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#1
Pour la Bretonnie, la Dame du Lac et le Graal ! (SousMod pour Cow)
20-07-2011, 14h14
Version anglaise ici :
http://www.twcenter.net/forums/showt...ight=bretonnia
Etant donné que les devs du mod semblent snobber la Bretonnie (assez étonnant au vu du fait que c'est une armée médiévale convenant très bien à Med2 et comparé à leur choix de mettre 15 000 factions dans l'Empire) on est obligés de laisser retomber ses espoirs avec les mods. En voici un qui est apparemment le plus abouti :
Par contre impossible de mettre la main sur les images
[QUOTE=♔BayonetFodder-San♔;7880194]
Map
Spoiler:
From The Iron Claw Sea to the Southern Mountains
Spoiler:
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 Chalons
The Forest of Chalons 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 honeycombed 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.
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.
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.
Introduction to the Fair Land Breton
Spoiler:
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.
Mod Aims
Spoiler:
Based on the GW’s Bretonnian faction this mod hopes to add the bretonnian faction to the COW mod produced at TWC.
The mod will add all relative units, mapping, flavour text and be as lore specific as possible.
The mod aims to represent Bretonnia as a single faction with its strengths and weaknesses divided around the nation allocating specific unit recruitment, buildings etc to specific areas (AOR).
The mod will also aim to bring the Bretonnian legendary chivalric as well as their many knightly virtues to the units in an effort to make an all round balanced faction.
Traditionally the unit list for the Breton army is rather small but with AOR (area of recruitment) we can have diversification of units with slightly tweaked statistics coming from different regions.
The army is also again heavily based on cavalry with infantry being mainly consisting of auxilia and enlisted peasantry this will be reflected in the available army lists.
For now the legendary Bretonnian figures and characters will be scripted in as ancillaries and traits. If modelling becomes possible later then i will extend it.
At first glance the list is rather small and dull looking but be assured once we factor in all the units special abilities, virtues etc you will understand why. Also trying to keep lore specific to have a massive army list just isn’t what this faction is about.
Appeal for Able Bodied Men Women....and others.:tongue:
Spoiler:
For anybody out there who has started work or thought about starting work for this faction:
!!!PLEASE!!!
I would feel honoured and privileged to work together/build a new team/work along side any and all of you.
I hope you find no pretention in my assumption of becoming the mod leader for this project and if so i hope we can come to an agreement in that we can join forces for the betterment of the mod and the end result of a kick ass addition to an awesome conversion for MTW2.
Yours in chivalry
♔BayonetFodder♔.
Towns and Heraldry list
Spoiler:
he town list will also be representative of the province it is in, the map is set out to relate the history of Bretonnia with all the heavily fortified castles being on the perimeter and the borders and then the soft underbelly of towns in the interior.
I will be working as specific to Warhammer lore as much as possible but also with some of my own ideas. We will accommodate 13 provinces which is lore specific to the current state of the Kingdom
Couronne-Capital
Spoiler:
Louen Leoncouer is the king of bretonnia and the Duke of Couronne and bears the royal heraldry of the lion rampant.
Carleond was, the first duke of this land was given this heraldry after a boyhood incident saw him saly the last lion in the lands of Bretonni.
Later after Carleond fought at the battle of Couronne, saving the city and its people, the people of the land rallied to him and for that was knighted as the first Duke of the land once Gilles had united Bretonnia.
Brionne-castle
Spoiler:
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.
Home to the great and one of the original grail Knight patriarchs, Balduin, Brionne was one of the first lands’ to be freed by Gilles in his quest to liberate the Bretonni people from the scourge of the Greenskin.
Many centuries have passed since those great and heady days yet the people of Brionne have continued in their stalwart defence of their land and unwavering loyalty to the crown.
Through fate and geographical circumstances the Duchy of Brionne borders with relative friendly neighbours in Estalia who Breton help liberate from the Araby invasion in the year of our Lady 471.
Due to this The Brionnise enjoy a protected ‘pocket’ that stretches their entire border and with the might of the Estalian mercenary fleets close to hand help is never far away.
Duke Theodoric rules over the people of Brionne and bears a shield emblazoned with the battle axe of Brionne. During the 3rd famous battle with Gilles Le Breton and his companions, Balduin of Brionne sallied forth to do battle with the boldest of the for. He smote down the largest of the enemy warlords but no before his adversary buried his mighty axe into the Dukes shield, in spite of the weight the duke fought on to victory and so is honoured in the duchies heraldry to this day.
Carcassonne-castle
Spoiler:
Duke Hyblad is the grim and respected lord of Carasscone whose shield bears the imagery of the sword a powerful symbol in the kingdom of the warrior. This heraldry was first adopted by Duke Lambard one of Gilles companions in respect of the culture of his forbears. For hundreds of years the sons of Carasscone have been given a newly forged birth sword that they are made to touch as soon as they are born and stays with them until the time comes for it to be wielded
Quennelles-town
Spoiler:
Duke Tancred the second is lord of the ancient lands of Quenlles, the land bordering the realms of the fey. In honour to the capricious and dangerous sprites and faeries of these lands his family bears the heraldry of the unicorn-indeed it is said that in time longs past the first Duke Rademund the pure befriended the fey folk and walked amongst themm without fear.
Bastonne-town
Spoiler:
Bearing the proud heraldry of the dragon Duke Bohemond Beast-slayer of Batonne, of the bloodline of Gilles Le Breton himself. Gilles took this heraldry as his own after he slew the ancient dragon Smearghus, and from then on wore the skin of the beast. This revered artefact is still held within the dukes great keep, tended by an enclave of priestesses and worn on occasion of ceremony and warfare.
Montfort-castle
Spoiler:
Shadowed by the great prey mountains and dwarfed by the pale sisters the Castle of Montfort overlooks the Axebite pass while protecting the goodly citizens of Bretonnia from the devilish attentions of the Night Goblins who grow bolder by the day as the great stirring in the North begins.
The bloodline of the patriarch of this embattled land, Lord Martrud, still holds true and his descendants carry on the relentless work of keeping trade and communication with the Empire and their Breton neighbours, The Duchy of Paravvon open.
This land is considered some of the most Holy in the Kingdom as this was the site where Gilles was smote by the foul sorceries of the Nigh Goblyn Wyches but who rose from the dead with the Lady’s blessing to continue his Holy cleansing of the land. The part of the castle that housed Gilles through one of his darkest hours is now a Sacristy and a place of pilgrimage for the faithful of Bretonnia.
Lord of the lands of Montfort is Duke Folcord and it is his towering castle montfort that guards the narrow passage at axebite pass. Though a castle has stood there for hundreds of years it was Duke Martrud companion of Gilles who built its walls to the towering heights that they remain, and it is that image is which represents his family's pride and heritage.
Gisoureux-town
Spoiler:
Ruling Giseoreux is the stalwart and virtuous Duke Hagen. As recounted in the histories of the unconquerable realm, the first Duke , Beren, fought valiantly against foul ambushers from the forest of ardena nd was the lone survivor of his poarty sorely injured and lost. A vision of a white hart led him to safety and it is this occurrence that is honoured in the family's heraldry.
Mousillion-castle
Spoiler:
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.
Once the most fairest and most noble of all the realms the first duke of Mousillion was Landuin- finset of all Gilles companions. He bore the device of the Fleur de Lys an ancient symbol of purity and devotion. This realm has since fallen from grace and into dishonour and loathing, although it seems that one has risen to claim the dukedom for his own, a black armoured knight who some say is kin to the king himself.
Aquitaine-castle
Spoiler:
Duke Armand once the bearer of the standard of Bretonnia rules over the strong willed and contentious people of Aquitaine. Having come to power at the kings behest when his brother fell in battle with no clear heir to the title. His coat of arms bears the winged falcon claw of his forefather Fredemund, companion of Gilles and lord of the skies
it is believed that Fredemund could call on the mighty and mystical creatures of the air in the time of need or peril.
L’Anguille-town
Spoiler:
Bathed in the sun and the sea breeze lies the great City Port of L’Anguille. Legend was that L’Anguille was laid by the Fay (Elven) powers but abandoned long ago before the Bretons came to power.
Its a thriving metropolis of a port that has vital links with the ports in Estalia and the more dangerous route to Middenheim past the Wasteland coast.
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.
Although surrounded on all sides by powerful Duchies L’Anguille is still vulnerable from a sea attack and has withered many years under the relentless force of the Chaos driven Norsemen.
During the Grail quest of Gilles le Breton, the great lord of Bordeleaux Duke Marcus seeing that no matter how well the companions and their troops fought the Norsemen kept coming finally he challenged and slew the evil and brutal Svengar of the Skaelings in a savage mortal combat to decide the battle.
The Norsemen seeing their terrible and great leader slain retreated back to their ports never to be heard from again..... for now.
Humble and virtuous Duke Tuaberre rules L'Anguille and bears the royal coat of arms, the image of a raging sea monster. It is believed that fair Theralind beloved of Corduin the patriarch of L'Anguille and original grail companion was turned into this beast by a jealous and vengeful hag. Nevertheless the purity of Theralind won out and it is a local myth that she safeguards the port still her grief causing the most treacherous storms that lash the coast.
Lyonesse-castle
Spoiler:
Lord of the realm of Lyonesse duke Aldahard bears his family's heraldry of a lions head. Thierful first and most devoted of the companions took this heraldry after he and his brothers slew a lion as children. From that day forward each time he rode to war he wore the lions fur over his shoulder and head it is recorded that he fought with the ferocity of that very lion.
Parravon –castle
Spoiler:
Duke Cassavon is the sovereign of the lands of Parravon and it is his family that bears the Pegasus rampant, this is in memory of Agilgar Parrovon the patriarch, first duke and companion of Gilles for it was he who befriended Glorfinial the mighty lord and sire of all Royal Pegasus
Artois-town
Spoiler:
The forested dukedom of Artois is the realm of Duke Chilfroy who oft rides forth into the grim glades to trakc down the beasts that lurk therin and terrorise the countryside. Skilled as none other with a lance be it at war or the hunt it was the first duke Folgar who hosted the gathering of the companions. The heraldry of Artois bears a boars head symbolising the great beast “Dorthanok”that Folgar slew for the great feast of the companions.
Bordeleux-castle
Spoiler:
Bordeleaux is ruled by the strict and brave Duke Alberic victor of palantor fields. He wears the family's coat of arms the triforked badge of office distinctive of the sea god Manann. Duke Marcus of the original companions and first duke of this land was said to have fought on Manann 's side himself to drive the raids from Norsland and this heraldry symbolises the strong link those of Marcus's line have with the tempestuous sea deity.
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.
Lore Specific Unit Models(sorry not in game models yet)
Spoiler:
Fay Enchantress
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Bretonnian Reliquae
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Trebuchet with Battle pilgrims
Spoiler:
Questing Knights
Spoiler:
The Green Knight
Spoiler:
Louen Lonceur-King of Bretonnia
Spoiler:
Battle Pilgrims
Spoiler:
Dismounted Knight of the Realm
Spoiler:
Dis-Mounted Grail Knight
Spoiler:
Damsel of the lady of the Lake
Spoiler:
Bretonnian Lord
Spoiler:
Bretonnian Lord of Brionne
Spoiler:
Bretonnian Royal Battle Standard
Spoiler:
Fay Enchantress 2
Spoiler:
Mounted Yeomen
Spoiler:
Men-At-Arms
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Bowmen
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Pegasus Knights
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Yeomen Standard
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Mounted Knights of the Realm
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Mounted Grail knights
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Royal Battle Standard
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Yeoman Standard
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Yeoman Champion
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Army List To be Developed for v1.0+Topic Posting Explaining why
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Right I have spent all night and most of today researching the answers that I think will make everyone happy. I even found a socio-demographic profile done on Bretonnia (crazy I know but it exists....)
Right first off I will answer all the comments and questions and hopefully give adequate reasoning behind it.
But before I do I would like to reiterate a few things regarding the faction both lore wise, tabletop game wise (which all these lovely pc games are based on anyway), and Warhammer progressive additions.
The Bretonnian Faction like we all are aware and like the team has now taken a consensus on is a faction that has been based and will be based on a strong knightly contingent with auxiliary and militia support.
The only reason we have entered into the debate over mercs, special units etc is because there is a wealth of info and especially pictures of what modelers have done to.
A) give their tabletop armies depth and more character while at the same time having more diverse units to play with .
B) really show off their modeling skills in competitions etc.
This has generated excitement and also a little confusion by people asking “what about this one” “:what about that one”, without fully exploring why those units are featured and they have a place in the Breton army.
..and lets face it we all want loads of units with pretty features and cool characteristics. But one thing this forum and all its members has taught me is in the end game what counts is quality over quantity and overall balance in the game.
So I will start with the posts....
Am I missing something here? What are these Bretonnian Giants? Theoreticaly Bretonnians disdain the use of mercenaries. And by mercanaries I mean hired swords. I suppose they are fine with wandering bands of recruitable peasants though.
As I have stated in the past and above people creating these armies for tabletop gaming go to great lengths to create units for flavour and fun as long as they follow a few simple rules from the army books nad the general rule book the sky really is the limit, point in question giants.
Now I could find you a handful of user made stories and 'accounts' of how giants rwere captured and ensnared by sorcery etc etc etc but its all really mere justification to have a mobile battering ram in your army, lets be honest and this is by far one of the more believable units.... LOL I was tempted to post the 'shrek ogre unit' as a joke but I could imagine the riot it would caused so didnt...
On a personal note I dont think giants are a good idea at all but hence why I put up the test list.
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i don't like the idea to give mercenaries to Bretonnia.
Knights and peasants.... THAT'S ALL
I have to concur with my musical genius on this one, but i will hopefully prove the necessity of better equipped militia etc later on. But again to reiterate the whole point of gathering so much fluff and going sdo deep is so that we have alore specific and realistic representation of the bretonnian faction.
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ok they have access to dog of wars, but if you want mercenaries at all cost here is my point of view : only close geographical mercenaries and ONE TIME RECRUITMENT mercenaries or very long refresh to recruit mercenaries again. this way the player cannot "mercenary abuse"
for me this is a good compromise on the mercenary angle and maybe this is the direction we can introduce mercs to bretonnia.
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This is just a suggestion, bu ti think there should be at least one dismounted Knights unit, for the simple fact that the Bretonians have no good heavy infantry.
This was realized very early when GW started reworking the factions and although it extended a bit further than dismounted knights the need was ascertained that the Bretonnians needed a reliable backbone to their military might but at the same time not over powered and not too take away the focus from the knightly orders.
It was introduced and implemented very well around 4th edition release ( so my sources tell me) for the lords of the land to raise professional levies.
This was keeping with the consistency of game balance as well as the fact that this was the state of things in medieval Europe and so made sense to be translated into the Warhammer universe.
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Only one knight is said to where all Black, and he is rumoured to be the lost son of the King, although none know the truth (save the King, of course) of Mallobaudes past.
Instead of a variant of the Fleur de Lys that follows those of Landuin's Household, he bears a sable serpent on an Or field. (Black Snake, Yellow Background).
I am very glad someone else knows this legend as this was my idea vbehind the duchy of Moussilon but Isilendil is not really sold on the idea, I think he wants to have an undead rebel province in Moussilon but its something we can discuss later.
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As to the list - not keen on the Giants - there is history between them and the Bretons due to their involvement with the Greenskins during the time of the Uniter. Not keen on Arabyans, as the Bretons were foremost in the assaults upon the Sultan Jaffar during the Crusades, and the Arabyans haven't yet forgiven them.
I completely agree I just wanted to show people what some of the opotions were.
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As a fan vote, I say no mercenaries, at most maybe some Tilean ones, but no more. And if the lore dictates that there be knights and peasants only, let it be so. It makes for
a unique experience.
Good point regarding the lore.
But what we seem to be forgetting here is that the lore and makeup of the faction is reviewed and rebalanced with each release and in the case of Bretonnia we are on 7th ed, which means there have been a lot of additions and modifications done in the name of balance for the faction which we definitely must atke into account if we hope to represent a truly lore specific and balanced faction.
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Oh my God, how will Bretonnia will handle siege battle without freaking awesome "elite dismounted Grail Knight with 7 exp chevrons????????".
as i said before, each faction has it own fighting style. some armies count on strong and slow powerful infantry (dwarves) and got NO CAVALRY, can't you believe it? damn, how to they do in open battlefield without horses? give them pegasus knights OMG!
some armies use missiles a lot, remember Rome Total War and Parthia : OMG horses, horses, always horses, oh my god missile horses..... wow, one weak light spearmen regiment! here we go to the walls!!!
I say, you wanna take a city with Bretonnia? Take 5-6 powerful knights only to force far more numerous sieged army to go out and then crush them, or take a full army and siege them till they go out.
this is how to manage.
if you really want some kinda "men at arms veteran" (as i purposed) they should be (still) peseants aswell, and slightly (no more) better than casual men at arms, very rare and its real advantage should better moral.
I hear this point mon ami and in complete agreeance with you again we will build the faction according to Warhammer lore and take it from there.
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I'm not big fan of "horse spamming" factions
This was a concern for me as well as when I play rohan in TATW its tempting to have large stack of heavy horse archers roam the field wiping out all in sundry but I don’t think we will get to that stage….
So all in all I think we can all agree that the knightly orders will retain primary focus in the army list with peasant milita as auxiliary.
However I must emphasise on the subject of balance that we have some heavy infantry units, agreed that mustn’t be spammed, over powerful or in great abundance but nevertheless from looking at sample bretonnian army lists I think it would be remiss of us to leave them out.
Mercs I think we can all agree should be shelved till later. I have some compelling arguments for Errantry war mercs etc etc etc etc but I believe this is an area of focus we can leave till later.
Spoiler:
AOR representation=
• each duchy will have its own heraldic and colour representation for these unit types
• representation will be on shields, banners and clothing for knights as well
Generic=
• one unit type for the kingdom can have an overall and simplified look.
Specified location Only=
• denotes availability in the ‘named location’
• special knight units etc must have a generic look and feel and rather be structured around their look and not their heraldry.
Bretonnian Army List
Generic Units:
All units will be recruit able in castles and towns have mediocre stats these will be the base units for the bretonnian army.
Peasant Bowman
- militia level- AOR representation
Men at Arms Spear- militia level
- AOR representation
Battle Pilgrims
- non elite- Generic
Yeomen cavalry
- light cavalry level, non missile- AOR representation
Place of recruitment:
Mousillon; Brionne; Corounne; Carcasconne; Bastonne; Lyonesse;Artois; Montfort; Parravon; L’Anguille; Quenelles; Gisoreux; Bordeleaux; Aquitaine
AOR –Castle
Men at arms:
sword- light infantry level -AOR representation
Men at arms halbediers
-heavy infantry- AOR representation
Longbowmen-
medium level, good range good damage, weak defence -Generic
Knights of the realm
- heavy cav. - AOR representation
Questing knights
- heavy cav. - AOR representation
Knight Errants
- heavy cav., - AOR representation
Place of recruitment:
Mousillon; Brionne; Corounne; Carcasconne; Lyonesse; Artois; Montfort; Parravon; Bordeleaux; Aquitaine
Specialised Units
Grail Knights
- super heavy cav. –Specified location Only
Pegasus knights
- super heavy cav. –Specified location Only
Grail reliqaue
- elite unit with battle pilgrims at heavy inf. level. –Specified location Only
Trebuchet
-. –Specified location Only
Kings Royal Paladins
- command squad/general bodyguard- only in Couronne
Only Couronne, Carcassone, Brionne, Montfort-
Motivation these were and are the duchies with the closest ties and outstanding relations with the King and the Royal house
Mercs
TBD
Specific AOR names etc will be fleshed out i am awaiting a confirmed and lore specific “named & famous regiment” list from my external sources.
Named Regiments
Named regiments in Bretonnnian lore follow simple and descriptive references because of the semi-professional nature of a bretonnian army (unlike the empire),there are very few legendary regiments with long honour rolls etc and so more often than not take the names of :
Local lords heraldic signatures.
Local legends and heroes.
Knightly retinues
Only the royal duchy of couronne has a few legendary units whose regiments founding date back to the actual founding of Breton.
With this in mind its more lore specific and realistically sounding for regiments names to follow after the following primers. Also bearing in mind that a regiments roll of honour often was included in its name until the modernisation of Military Doctrine
“The Kings Own....................”:
Example: " Royal Paladins of the Kings Owns Regiment"
“Band of........”:
Example: "Bertrand Birgand Band of Jolly Fellows"
“Duke/Baron/Lords/Sir.........”:
Example: "Duke Bohemonds DragonSlayers"
Crusade Descriptive names:
Example: "Sons of the Twilight Crusade"
Holy Causes Descriptive names:
Example: "Knight Champion of Her lady's Holy Chalice"
Town/castle Militia
Example: " Montforts' 1st draft Dodgers"
These are obviously are very literal examples but were very common practice when it came to naming bands and regiments in Medieval Europe and so translates well for Warhammer Bretonnia.
Music Preview
** All cookies and praise to maestro TWmadman on this awesome scoring work.
** All cookies for the awesome Bretonnian Royal heraldic symbol to Kahvipannu our resident 2D wiz and portable coffee maker.
** All cookies for the awesome, and numerous, models in this thread to Turambar&Death
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Stilgar
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20-07-2011, 14h15
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