kings of Bretonnia have desired to cleanse and rebuild Mousillon, but despite every effort the city tend to revert back to squalor. For centuries the Dukes of Mousillon have been trying to hold back the decay, but the battle is now lost for the time being. Like other port cities of Bretonnia with similar poor areas, Mousillon is plagued by the Red Pox from time to time. The last outbreak two centuries ago was so bad that the city was almost entirely depopulated. This happened shortly after the Affair of the False Grail in which Maldred, Duke of Mousillon, dishonoured himself. The Duke shut himself up in the castle but failed to escape from the plague and perished. The King has never appointed a new duke.

Mousillon is now virtually an uninhabited ruin. The few remaining townspeople are dwindling or settling in new domains along the coast established by vigorous Knights. Due to this fact, the king and his Knights are tirelessly building a 'cordon sanitaire' of castles around the city which is regarded as virtually lost to Bretonnia. Brave Knights Errant and Questing Knights make forays into the ruins hoping to slay monsters and other fiends. Ultimately the city will be redeemed for Bretonnia in time, but for now, its days as a port are over and it is regarded as a lost territory to be reconquered. The present King is constantly being urged by his Knights to declare an Errantry War to cleanse the city's ruins.

The Plains and Valleys

The vast open plains and valleys of Bretonnia are like gardens compared to the dense forests and wilderness lands all around. These areas are divided into many feudal domains each held by one of the great Barons of Bretonnia. Each domain is separated from the other by stretches of woodland reserved for the lord's hunting.

Dominating each domain is the Baron's castle. Bretonnian nobles build tall elegant castles with many towers and pinnacles. The height of the towers enables the lookouts on the battlements to see far across the lord's domains, even as far as the next baron's castle shining in the distance. Castles will often be magnificent, with gleaming white stone and gilded roofs surmounted by fluttering banners. However they are all ingeniously constructed with deep dungeons, drawbridges, moats, sally ports, portcullisses and every other device to confound and defeat besiegers.

Around the castle will be found the fields, orchards and vineyards of the baron's domain. These are tilled by the peasants who live in cottages clustered around the castle which towers above their thatched roofs. There will always be a Chapel of the Grail, often in some secluded place within the domain. A few chapels are very large and have their own domains bestowed upon them by the king and their own retinues of Knights to defend them.

The great rivers of Bretonnia, which meander for hundreds of miles along the fertile valleys, are important trade routes since Bretonnian roads are very poor. Indeed many regions of Bretonnia have no roads at all apart from tracks. Travellers and Questing Knights have to find their own way through the wilderness, often hacking through the bracken and brambles with their swords and wading across deep and treacherous rivers and lakes. Boats sail up and down the rivers to the walled towns and ports from the feudal domains of the barons in the valleys and plains carrying casks of wine from the vineyards, enormous cheeses and other goods. Anyone travelling by wagon can expect an extremely long and arduous journey and it would be wise to take an escort of several Knights.

Encyclopedia Bretonnia
By Prince Calarion and Robert de Giselles


Affair of the False Grail, The: The events in which Duc Maldred de Mousillon attempted to seize the Bretonnian throne by claiming possession of the Grail, which led to the fall of Mousillon.

Battle of Castellet: Norse invaders were defeated after they attacked L'Anguille in Bretonnia, in IC 1635.

Battle of Couronne: Repanse de Lyonesse drives a chaos army from its siege of Couronne.

Battle of El Haikk: Final battle in the Crusade. Jaffar's defeat here insured his downfall.

Crusades, The: The war against Sultan Jaffar from IC 1449-1451.

Errantry War: A system in Bretonnia where any Knights Errant who participates in a particular quest become Knights of the Realm.

Sundering, The: The sinking of north-western Ulthuan at the end of the civil war between the Nagarythe elves (later the Dark Elves) led by Malekith, and the rest of Ulthuan, led by the Phoenix King Caledor I.

Tournament: A Bretonnian test of knightly skill. The prize is the hand of a maiden in marriage, a stronghold, or a magical item, typically.


Black Ark: The ship-fortresses of the Dark Elves.

Chanson du Gilles: Bretonnian Chanson that tells the story of Gilles le Breton. One of two longest Bretonnian Chansons.

Chanson du Guillaime: Bretonnian Chanson that tells of the Bretonnian King who drove the orcs from Bretonnia.

Cynatcian: Runesword wielded by Kaldor in the Battle of Brothers. Twin of Elthracian. Has an inset Tear of Isha.

Elthracian: Name means Doomsinger. Wielded by Calaidan in the Battle of Brothers. One of twin runeswords with a Tear of Isha inset in the pommel.

Harbinger of Pain: The Black Ark which sailed Kaldor back to the Shadowlands. Captained by Mortharor, who perished during the fighting.

Red Pox: Virulent disease. Its striking ended the Affair of the False Grail.

Sacred Sword of Vray: Sword of the de Vray line. Has special powers imbued in it by the Lady of the Lake.

Shadow Crown: The crown of the Kings of Nagarythe. Only ever worn by Malekith and Alith Anar.

Tears of Isha: Several gemstones said to be the crystallized tears of the goddess Isha. Their number is unknown. Quyl-Isha in Elven.


Adare: Founder and patron deity of the Empire.

Aenarion: First Phoenix King of Ulthuan. Tragic hero who saved the world from Chaos when the polar gates fell. Called 'The Defender'.

Alith Anar: The first and only Shadow King of Nagarythe. Leader of the Nagarythe elves loyal to Caledor I after the flight of Malekith. Hates the Dark Elves. Remains as a ghost until the time that Malekith is overthrown.

Armand d'Aquitaine: Young Grail Knight who is Bretonnia's Battle Standard Bearer.

Asurcain: Ancient High Elf hero and one of two founders, with Caradan, of House Coriath. Wielded one of the Tears of Isha set in a broadsword.

Asuryan: Chief of the Elven Gods.

Baron du Duchennay: Bretonnian Baron who turned away Luc for fear of plague. He was taught compassion by the Fay Enchantress.

Baudoin: King of Bretonnia who slew the dragon Mergaste.

Bernard: Young peasant archer in the Chateau de Montforde (Not to be confused with Montford.)

Bertrand le Brigand: Bretonnian who is the legendary archer leader of the Bowmen of Bergerac.

Bohemund 'Beastslayer': Duc de Bastonne.

Bretonni: Tribe of semi-barbaric humans who dwelt in present-day Bretonnia. Their turning of the orc hordes led to the founding of Bretonnia.

Black Boar of Borrobil: Great monster that ravaged the Bretonnian countryside in c. 2260. Probably slain by a Knight Errant.

Calaidan: High Elf Prince of House Coraith in the Shadowlands. Possesses both the Tears of Isha that were set in broadswords.

Caradan: Ancient High Elf hero and founder, with Asurcain, of House Coraith. Wielded one of the Tears of Isha set in a broadsword.

Charlen: Bretonnian King who renewed the Errantry Wars against the Orcs.

Damoiselle d'Artois: A tournament was held for her hand, the largest tournament ever.

Dark Elves: Evil elves who dwell in Naggaroth, in the north of the New World. Sworn enemies of the High Elves. Worship Slaanesh and Khorne, who they call Khaine.

Dwarves: Short people, declining due to fortresses falling to Orcs and Goblins. Their alliance of the Unberogen tribe was one of the main factors in the founding of the Empire.

Elise de Vray: Daughter of Guilbert de Vray; patron and probably wife of Roget.

Fay Enchantress: The voice of the Lady of the Lake in Bretonnia. The current Fay Enchantress is Morgiana le Fay.

François: Bretonnian Questing Knight. Probably a Grail Knight now.

Gaston de Geste: Bretonnian knight during the Affair of the False Grail. He rescued the Fay Enchantress, and became King Gaston de Beau Geste. Ordered the Bretonnian fleet to be expanded.

Gilles le Breton: Leader of the Bretonni tribe in the late 900's. He defeated the Orcs with the help of the Lady of the Lake and founded Bretonnia. Upon his death he was restored to life as the Green Knight by the Lady of the Lake.

Girauld: Bretonnian Knight Errant who became caught in the cursed town of Melys Gau. Saved when his brother Thibault killed him.

Goblins: Smaller greenskins than Orcs. Cowardly unless in numbers. Poor hand-to-hand warriors, but decent archers.

Gorbad Ironclaw: Orc warlord who invaded the Empire. He destroyed Solland and even killed the Emperor Sigismund before he was stopped at Altdorf.

Grail Knights: Those Bretonnian knights who have completed the Grail Quest. Very few in number.

Green Knight, The: Mysterious Bretonnian knight-spirit, believed to be Gilles le Breton after he was saved by the Lady of the Lake. Immortal.

Gui le Gros: Member of the Bowmen of Bergerac.

Guido le Hermit: Bretonnian scholar and historian. His records are not always truthful.

Guilbert de Vray: Knight of the Realm in Vray. Killed by an Orc arrow.

Guillaime: Early King of Bretonnia who drove the Orcs from Bretonnia.

High Elves: Main elven people, residing in Ulthuan. While they used to be the most powerful people in the world, they are currently fading in power. Locked in a constant war against the Dark Elves.

High Loremaster: Title of the leader of the Loremasters of Saphery in Ulthuan. The current High Loremaster is Teclis.

Hoeth: Elven god of wisdom.

Hugo le Petit: Second in command of the Bowmen of Bergerac.

Hugo le Venerable: Bretonnian historian. Mixes fact with fiction.

Isabeau: Princess of Bretonnia who was rescued from the dragon Malgrimace by Jasperre le Beau.

Isha: Elven goddess of nature and mother of the elves.

Isoude: Daughter of Jules the Just during the Affair of the False Grail. Married Gaston de Geste. Called 'La Belle'.

Jasperre le Beau: Famous Bretonnian dragon-slayer who slew the great dragon Malgrimace.

Jean le Bon: Former King of Bretonnia.

Jules de Fontainbleu: Bretonnian Baron who led the ill-fated army up Death Pass in IC 2488.

Jules le Jongleur: Bretonnian minstrel who accompanied his friend and master Tristan on the Grail Quest.

Jules the Just: King of Bretonnia preceding the Affair of the False Grail.

Kaldor: High Elf of House Coraith. When he did not become the Lord of House Coraith he fled to Naggaroth. He attempted to take the position by force in IC 2313, but was killed by his brother Calaidan.

Khaine (Kaela-Mensha-Khaine): Elven god of war and violence.

Knight Errants: Bretonnian Knights who are yet to prove their worth. Must achieve some quest before they are accepted in the ranks of the Knights of the Realm.

Knight of the Perilous Lance: Unkown Bretonnian knight and supreme jouster.

Knights of the Realm: A Knight of Bretonnia who has proven their worth, before embarking on the Grail Quest.

Kurnous: Elf god of hunting and father of the Elves.

Lady of the Paladins, The: Bretonnian patron deity, Poemorea, the goddess of chivalry.

Lileath: Elven goddess of magic and the moon.

Loremaster: One of the leading mages in the White Tower. They are led by the High Loremaster.

Louen Orc-Slayer: King of Bretonnia who declared an Errantry War against the Orcs in IC 2201.

Louen Leoncouer: Current King of Bretonnia. Crowned in IC 2500.

Louis the Brave: Bretonnian King killed during the Chaos Warrior invasion of Bretonnia in IC 2007.

Louis the Rash: First King of Bretonnia.

Louis the Righteous: King of Bretonnia at the time of the Crusade.

Louis the Young: King of Bretonnia during the Chaos invasion in IC 2007.

Luc: Bretonnian youth from Avigniard. Symbol of justice upon the Baron du Duchennay.

Machevort the Merciless: Bretonnian Duc de Parravon.

Maldred: Duc de Mousillon. Involved in the Affair of the False Grail.

Malekith: Son of Aenarion the Defender. Coveted the crown. Seized powerr in a coup, but was rejected by the flames of Asuryan. Fled with his supporters to Naggaroth. Repeatedly tries to conquer Ulthuan.

Malfleur: Sorceress wife of Maldred in the Affair of the False Grail.

Malgrimace: Huge dragon, slain by Jasperre le Beau after it kidnapped the princess Isabeau.

Magrut: Orc Warlord who was turned into a frog by a Bretonnian mage after invading. Rescue by Michelle inadvertently.

Melenar: High Elf Lord of House Coraith. Established a new stronghold in the Shadowlands. His sons were Kaldor and Calaidan, which led to the Battle of Brothers.

Mergeste: Dragon killed by King Baudoin of Bretonnia in IC 1245.

Michelle: Bretonnian maiden who accidentally freed the orc warlord Magrut. Probably killed by Magrut.

Morgan le Fay: The current Fay Enchantress in Bretonnia.

Norse: Savage barbarians from a peninsula to the north of the Empire. Many have been corrupted by the nearby influence of Chaos. Fond of beer and battle.

Odo d'Outremer: Bretonnian Baron who challenges (and defeated) many champions of Araby during the Crusade.

Orcs: Large, brutal greenskins. Prone to violence, but not inherently evil. They controlled the Old World until the founding of the Empire and Bretonnia.

Questing Knights: Bretonnian Knights who have embarked on the Grail Quest to find the item that represents chivalry, the Grail.

Repanse de Lyonesse: Maiden Knight of Bretonnia who mustered the Knights and drove a great chaos host form Couronne, on the orders of the Lady of the Paladins. Called, 'Le Damoiselle du Guerre.'

Reynard le Chasseur: Bretonnian Knight and famous hunter.

Rodrigue: Knight of the Realm in Grismerie, who slew the Writhing Worm of Rotherham. Older brother of Thibault and Girauld.

Roget: Knight Errant and likely Knight of the Realm in Vray.

Roland le Marechel: Defender of the Marches of Couronne.

Settra: Most powerful of the Tomb Kings. Lord of Khemri.

Shadow Warriors: The uncorrupted elves of Nagarythe. Fight a constant guerilla war against the Dark Elves.

Skaven: Diminutive rat-men formed from magical radiation. They worship the Horned Rat and dwell mostly in the subterranean city of Skavenblight in the Zombie Swamps.

Suliman le Saracen: Arab captain during the Crusade. Defeated by Odo d'Outremer, but his life was spared and the two became battle-brothers. Returned to Bretonnia with Odo.

Sultan Jaffar: Despotic ruler of Araby whose invasion of Estalia in IC 1448 began the Crusade.

Sword Masters: Group of elven warrior-mystics who guard the White Tower of Hoeth in Saphery. They are incredibly skilled warriors.

Tancred: Duc de Quenelles in Bretonnia. Victor of the Battle of La Maisontaal and arch-enemy of Heinrich Kemmler. Probably killed the Lichemaster at some point.

Thibault: Bretonnian Knight Errant who hunted for his brother Girauld in c. 2260. His fate is unknown.

Tristan le Troubadour: Bretonnian knight-minstrel on the Grail Quest with his servant Jules.

Tybalt de Bois de Balzac: Leader of the second force of Bretonnian knights to enter the Crusade. Founded the Border Princes.

Vaul: Elven smith god.

Widow de Vray: Wife of Guilbert de Vray.

Witch King, The: Name for Malekith, leader of the Dark Elves, when his treachery became apparent.

Wood Elves: Elves who remained in the Old World when the High Elves left it. More wild and less civilized then their cousins. Forged an alliance with the Bretonnians.

Yvette: Bretonnian maiden. Probably killed by Magrut.


Anlec: Malekith's fortress in the Shadowlands. Razed repeatedly by the High Elves. All Dark Elf invasions are staged from here as a foothold.

Athel Loren: Wood Elf kingdom in the Forest of Loren. The only elf settlement left in the Old World.

Avigniard: Bretonnian town destroyed by the plague.

Axe Bite Pass: Largest pass in the Grey Mountains, linking the Empire and Bretonnia.

Badlands: The region bounded to the north by the Black Gulf and its tributary, the Blood River (q.v.), to the east by the Worlds Edge Mountains, to the south by the Blind River and the Marshes of Madness, and to the west by the Dragonback Mountains. The region is dominated by warring Orc and Goblin tribes, in particular the Broken Tooth Orcs and the Red Fang Orcs at the current time.

Barak Varr: Dwarven port city.

Bastonne: Oldest Dukedom of Bretonnia, in the heart of the country.

Black Mountains: The mountains seperating the Empire to the north from the Border Princes to the south. The mountain range joins the Vaults at its western end to the Worlds Edge Mountains at its eastern end near Black Water and contains the Dwarf stronghold of Karak Hirn (Horn Hold). It is crossed by Black Fire pass, linking the Empire with the Border Princes.

Blood River: River flowing out of Death Pass (q.v.) to flow into the Black Gulf at Barak Varr (q.v.). The Bretonnians were lead to a great victory over the Orcs here by King Charlen (q.v.) in 2420 when he decided to take the Errantry Wars (q.v.) to the east.

Bordeleaux: Largest city in Bretonnia. Port city divided into sections for all visitors (Dwarf Quarter, Elf Quarter, etc).

Bretonnia: Realm in the Old World, west of the Empire. Relies on Knights for its army. Patron god is the the goddess Poemorea, Lady of the Paladins, the embodiment of chivalry.

Brionne: Southern port in Bretonnia. Guards the border between Bretonnia and Estalia.

Chateau de Montford: Bretonnian castle, seat of the Duc de Montford. Guards Axe Bite Pass.

Couronne: Capital of Bretonnia, built upon the ruins of an old Elven palace.

Death Pass: Pass through the Worlds Edge Mountains linking the Badlands (q.v.) to the Dark Lands. Overlooked by the Orc fortress of Black Crag (formerly Karak Drazh) and the ruined Dwarf stronghold of Karak Eight Peaks. A Bretonnian army lead by Baron Jules de Fontainbleu (q.v.) was lured into a trap here and defeated by Morglum Necksnapper in 2488, leading to the decision by King Phillipe V to end the Errantry Wars (q.v.).

Donjon of Dol: Island fortress off the coast of Bretonnia. The Fay Enchantress was rescued from here by Gaston de Geste during the Affair of the False Grail.

Estalia: Realm in the south-west of the Old World. Based on medieval Spain.

Forest of Arden: Large oak forest in northern Bretonnia. Very dangerous, and a favorite questing ground of the Knights.

Forest of Chalons: Located to the west of the Massif Orcal, in Bretonnia. Gilles met the Lady of the Lake here.

Forest of Loren: Huge forest in the south of Bretonnia. Contains Athel Loren, the last kingdom of Elves in the Old World.

Gaen Vale: Site of the shrine of Isha and of the coronation of the Everqueen.

Gisoreux: Located on the River Ois, guarding the Gisoreux Gap.

Gisoreux Gap: Hilly country at the northern end of the Grey Mountains that forms a pass between Bretonnia and the Empire.

Great Ocean, The: Main sea dividing the Old and New Worlds. Ulthuan is located in the middle of it.

Grey Mountains, The: Mountain range between the Empire and Bretonnia.

Helmgart: Empire fortress. Guards the Axe Bite Pass.

Karond Kar: Dark Elf city in Naggaroth.

L'Anguille: Port of Bretonnia on the mouth of the River Sannez.

Lothern: Capital of Ulthuan. Main port city of Ulthuan. Seat of Finubar.

Magritta: Huge city in Estalia.

Maisontaal, La: Abbey dedicated to the god Taal in southern Bretonnia. Attacked in IC 2491 by Undead and Skaven.

Marigliano: City of Tilea.

Massif Orcal, Le: Mountains in the middle of Bretonnia. Hiding place of Orcs and Goblins, and also of a colony of Skaven.

Mousillon: Cursed city in Bretonnia. Exactly what happened to it is one of the great mysteries of the Old World.

Nagarythe: Region that is now the Shadowlands, in Ulthuan.

Naggaroth: Homeland of the Dark Elves after the Sundering.

Oak of Ages: The ancient oak in the centre of Athel Loren in which the King and Queen are entombed after seeming to die with the onset of winter, only to emerge fully restored with the arrival of spring.

Old World, The: Main continent in the Adarian World.

Pale Sisters, The: Limestone hills at the northern end of the Grey Mountains.

Parravon: Frontier town which defends the east of Bretonnia. Surrounded by crevasses on all sides; it can only be reached by a narrow bridge.

Puy de Velay: Tiny Bretonnian town located at the southeast tip of the Massif Orcal.

Quenelles: Bretonnian town on the River Brienne. Built on Elven ruins.

River Brienne: River in southern Bretonnia.

River Ois: River in Bretonnia. Splits the Grey Mountains and the Pale Sisters.

River Sannez: River in northern Bretonnia. Both L'Anguille and Couronne are built on it.

Sartosa: Island south of Tilea. Many pirates operate from here.

Sea of Claws: Stormy sea between the peninsula of Norsca and the main body of the Old World.

Shadowlands: Northern province of Ulthuan. Formerly Nagarythe. Ruined during the Sundering.

Skavenblight: Main city of the Skaven, in the Zombie Swamps. Mostly subterranean.

Southern Mountains, The: Mountain range between Tilea and Bretonnia.

Tilea: Turbulent southern nation in the Old World.

Vaults, The: Mountain peaks in the Southern Mountains, extending into Tilea.

White Tower of Hoeth: The centre of learning in Ulthuan. Locacted in Saphery, it is dedicated to Hoeth, the elven god of wisdom.

The Great Bretonnian Timeline

-1500 The High Elves abandon the Old World after their war with the Dwarves and return to Ulthuan, leaving the settlement of Athel Loren behind.

-1000 Human Tribes settle the lands of Bretonnia. The greatest tribe, the Bretonni dominate the land

- 500 The southern parts of Bretonnia are absorbed into the Ishkar Empire, most of the Tribes of Bretonnia retreat into the mountains and the wilderness and resist the invaders.

-15 Adare leads a great rebelion against the Ishkar and breaks their power.

0 the Empire is founded, Adare crowns himself as the first emperor, several Tribes of Bretonnia ally with Adare to fight the Ishkar.

10 The Tribes of Bretonnia join the empire in order to continue the war over the sea against the Ishkar.

25 Victory over the Ishkar, the Golden Age of the Adarian Empire begins.

473 The Adarian Emperor Adare the XXXIII and the crown prince are assinated. The prince is blamed, but manages to flee and goes into hiding. Civil war breaks out.

475 Imperial garrision troops are recalled, and many Bretonnian Tribes send warriors go join the confused fighting.

500 An fleet of Undead from the lands of Settra lands at the coasts of Bretonnia and invades the lands. The land suffers long from the attacks of Undead.

577 Great incursion of Greenskins from the Grey Mountains. The Orc Warlords demand tribute from the Bretonni tribes but the human chieftains prefer to fight for their freedom. The expected support from the empire doesn't come. For the next 400 years the Bretonni fight against the Orcs.

630 The Norse clans start crossing the Sea of Claws to raid the coasts of Bretonnia

700-900 Warriors of Bretonnia battle against the Elves of Athel Loren over border disputes.

977 After a vision of a lady paladin of unearthly beauty that predicts the founding of a kingdom, the Bretonni duke Giles le Breton unites the chieftains of the Bretonni tribes under a banner blessed by the "Lady of the Paladins" and fights back the Greenskin plague. Gilles le Breton commands the tribesmen and fights the Orcs in the first of 12 major great battles. He establishes the idea of a chivalric knighthood and cares deeply for the land of Bretonnia. The cult of the "Lady of the Lake" becomes the most important religion in Bretonnia due to Giles' support.

1001 After the death of Giles le Breton, his son, Louis the Rash is crowned as the first king of Bretonnia

1005 Louis the Rash signs concord with the King and Queen of the Wood Elves acknowledging their separate Realm of Athel Loren

1110 Devastating Outbreak of the Black Plague in the Empire. During the next five years the Plague spreads throughout the Old World and Bretonnia is not spared.

1142 Another invasion of Orcs is defeated under the command of King Guillaume (Battle of Amandur). King Guillaume drives the Orcs from Bretonnia.

1240 The Corsairs of Arabia start their raids in the Southern Old World. The Tilean Island Sartosa becomes base for the Arabian raiders.

1245 King Boudoin slays the legendary Dragon Mergaste.

1425 To avoid a bloody war over her, la Damoiselle d'Artois, sole heiress of the lands of Tilea, announces that she will wed the champion of the Tournament of Ravola. One hundred Knights jousted for her hand. The Elite of the Bretonnian Knighthood, as well as worthy knights from across the empire and Estalia were defeated by Tilean Knights. The Bretonnians renounce their claims on the lands of Tilea.

1448 An alliance between Bretonnia, Tilea and the Empire is formed to drive the Arabians out of Estalia. Louis the Righteous, 15th king of Bretonnia, initiates the Crusades by sending an army to Araby.

1449 The Crusade begins. Sultan Jaffar invades Estalia and conquers Magritta. By the end of the year, the Bretonnians, Estalians, Tilean, and Empire forces been driven back into Estalia.

1450 The Notorious Red Duke of Aquitaine raises an army of undead but is defeated

1451 Sultan Jaffar is overthrown by the crusaders in the Battle of El Haikik

1452 A mighty host of Bretonnian Knights goes forth to Araby by land. The crusaders only reach as far as Blood River as they are slowed down by the massive attacks from Orks and Goblins from the Dark Lands. Some of the Crusaders decide to settle the land and found the Border Princes.

1588 At the Tournament of Guyenne King Jules jousts with a mysterious Elf Knight and is victorious.

1597 Marienburg seized by Bretonnian army under the Duc de L'Anguille. Five ear occupation ends when an army under the command of the Grand Duke of Middenland approaches the city.

1635 Battle of Castellet. Raiders from beyond the sea (Noresmen) attack L'Anguille and are beaten by King Philippe the Strong and his massive army of Knights.

1715 The Orc hordes of Gorbag Ironfist are defeated by the Elector Count of Wissenland at the battle of Gruenburg. Fugitives of the Orc horde invade Bretonnia but are destroyed by Bretonnian Knights.

1786 The Red Pox is first brought to Bretonnia by Skaven of Clan Eshin

1813 The Red Pox ravages Bretonnia. The foul Skaven launch attacks on Brionne and Quenelles. The Duke of Parravon strikes an alliance with the Elves of Athel Loren and marches against the Skaven. It is the greatest slaughter of Skaven in Bretonnian history.

1839 Birth of Genevieve Sandrine du Pointe du Lac Dieudonne.

1847 Bretonnian Fleet invades Lustria

1851 An army under the command of the great Enchanter Drachenfels sacks the city of Parravon.

1952 Norse raids of Bretonnian coast decrease when the Duke of L'Anguille allows the Norse Chieftain Skajad the Bastard to land in the Armorica region.

1999 A twin-tailed Comet falls from the sky and destroys the city of Mordheim. Knights from the north of Bretonnia set off to the city of the Damned to find fame and glory within the ruins.

2006 Chaos army invades Bretonnia and lays siege to Couronne. King Louis the Brave is Slain before the gates of the City

2007 The Battle of Couronne. Repanse de Lyonesse drives a huge Chaos Army from their siege of Couronne.

2201 King Louen Orc-Slayer declares an Errantry War to rid Bretonnia of Orcs. Much land is reclaimed and freed of the greenskin menace.

2232 Alliance of Estalian Princes invades and conquers southern Bretonnia.

2260 Around this time Thibault hunted for his brother Girauld in Bretonnia.

2267 Dukes of Bretonnia send an army of knights to drive out the Estalian Invaders.

2274 Siege of Brionne ends with the ousting of the last Estalian invaders.

2291 King Jules the Just is slain in single combat against a Chaos Knight

2297 Affair of the False Grail. Duke Maldred of Mousillon is dishonored. War is declared on the traitor Maldred.

2299 Gaston de Beau Geste marries La Belle Isoulde and is crowned King of Bretonnia

2300 The Red Pox strikes in Mousillon, all the peasants of Mousillon and many nobles perish. Maldred dies under mysterious circumstances. Mousillon ceases to exist as a Ducdom.

2301 Great War of Chaos Begins

2302 Magnus the pious asks Bretonnia for assistance against the armies of Chaos. Most knights are unable to even reply as they are beset in their own lands. Some knights do make the journey to the Empire and join with the alliance of Dwarves and Men who eventually defeat the Chaos hordes.

2320 Skaven raids beset the port cities of Bretonnia. The king orders the construction of a great fleet to counter the threat. Brionne begins to be known as the "city of thieves".

2419 Louis X dies. Charles, later known as L'Enorme, is crown prince of Bretonnia, being too young to rule, his mother Queen Louise becomes regent and moves the Capital to the prosperous town of Gisoreux.

2428 Charles I crowned king. Inspired, by his mother's idea, to rid the entire world of greenskins, King Charles renews the Errantry Wars and sends a host of Knights to the Border Princes to slaughter Orks and Greenskins beside the Blood River.

2429 Marienburg declares the independence of the Wasteland from the Empire and starts a never-ending quarrel between Bretonnia and the Empire who are both interested in conquering the city.

2450 The town of Mousillon is beset with a devastating series of earthquakes.

2468 Charles L'Enorme becomes ill and his son Charles II becomes acting ruler. His first act is to violently suppress civil unrest in Gisoreux.

2471 Charles II is crowned King of all Bretonnia. Being a decadent Despot, the land suffers under his rule. The peasants suffer greatly as nobles follow the example of their ruler and knighthood ceases to represent chivalry and justice, instead becoming an excuse to take advantage of the lesser classes.

2485 Peasants of Gisoreux are incited to riot by the growing merchant class who seek freedom from feudal rule.

2486 Charles the second is assassinated. Philippe V takes the crown of Bretonnia under much contention of his right to rule.

2488 Philippe V declares an end to the Errantry Wars after a great force of Bretonnian Knights ride forth into the Death Pass and never return.

2491 Battle of La Maisontall. The Monastery of La Maisontaal is swarmed by Undead commanded by the Necromancer Heinrich Kemmler. Parravon is attacked. Duc Tancred de Quenelles repels the Undead Hordes.

2495 Heinrich Kemmler again attempts to invade Bretonnia through the forest of Athel Loren. His forces are destroyed by the wood elves, but Kemmler escapes.

2500 After the Death of King Philippe his nephew Leon is crowned and renames himself Louen "Leoncour". Unlike his father, and uncle, the young king remembers the virtues of Knighthood and tries to reestablish the relevancy of the feudal system.

2500 Louen Leoncoeur is crowned King of Bretonnia.

The Code of Chivalry

Since the time of Gilles le Breton a code of chivalry had been held within Bretonnia. The code grew out of the ancient warrior tradition and took upon a religious quality under the guidence of the The Lady of the Lake. Some time during the reign of one of the earlier Kings of Bretonnia, perhaps Louis the Rash or Guillaume, the code of chivalry was written down in a formal and proper way. The King appointed heralds to regulate the ranks and honours of Knighthood within Bretonnia. These rules have been passed down to the current date, with very little change, and a Knight shall is expected to always obey the seven commandments of chivalry.

The Seven Commandments of Chivalry

I - To serve the Lady of Paladins

II - To defend the domain entrusted to him.

III - To protect the weak and fight for the right.

IV - Always to fight the enemies of virtue and order.

V - Never to give up the fight until the foes are defeated.

VI - Never to break faith with a friend and ally.

VII - Always to display honour and courtesy.

Upon becoming a knight, a Knight Errant must vow upon his sword to keep these commandments. A Knight who fails to keep the commandments 'dishonours his sword'. It is believed that his sword will then fail him in battle, becoming blunted or even shattering in his hand.
The Rules of Honour

Apart from the Commandments of Chivalry, there are certain traditional 'Rules of Honour' which are adhered to and respected by all Bretonnian Knights. These rules remain a strong part to the Code of Chivalry. Most date back to the origins of knighthood in Bretonnia and marked out Bretonnian Knights as distinct from those of any other realms.
The Bretonnian Knightly Code of Honor (-25 points)

A Knight may only fight hand-to-hand, he may not use a missile weapon.

A Knight shall always accept a challenge to personal combat.

A Bretonnian Knight shall not draw sword against a fellow Bretonnian Knight except in a trial by combat or in a tournament.

A knight shall accept the surrender of a knightly or honorable foe if that foe yeild to him.

A knight shall always keep his word of honor.

A knight shall always conduct himself in a gentemanly manner

The purpose of the rules of honour is to make sure that Bretonnian Knights not only maintain their own personal honour and the honor of their homeland, but also the honour of the entire knightly class. Thus all Knights receive the respect of the peasants and all other classes and ranks of society.

Upon breaking any of these rules of honour, which is indeed rarely the case, the Knight will have to seek to redeem himself or become an exile. Only three ways are acceptable for a Knight to redeem himself, one is to set off on the Grail Quest, another is to pledge himself in the service of a lady or another Knight of superior rank until his patron considers him to be redeemed, and the third is to perform a feat of arms of greater merit than his act of dishonour.

If a Knight is accused of dishonour or breaking the Code of Chivalry, he has the right to defend himself in a trial by combat against his accuser or a champion appointed by his accuser if the latter is not a Knight.

While Bretonnian Knights are driven by chivalric virtues and hot passions (not always of the romantic kind), they are great warriors and view war as good sport and a pastime that no true knight should keep away from. Wars break out all the time, even between loyal vassals, and might always makes right. If there are no real enemies to fight, they engage in mock battles in tournaments instead. This may sound contradictory to how we view war today and the obligation of chivalry to protect the weak, but it isn't contradictory at all to a true knight.

Other important virtues of a knight are generosity, justice, mercy, modesty, valour, loyalty to your lord, hospitality and honour. This is not to imply that all knights are just and merciful (even Mordred got on the Round Table, you know), but rather that it is what they should aim for...

The Bretonnian Knightly Advantages

The Knight's Virtue ..... 5 points

The Knight's Virtue is what distinguishes a Knight from a mere commoner, it is the knowledge that he is a chivalrous warrior who is superior to ordinary troopers and, for that matter, to allies as well!

The unit will ignore fleeing friends if they are not Bretonnian Knights. No Panic test is required because friends break from combat, or if they flee past, or if they are destroyed. No Panic tests are taken on account of such troops.

The Questing Virtue..... 10 points

Knights who have pledged themselves to the grail quest must face the most deadly foes without flinching. Every day they encounter dire perils and overcome hazards that would reduce an ordinary man to a whimpering heap of loose bowels and tears.

The unit never needs test for panic from any source whatsoever. The Knights are unaffected by the Panic rules.

The Grail Virtue..... 15 points

Knights who have sipped from the sacred grail are made steadfast against even the most fearsome of enemies. They can face the most horrific monsters and the most determined fores, secure in the knowledge that the Lady of the Lake is with them.

The unit never needs test for any of the psychology rules, whether panic, fear, terror, or whatever. The Knights are unaffected by any psychology.

Virtue of Discipline..... 10 points

The Knight has total faith in his chivalric vows: he maintains self-control in the face of adversity, and displays complete confidence whatever the odds. His example serves as an inspiration to others, strengthening their faith and hardening their will.

The Knight or a unit he is with can re-roll any failed Leadership-based test. Note that only a single re-roll is allowed, a unit cannot re-roll a failed re-roll, even if it has a magic item or other circumstances that would normall permite a re-roll.

Virtue of Noble Disdain..... 15 points

The Knight has nothing but contempt for craven enemies who hide behind weapons of dishonour. How dare they bring such ignoble devices onto the field of chivalry! Such is his sense of outrage that the Knight hates all such foes!

The Knight hates all enemies armed with shooting weapons as well as all enemy war machines.

Virtue of the Joust..... 15 points

Countless tournament victories and conflicts with scaly monsters have honed the Knight's aim so that he never misses his target.

When charging with a lance the Knight automatically hits his enemy. No dice are rolled - all attacks will hit.

Virtue of Purity..... 15 points

The Knight's sole thought is to serve the Lady of the Lake. His purity of heart and discipline of mind endow the Knight with the strength of will to resist the power of an enemy's magic.

A spell cast upon the Kngiht or unit he is with is dispelled on the D6 roll of a 4+. This is a natural dispel on account of the Knight's extreme piety.

Virtue of the Impetuous Knight..... 25 points

The Knight is eager to get to grips with the enemy. He charges so impetuously, and with such reckless enthusiasm, that he spurs his horse to gallop fast and furiously towards the foe. His eagerness infects any Knights he rides with! The Knight and any unit he is with may add +D6" to its move and damage when charging. Roll this dice before moving the charging unit.

Virtue of Valor..... 25 points

The Knight has vowed to confront the bigest and strongest of foes. He has become skilled at fighting such opponents, the more awesome his enemy the mroe valourous are his efforts.

If fighting an enemy with a higher Strength characteristic than himself, the Knight may re-roll any failed to hit rolls. he can only re-roll his failed attacks once, and may not re-roll a failed second chance, even if he has other magic items that entitle him to a re-roll.

Virtue of Knightly Temper..... 25 points

The Knight attacks relentlessly, raining blow after blow down upon his enemy.

When the Knight is fighting he earns an additional attack for each of his original attacks that scores a hit. Roll to hit as normal, then roll one more attack for each hit already scored, after which proceed to work out wounds as normal. For example, a Knight with 2 attacks might hit twice, entitling him to a further 2 attacks, which might score 1 more hit, making 3 in total.

If a Knight's original attacks hit automatically, if he has a magic weapon which automatically hits for example, them he must still roll to hit with any additional attacks from the Virtue of Knightly Temper. A Knight does not receive a further round of automatic hits.

Virtue of Knightly Ardour..... 30 points

The Knight reacts to being charged by the enemy with indignation and rage! How dare the foe charge us first! He immediately levels his lance and spurs his Warhorse to meet the charge head on.

The Knight and unit he is with will respond to a charge by countercharging. The unit is moved 4" towards the enemy, and the enemy charges as normal. Damage is based on the combined Strength of bot the knight's and his foe's horse! Both units count as charging in the first turn, and the character with the highest Initiative will strike first. Note that it is only possible to countercharge against an enemy charging the unit's front. An enemy charging in the side or rear cannot be countercharged.

Virtue of Devotion..... 25 points

The Knight is so utterly devoted to the Lady of the Paladins that he enjoys her special favour, protecting him from the magic of his foes.

The Knight is completely immune to hostile magic spells. A spell simply does not affect him. Note that the spell is not dispelled as such, and can affect other troops even though the Knight remains unharmed.

Patyrsun's Main GURPS Page
My Main GURPS Index Page

The Adarian Campaign
The Index Page for my personal RPG Campaign that has been run for over 25 years....

This page has been visited times.