Brettonia

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Scions of Tesseninck. Tor Elithis Refugees. Vashnaar's Conquest. Vaul's Expedition. The Wandering Dead. Worldroot Rangers. Wrath of Nature. Bleak Coast Buccaneers.

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Views View Edit History. Navigation Main page Community portal Community discussions and projects Recent changes Random page Admin noticeboard Understanding our infoboxes.

This page was last edited on 4 August , at Game content and materials are trademarks and copyrights of their respective publisher and its licensors.

All rights reserved. This site is a part of Fandom, Inc. Support Contact PRO. General data. Major race.

Bretonnian Kingdoms. King Louen Leoncoeur , also depends on subfaction. The Old World Mortal Empires. Couronne Bordeleaux Carcassonne Chevaliers de Lyonesse.

Start location Couronne entire province Racial capital Couronne settlement Regional occupation Temperate lowlands only. Climates Prefers temperate, savannah, desert.

Chivalry :. Noble actions provide faction-wide bonuses, while acting unchivalrously incurs penalties. The Green Knight :.

When certain thresholds of chivalry are reached, Bretonnia can summon a unique hero unit. Peasant Economy :. Peasants work the land, and fight in armies.

Recruiting too many peasant units hampers your economy. Equestrian-based unit roster with a host of fast-moving skirmish cavalry and heavily-armoured shock cavalry.

Lance Formation :. A unit ability on certain Bretonnian cavalry which confers bonuses and allows them to pierce enemy lines.

Bordeleaux , led by Alberic de Bordeleaux. Carcassonne , led by Fay Enchantress. Couronne , led by King Louen Leoncoeur.

Chevaliers de Lyonesse , led by Repanse de Lyonesse. Playable Factions. Empire Provinces. Dwarf Realms. Greenskin Tribes. Mousillon Templehof. Artois Bastonne Lyonesse Parravon.

Redhorn Tribe Jagged-Horn Tribe. Torgovann Wydrioth. Norscan Tribes. Southern Realms. Tilea Estalia Border Princes.

Chaos Invasion. Bjornling Warherd of Chaos. Wood Elves Argwylon. Any Lord and his attendant army who achieve a Heroic Victory in battle will receive The Blessing of The Lady, and will thenceforth receive a Ward Save for future battles.

If a unit routs in subsequent battles, it will lose the Blessing for the remainder of the fight, and if the army refuses a battle — choosing to retreat from an attack on the campaign map for example — the army will lose the Blessing.

Certain high-tier units, such as Grail Knights, will have the Blessing as a unit trait by default. Each region of the map owned contributes a set amount of peasants to your total, your capital providing the most.

However, a Bretonnian Lord must balance this human resource carefully… with too many peasants committed to the armed forces, there will be fewer available for agricultural labour and the vital income it brings.

You may choose to focus your construction more towards industry rather than farming, thereby lessening the impact of hiring many peasants into your armed forces, though the income from industry is generally lower than that of agriculture.

Technologies can significantly improve your industrial income however. New Legendary Lords Louen Leoncoeur Bretonnia Since his coronation, The King of Bretonnia has proven himself time and again, both as a just and wise ruler, and like a warrior-king of old, leading from the front in the cauldron of battle.

He has always attacked the enemies of Bretonnia with a fiery wrath and determination, yet never have his actions been anything other than chivalrous and honourable.

Her will is that of the goddess, and even kings of Bretonnia must bow to her wise council. The Fay Enchantress is a spellcaster wielding the Lore of Life, and may be mounted on her unicorn, Silvaron.

Alberic Bordeleaux Duke Alberic of Bordelaux displays levels of courage and determination rare in mortal men.

Moreover, he expects no less from his attendant knights, and should they fail to meet his exacting standards, they face summary dismissal.

This leaves the duke with a somewhat compact, though legendarily talented household guard. New Lords Bretonnian armies are led by Lords or Prophetesses, either of whom may be recruited from the Lords pool.

Prophetesses are powerful spellcasters, wielding the Lores of Beasts, Heavens or Life. Lords and prophetesses have a number of skills unique to their race.

New Heroes Paladin Knights who have surpassed themselves through deeds of great valour and chivalry may become Paladins.

These hardened heroes are famed throughout the dukedoms, and are worth a hundred lesser men on the field of battle, swooping into the heart of a struggle atop their swift Pegasus mounts.

Damsel As youths, those who display an aptitude for the magical arts are visited by The Fay Enchantress, who then accompanies them on a quest to the Otherworld to awaken their true potential.

Those who return become pure devotees of The Lady of The Lake, and their wisdom finds many uses in the kingdom, both as visionary advisors to Dukes and Kings, and as powerful battle-mages.

Damsels may be recruited to wield the Lores of Beasts, Heaven or Life. Unit roster The Bretonnia unit roster is built around a core of powerful mounted knights, supported by peasant melee and ranged infantry, inexpensive yeoman cavalry, field trebuchets, religious zealots and puissant icons of The Lady.

Mature Content Description The developers describe the content like this: This DLC may contain content not appropriate for all ages, or may not be appropriate for viewing at work: General Mature Content.

System Requirements Windows. Intel HD series. Minimum: OS: macOS Minimum: OS: Ubuntu Intel GPU's are not supported at time of release.

Recommended: OS: Ubuntu See all. Customer reviews. The reason for this "Giving nine tenths of everything you grow to your lord" lore error actually comes from a myth of the real life Medieval peasantry, which has been perpetuated by people who don't fucking check their sources, or bother to apply logic or reason to anything they read.

But hey, things are not so bad, you can always join your Lord's men-at-arms and receive enough shinies to set you for life!

Or so they told you at the time, but they forgot to mention that you had to pay for all your equipment, so you were left with squat.

Naturally, under such conditions, many peasants simply snap. Some become bandits, but those who do not wish to be hunted down for the rest of their likely short lives instead find a ragtag band of other loonies, a dead grail knight and a pointy stick to become pilgrims, hoping to earn the blessing of the Lady usually reserved only for nobles by fighting for truth, justice and the Bretonnian way while carrying the dead knight around.

If there is no dead grail knight around, I am sure that one over there won't recover from his wounds The 2nd edition Warhammer Fantasy Roleplay splatbook dedicated to Bretonnia, "Knights of the Grail", provides a lot more of a look at the peasant lifestyle, and expands upon the details a lot.

In particular, because peasants often quite rightly don't trust their local lords not to resolve peasant disputes with the most brutally expedient manner possible, they tend to cover up their problems and try to resolve them purely amongst themselves.

This usually works, but it also reinforces the fiction that the peasants actually are a happy, contented lot who live idyllic lives When peasant revolts do happen, and we're told they're not that rare, this contributes to why the nobles put them down so harshly; because the uprising only happens as a last resort when the peasants just can't take it anymore, the nobles usually have no idea why it's happening - to them, it just sees to come out of nowhere, and this supports their narrative that peasant uprisings are caused by greed or base ingratitude.

Ironically, although the nobles typically blame foreign agitators for these outbursts of revolutionary sentiment, the truth is that the most common cause other than just the nobles being assholes is It's actually noted that foreign powers who do want to weaken Bretonnia have far more effective means than just agitating a bunch of feeble peasants.

Of course, Chaos likes to stick a tentacle in when it has the opportunity, and Chaos-backed revolts are noted as extremely dangerous, far more so than usual - ordinary peasants may easily fall before the armored might of Bretonnian knights, but a vengeful horde of mutants, often supplemented by beastmen and warlocks?

That's a whole different story! Although the Bretonnians got squatted twice over first by being removed from the game, and then by the entire game being removed from the game , they've recently got a new lease on life from their appearance in Total War: WARHAMMER , where they're not only playable, but also get entirely new units that they never had in tabletop, including Hippogryph Knights, Blessed Trebuchets loaded with holy water, Foot Squires, and a more defensive-minded version of Grail Knights called Grail Guardians.

Even better, they have an awesome campaign that discourages mindless empire-building and instead rewards you with points of Chivalry for being a gallant Lady-fearing crusader.

For all that recent lore has Bretonnia as a place where being a peasant means you exist at the pleasure of the local nobility and can never hope to rise higher in life, this wasn't always the case.

The 5th Edition Army Book, in addition to introducing the Lady Of The Lake, described becoming a knight as something that anyone could do provided they followed the ancient Bretonnian custom by which they earned it.

Any area that needed a knight to protect it would designate a "perilous task" that the would-be knight had to complete, most likely involving the death of some local monster that had been eating people and causing a ruckus.

This task was traditionally chosen by "the fairest maiden in the village", who was destined to marry the one who succeeded at her task.

Any brave or reckless youth was allowed to attempt it, with the volunteer being dubbed a Knight Errant and equipping themselves as best they can with whatever arms and armor they can beg, borrow, or scrounge.

If they succeeded they were made a Knight of the Realm, gifted with the best armor and finest warhorse the village could afford which, judging by the models, would make any Brettonian village ridiculously rich by real-life Medieval standards unless the villagers were the craftsmen making it and did it for free out of the self-interest of protection , along with lordship over the village itself and whatever lands and castle were considered part of it to defend as their own property.

There are several interesting details about this system, such as how Knights Errant are not technically knights; a Knight Errant is not a true knight, but an aspirant, the title meaning they're trying to become a knight by accepting an errand to complete.

This leads directly to the tradition of the Errantry War, when the king declares open season on a particular enemy and the war itself becomes an errand.

Because you usually only get the chance to become a knight when your village doesn't currently have a knight, an Errantry War is a great opportunity for ambitious peasants and noble scions alike to seek knighthood, as well as a good way to raise a big army very quickly.

Of course, this also makes an Errantry War into a double-edged sword, because you have to give out the knighthoods afterwards.

If you haven't conquered enough land to go around So kings don't declare Errantry Wars very often.

Another interesting detail is that the Bretonnian system of knighthood was functionally meritocratic, with knighthood something you achieved by completing an errand rather than inheriting the position.

A lord's sons start out as Knights Errant and have an advantage over most peasants because they probably have access to much better training and equipment, but even so, they still have to follow the rule.

No errand means no knighthood and no domain. The system essentially worked from the bottom up, with the village as the basic unit of social organisation, and in many ways you became a knight through social consensus.

The person who succeeds at the errand is probably going to be the person with community support because the village provided the weapons, equipment, and other essential aid he needed to complete his errand.

A knight was essentially a village champion, with the next level up being a champion chosen from among the knights, then you build another champion on top of them, and so on until you reached the King.

In this sense it would probably be fair to characterise 5th edition Bretonnia as a meritocratic aristocracy. You ascend to the aristocracy by performing errands, and if you were born to a noble family but fail to complete an errand then sorry, son, you're not a noble.

While it's not perfect, the close association of the knight with the village probably helped to safeguard against abusive knights as well.

After all, who sets the errand? Who decides who the 'fairest maiden' is, and how does she decide what to do? What stops a village agreeing to set a suicidal task if they hated the foremost candidates for knighthood, waited for those candidates to get killed and then set an easier one for the guy they liked?

Even the identification of a particular maiden as 'the fairest' had to do with social consensus. It's entirely possible that the potential knight and the maiden are already a couple and the system is gamed ahead of time.

You don't get knighted by an existing knight, a lord, or the king, the whole system hinged on the local community.

If you want social success, then you just had to go kill a monster! There were also no rules about how the errand is completed or any judges watching you, so it's entirely possible to complete the errand through cleverness.

Of course, Games Workshop didn't think that was grimdark enough, and for Sixth Edition decided to flip the system on its head so that instead of rising from the bottom up, it hangs down and drips feces all over everyone unlucky enough to live at the bottom.

Warhammer Fantasy Roleplay 's Knights of the Grail follows the 6th edition model and provided a strict legal definition of nobility codified by Louis the Rash, second king of Bretonnia.

He made a big list of names called the Peer List: if your name was on the list you were a noble, and if both your parents were nobles then you were a noble, but even one peasant would disqualify you.

In theory, all Bretonnian nobles should be able to trace their lineage back to the List, and while the king has the power add a name to the List, he has only done so three times in all of Bretonnia's recorded history.

In stark opposition to the egalitarian system of 5E based on deeds, 6E Bretonnian nobility is purely a matter of ancestry. Nobles then claim fiefs and rule over villages, but are not required to interact with them in any way, and the village has no power over them.

In 5E, the knight springs from the people.

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