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Bretonnians Bretonnian Skills, Talents & Attributes

Attributes Humans
“The lands of Bretonnia are a feudal, traditional society where Weapon Skill 2d10 + 20
peasants and commoners serve noble knights in return for Ballistic Skill 2d10 + 20
protection, while the knights are bound militarily to serve their Strength 2d10 + 20
lords in return for certain rights, privileges, and landed titles. At Toughness 2d10 + 20
the top of this feudal hierarchy is the king. Beneath the kings are Initiative 2d10 + 20
the dukes. Beneath them are lesser ranks of nobility such as Agility 2d10 + 20
marquises, earls, viscounts, lords, and knights, all in descending Dexterity 2d10 + 20
order, the Barons having a special place within the courtly pecking Intelligence 2d10 + 20
order. Each of the senior nobles are also master over a number of Willpower 2d10 + 20
knights, whom are the lowest noble rank of society. Each knight, Fellowship 2d10 + 20
including the higher nobles, has a duty to raise his own full-time Wounds SB+(2 x TB) +WPB
force of Men-at-Arms, chosen from the most physically able Fate 2
peasants within his domain. In return for serving his knightly lord, Resilience 1
each peasant is given a small tract of land to farm for his family Extra Points 3
and can be expected to be called upon in times of war, to form a Movement 4
peasant militia of archers and pikes, commanded by the highest
ranking nobleman present. Starting Hierarchy Roll
Peasantry 1-95
The kingdom is notorious for its oppression of both the commoners Nobility 96-100
and peasants, which most agree is stricter and harsher than those of
other Old World nations. This dark side of Bretonnian culture is Bretonnian (Peasantry) Species Skills & Talents
placed unashamedly out in the open where all nobles and nobility Skills: Animal Care, Charm Animal, Cool, Endurance, Gossip,
are set high above the peasantry in all ways. Noblemen have all the Haggle, Lore (Dukedom), Lore (Agriculture), Melee (Basic),
say in most matters, and Bretonnian peasants often live in far Ranged (Bow), Ride (Horse), Trade (Farmer)
worse conditions than those in the Empire, Tilea, Estalia and Talents: Nimble Fingered or Very Resilient, Stone Soup, Strong
perhaps even brutal Kislev in some respects. The nobility often Back, Dukedom Trait (Any)
disputes these claims, however, pointing to the religious inquisition
Bretonnian (Nobility) Species Skills & Talents
of the Empire and the atrocities committed by the Witch Hunters.
Skills: Charm Animal, Charm, Cool, Gossip, Haggle, Language
To them, the peasantry have homes to live in and food on their (Any), Leadership, Lore (Dukedom), Lore (Politics), Melee (Basic
tables. They can marry whomever they want without the concern or Two-handed), Pray, Ride (Horse)
of politics, and they live under the protection of their lord. They Talents: Noble Blood, Read/Write, Suave or Warrior Born,
work, they eat, they sleep and they rut. Indeed, this does not sound Dukedom Trait (Any)
like a bad life to most Knights Errant who, while appearing brash
and dismissive to the serfs, will soon learn to adopt a more solemn Dukedom Traits:
and honorable bearing, befitting their sacred role as protectors of •L’Anguillian: Deal Maker or Old Salt, One Random Talent
the realm.
•Aquitaine: Coolheaded, One Random Talent
Nonetheless, the peasants have very few, if any, rights at all, and
are kept illiterate and uneducated by law. They are often •Artois: Hatred (Beastmen), Very Resilient or Very Strong
considered the mere property of their feudal lord, and must
surrender nine tenths of their crops each harvest. As a result, most •Bastonne: Stout-Hearted, One Random Talent
remain extremely poor throughout their entire lives. Bretonnian
•Bordeleaux: Carouser or Seas Legs, One Random Talent
justice is extremely harsh and entirely ruled by superstition; any
peasant who is caught stealing or poaching is usually hanged. Far •Brionne: Artistic or Perfect Pitch, One Random Talent
harsher punishment is dealt to any peasant who attacks a noble. He
and his entire family will be tortured and slowly dismembered •Carcassonne: Warrior Born, One Random Talent
(being drawn and quartered is the preferred method) while all his
closest friends and acquaintances will be crippled. Such is the price •Couronne: Craftsman (Ferrier) or Trick Riding, One Random
of rebellion. Talent

A small but growing middle class of commoners, also referred to •Gisoreux: Seasoned Traveler or Strider (Mountains), One
as Freemen, make up both the professional trades and merchant Random Talent
class within Bretonnian society. Although literate for the most part
they can be either self-taught or instructed by monks, as there are •Lyonesse: Cat-tongued or Schemer, One Random Talent
no public schools in Bretonnia. All education is thus done by
•Montfort: Hardy, One Random Talent
private arrangement and comes from the many Grail Monasteries
for a steep price. Artisans, craftsmen, and skilled semi- •Mousillon: Strong-Minded, One Random Talent
professionals live almost exclusively within the kingdom’s few
cities and numerous larger towns, situated mostly along the •Parravon: Animal Affinity or Sixth Sense, One Random Talent
kingdom's coasts and rivers.”—Warhammer Wiki
•Quenelles: Hatred (Greenskins), One Random Talent

1
Bretonnian Career Tables

Bretonnian (Peasantry) Bretonnian (Nobility)


Academics: Academics:
Apothecary 01 Apothecary 01
Lawyer 02 Lawyer 02-03
Nun 03-04 Nun 04-06
Physician 04 Physician 07-08
Priest 05-09 Priest 09-13
Scholar 10 Scholar 14-15
Wizard 11 Wizard 16-17
Burghers: Burghers:
Agitator 12-15 Artisan 18-20
Artisan 16-18 Investigator 21
Beggar 19-21 Merchant 22-25
Investigator 22 Courtiers:
Merchant 23 Advisor 26-27
Rat Catcher 24-27 Artist 28
Townsman 28-29 Duelist 29-31
Watchman 30 Envoy 32-34
Courtiers: Noble 35-49
Servant 31-35 Servant 50
Peasants: Spy 51-52
Hedge Witch 36 Warden 53-55
Herbalist 37-40 Peasants:
Hunter 41-45 Bailiff 56-60
Miner 46-48 Rangers:
Mystic 49 Bounty Hunter 61-63
Scout 50 Entertainer 64
Villager 51-60 Messenger 65
Rangers: Riverfolk:
Bounty Hunter 61 Seaman 66-70
Coachman 62 Rogues:
Entertainer 63-64 Bawd 71
Grail Pilgrim 65-66 Charlatan 72
Messenger 67 Fence 73
Pedlar 68-70 Outlaw 74-77
Riverfolk: Rackateer 78
Boatman 71-72 Thief 79-81
Huffer 73 Warriors:
Riverwoman 74-76 Guard 82-85
Seaman 77-78 Knight of the 86-95
Smuggler 79 Realm
Stevedore 80-82 Pit Fighter 96-97
Wrecker 83 Soldier 98-100
Rogues:
Bawd 83-84
Charlatan 85
Fence 86
Grave Robber 87
Outlaw 88-90
Racketeer 91
Thief 92-94
Witch 95
Warriors:
Guard 96
Man-At-Arms 97-98
Pit Fighter 99
Protagonist 100

2
Grail Pilgrim Grail Pilgrim Advance Scheme
Starting Characteristics: Weapon Skill, Strength
Human Bretonnian Peasant
and Toughness
“Grail Pilgrims are deranged, and suicidal fanatics dedicated solely Career Rank 2 Characteristic: Willpower
to the service of Bretonnia's fabled Grail Knights, basking in the Career Rank 3 Characteristic: Agility
reflected glory of those mighty individuals. Career Rank 4 Characteristic: Fellowship
WS BS S T I Ag Dex Int WP Fel
Whilst worship of the Lady is centered on the nobility, the peasants
do not ignore her. It is true that most peasants give their primary
devotion to the other deities of the Old World. A few peasants,
Grail Fanatic—Brass 2
however, are as devoted to the Lady of the Lake as any Grail
Skills: Art (Engraving), Dodge, Endurance, Intimidate, Intuition,
Knight. As these peasants cannot become Grail Knights or
Lore (The Lady), Melee (Basic), Outdoor Survival
Damsels themselves, they try to be as close as possible to those
Talents: Flee!, Frenzy, Strike to Stun, Strong-minded
who have. Damsels of the Lady are more feared than loved by
Trappings: Backpack, Robes
most peasants, and most would drive off any who started following
them around, so the vast majority of these peasants join the
Grail Pilgrim—Brass 5
entourage of a Grail Knight. Such people are known as Grail
Skills: Cool, Entertain (Singing), Entertain (Storytelling), Lore
Pilgrims.
(Heraldry), Melee (Flail), Melee (Polearm or Two-handed),
Talents: Etiquette (Knights), Hardy, Stout-hearted, Very Strong
A Grail Pilgrim, as long as he follows his Grail Knight, accepting
Trappings: Bits That Fell Off the Back of a Grail Knight, Buckler,
the hardships of life on the road, is deemed to be on pilgrimage and
thus cannot be seized by his lord. Few join purely for this Leather Jack, Melee Weapon (Any), Religious Symbol
independence, however, as Grail Knights seek out dangerous
places, and the life expectancy of Grail Pilgrims is not long... Questing Pilgrim—Silver 2
Driven by relentless obsession, these pilgrims collect almost Skills: Athletics, Charm, Lore (Bretonnia), Perception
anything that a Grail Knight casts aside, whether it be scrap of Talents: Public Speaker, Shieldsman, Tenacious, Very Resilient
ruined armor, clothing, or even discarded food. Such is their Trappings: Large Shield with Grail Heraldry, Robes with Grail
burning passion, these religious scavengers will follow their idol Heraldry
through all weathers and lands, exulting in his acts and praising his
sparing words. Battle Pilgrim—Silver 4
Skills: Entertain (Speeches), Leadership
It has been known for these desperate peasants to mistake gravely Talents: Battle Rage, Fearless (Heretics), Frightening,
wounded knights for dead - indeed it does not stretch credibility to Impassioned Zeal
believe that more than a few Grail Knights could well have met Trappings: Cart, Mail Armor, Reliquae, Unit of Grail Pilgrims
their demise as a result of being crushed by scavenging pilgrims.
To such a zealot the most prized of all the possessions of a Grail
Knight is his body itself. In fact, many bands of pilgrims cart
around a Reliquae wherever they go, with the corpse of a departed
knight resting at its center. The outside of the reliquae is a gaudy
mélange, adorned with trinkets gathered from many Grail Knights
from across all corners of Bretonnia.

Often, peasants in the crowd will choose to join the ragtag band of
pilgrims, drawn by promises of salvation and the blessing of the
Lady. Others are drafted into the ranks through threats and near
blackmail, generously being offered an opportunity to earn the
redemption of the Lady for crimes and misdeeds that are
sometimes real but, more usually, invented by the fanatical
preachers who are ever eager to expand their flock through any
means. Battle Pilgrims are the fanatical worshippers of the knights
from which they derive their namesake. They are furious warriors,
utterly dedicated to their patrons. A ramshackle band of zealots,
Grail Pilgrims make up for what they lack in skill with fury and
righteous fire.”—Warhammer Wiki

“I am but a simple man. To serve this most holy quest is reward


enough for me.”
—Anonymous Grail Pilgrim.

3
Knight of the Realm Knight of the Realm Advance Scheme
Starting Characteristics: Weapon Skill, Strength
Human Bretonnian Noble and Agility
Career Rank 2 Characteristic: Willpower
Bretonnia is a nation that prides itself on the idea of chivalry and
honor. Since the ancient human tribes of the Bretonni first set lands Career Rank 3 Characteristic: Fellowship
in the great country we know as Bretonnia, its people strong an Career Rank 4 Characteristic: Toughness
independent from the Empire founded under the great warrior WS BS S T I Ag Dex Int WP Fel
Sigmar. Under their own rulership they built a powerful feudal
system with its backbone lying with the numerous noble knights
that defend the realm with martial skill and honor in combat.
Knight Errant—Gold 1
Skills: Athletics, Animal Care, Lore (Heraldry), Lore (Theology),
Since Bretonnia’s unification under the great Gilles and the
Melee (Basic), Melee (Cavalry), Pray, Ride (Horse)
Companions, there is a near constant call to arms, as Knight
Talents: Etiquette (Nobles or Cultists), Fearless (Everything),
Errants pour out of every dukedom ready to serve the Lady of the
Roughrider, Sturdy
Lake. The legendary heavy cavalry of Bretonnia is said to share no
Trappings: Bretonnian Destrier with Saddle and Tack, Full Mail
equal, though many have tried, and through centuries of bloodshed
Armor with Helm, Hand Weapon, Shield, Tabard with Dukedom
and constant war they have proven time and again to hold true that
Heraldry
status. From giant beasts to roaring hordes of Greenskins and
Beastmen, it is both an honor and a necessity for valiant knights to
Knight of the Realm—Gold 3
fight all horrors in martial combat that seek to challenge them and
Skills: Cool, Dodge, Endurance, Intimidate, Language
to give their lives defending the people of the realm of Bretonnia.
(Battle), Melee (Any)
Talents: Bless (The Lady), Knightly Virtue (Any), Shieldsman,
At an early age young pages are picked from the nobility and
Strike Mighty Blow
trained in the art of warfare and swordsmanship. After years of
Trappings: Horse Barding, Land in Bretonnia (Several Acres),
education and training as a squire, they are ready to be granted the
Servants
status as a Knight Errant, the first line of Bretonnia’s defense
against evil. They serve their duty proudly, with lance in hand, and
Questing Knight—Silver 3
after much experience in war, travel and an eagerness to serve the
Skills: Charm, Consume Alcohol, Heal, Leadership
Lady, the lucky few manage to gain the title of Knight of the
Talents: Holy Visions, Seasoned Traveler, Stout-hearted,
Realm. These greater protectors of Bretonnia make up the core of
Unshakeable
the Bretonnian military and serve unquestioningly and are the most
Trappings: Quality Melee Weapon (Any), Your Grail Quest
common members of the ruling elite, holding their own portions of
land to protect with their life.
Grail Knight—Gold 4
Skills: Lore (Warfare), Ride (Hippogryph or Pegasus)
However, the most pious, honorable and distinguished knights
Talents: Disarm, Grail Virtue, Inspiring, Strike to Injure
require more. The most devoted to the Lady take up the Quest for
Trappings: Best Quality Weapon (Any), Best Quality Plate Armor
the Grail putting down their lance and swearing never again to
and Helm, Religious Relic, Tabard with Grail Heraldry
raise it until their quest has been complete and they have become
the greatest of their Lady’s chosen protectors—Grail Knights.
These Questing Knights are those nobles who are seeking the
attention of their patron goddess, the Lady of the Lake, in hopes of
acquiring her blessing to obtain the status of a Grail Knight. Living
a solitary existence, these men strive to prove themselves to the
Lady, performing good deeds, slaying foul beasts, and aiding the
armies of Bretonnia when in times of peril.

The quest is long, harsh and brutal, but if succeeded those knights
who prove themselves the most pure and worthy drink from the
grail given by the Lady, and if they survive, they become her Grail
Knights. These Knights are the very pinnacle of Bretonnian
chivalry, honor, and bravery. Those Questing Knights who have
drunk from the Holy Grail are blessed with the powers of the Lady
and have thus been proven worthy to become Grail Knights. To
obtain the position of a Grail Knight is the ultimate goal for all
knights, and to become one is to be the very embodiment of a holy
warrior. It is said that these knights are the greatest of mankind's
warriors to walk the earth.

“I give my body, heart and soul, to the Lady whom I seek. No


plea for help shall find me wanting. No obstacle will stand before
me. No evil will taint the lands bequeathed unto me. When the
clarion call is sounded, I will ride out and fight in the name of
Liege and Lady. That which is sacrament, I shall preserve. That
which is sublime, I will protect. That which threatens, I will
destroy, for my holy wrath will know no bounds. Honour is all.
Chivalry is all. Rejoice, for we, the Knights of Bretonnia... will be
your shield.”
—The combined vows of the Knights of Bretonnia.

4
Man-At-Arms (Created by Noah “FBV” A.) Man-At-Arms Advance Scheme
Starting Characteristics: Weapon Skill, Toughness
Human Bretonnian Peasant and Agility
Career Rank 2 Characteristic: Ballistic skill
Though noble knights are the most prominent and famous of the
forces of Bretonnia, it is humble, lowborn Men-at- Arms who
Career Rank 3 Characteristic: Strength
make up the bulk of Bretonnian armies. Whether they be simple Career Rank 4 Characteristic: Fellowship
peasant levies, given basic weapons and little training, or WS BS S T I Ag Dex Int WP Fel
professional soldiers with sturdy equipment and ample pay, Men-
at-Arms are ubiquitous in any Bretonnian fighting force.
Peasant Levy—Brass 1
Experienced Men-at-Arms are just as capable as the noble knights, Skills: Athletics, Consume Alcohol, Dodge, Gamble, Gossip,
though rarely as well-equipped. Men-at-Arms know when to be Melee (Basic), Outdoor Survival, Trade (Any)
noticed, when to fight hard, and when to run. Talents: Beneath Notice, Flee!, Sturdy, Warrior Born
Men-at-Arms can be seen all across Bretonnia and even beyond, Trappings: Bottle of Spirits, Leather Jerkin, Uniform Bearing
defending their homes or campaigning in foreign lands for their Lord’s Heraldry
lords.
Man-At-Arms—Brass 4
Between musters, Men-at-Arms often occupy themselves with Skills: Endurance, Language (Battle), Lore (Local), Melee
garrison duty and other forms of service or return to non-military (Polearm), Ranged (Bow), Stealth (Rural)
jobs. Many will accompany noble lords and knights on quests, or Talents: Drilled, Etiquette (Soldiers), Seasoned Traveller,
travel to perform tasks on behalf of their masters. Some turn to Tenacious
adventure, mercenary work, or banditry during these extended Trappings: Helmet, Soft Leather Armor, Weapon (Any)
periods of leave.
Yeoman—Silver 1
“Young Jean-Marie is out there with the other lads. He’s been Skills: Animal Care, Melee (Cavalry), Perception, Ride (Horse)
practicing standing straight all last year, we hope milord will pick Talents: Orientation, Roughrider, Strider (Any), Well-prepared
him to be a man-at-arms!” Trappings: Leather Breastplate, Riding Horse with Saddle and
—Eudes Bisset, L’Anguillian Peasant Tack

“Kid, I’ve seen enough war for three lifetimes. It’s all shit. Sure, Yeoman Sergeant—Silver 3
we march and charge at the Duke’s command, and we bow and Skills: Leadership, Lore (Warfare)
scrape nice and good for him. But when the clash begins? Best Talents: Sixth Sense, Strike Mighty Blow, Supportive, Very
hope The Lady is watching over you, for the Duke sure isn’t.” Resilient
—Onfroi, Paravonnese Man-at-Arms Trappings: Light Warhorse with Saddle and Tack, Mail Armor,
Unit of Yeomen

5
Paladin Paladin Advance Scheme
Starting Characteristics: Weapon Skill, Toughness
Human Bretonnian Noble and Willpower
Career Rank 2 Characteristic: Strength
“Bretonnian folklore is replete with the mighty feats of famous
knights as they battle against the odds to defeat their evil foes and Career Rank 3 Characteristic: Initiative
win the day. In these stories and poems, noble knights seek out and Career Rank 4 Characteristic: Fellowship
slay ferocious Dragons that terrorize the realms, battle and defeat WS BS S T I Ag Dex Int WP Fel
evil warriors and destroy entire armies of Greenskins single-
handed. No stories are more impressive than those told of Gilles le
Breton and his Grail Companions, tales that every noble son learns
Paragon—Gold 4
from a young age. It is a common sight to see such youngsters
Skills: Cool, Dodge, Endurance, Heal, Leadership, Lore
running around their fathers' castles, playing out the roles of Gilles
(Bretonnia), Melee (Any), Pray
and the Grail Companions as they take on and defeat the foul
Talents: Beat Blade, Invoke (The Lady), Etiquette (Bretonnians),
enemies besetting the lands. Weaned from a young age on these
Strong-minded
stories of individual heroism and bravery, it is every knight's
Trappings: Best Quality Plate Armor with Helmet, Best Quality
utmost desire to have great deeds of their own to be sung and
Weapon (Any Melee), Grail Symbol
recounted for years after their deaths. A knight's honor is of utmost
importance to him, and he would gladly lay down his life rather
Paladin—Gold 5
than have his name disgraced. Despite the exceedingly high
Skills: Charm, Entertain (Speeches), Intimidate, Language
standards the knights of Bretonnia set for themselves, there are
(Battle), Language (Classical), Ride (Horse)
mighty individuals who live up to these goals and become legend.
Talents: Combat Reflexes, Fleet Footed, Furious Assault,
Even the lowly Peasants feel inspired when they look upon such
Menacing
men, whose courage illuminates all.
Trappings: Hippogriff or Royal Pegasus, Quality Courtly Garb
Paladins are fearsome knights who have risen above their
Grail Warden—Gold 6
comrades through experience and martial might. They have
Skills: Intuition, Melee (Any), Perception, Ride (Hippogryph or
performed great deeds on the battlefield and defeated particularly
Pegasus)
dangerous foes. Their reputation precedes them, being every bit as
Talents: Combat Aware, Frightening, Sprinter, War Leader
deadly as the greatest heroes of the Empire—often even more so.
Trappings: Banner, Magical Melee Weapon (Any), Small Unit of
Some might be noble Knights of the Realm, whilst others may
Knights with Several Units of Men-At-Arms
have taken the Questing Vow, travelling the land and performing
acts of heroism in search of the Grail. Some Paladins are blessed
Grail Marshal—Gold 7
with having a noble Pegasus as their mount, and many are
Skills: Language (Any), Lore (Any)
equipped with enchanted weapons and armor, potent relics of holy
Talents: Combat Master, Commanding Presence, Public Speaker,
significance, often taken from the vaults of Grail Chapels.
Reaction Strike
Trappings: Castle with Servants, Large Unit of Knights with
Although not quite as influential as a Lord of the same knightly
Several Large Units of Men-At-Arms, Magical Suit of Armor
caste, Paladins are still forces of deadly inspiration upon the
battlefield. Many of them are highly ranked nobles, holding titles
such as Earl or Marquis, while others hold warrior-titles, such as
Marshal or Warden. A Paladin often acts as a more prominent
Lord’s personal champion, helping to command their armies and
defending them in combat. Whenever one of these heroes enters a
town, his presence will be known within minutes, news of his
arrival spreading through the crowded streets like wildfire amongst
the commoners, who will flock to get a glimpse of one of
Bretonnia’s heroes.”—Warhammer Wiki

Paladin is a special Career. To enter into the Paladin Career, a


Bretonnian with Noble Blood must have a Grail Virtue, complete
their 4th Career Level in the Warrior Class with a Gold Status and
have no Mutations, Sin Points or the Criminal Talent.

To complete a Career Level as a Paladin requires more from the


Lady and your followers to Advance than standard Careers would.
You must have the number of Advances listed below in all your
Paladin’s Career level’s Characteristics and in eight of your Career
level’s available Skills. You must also have at least 1 Talent from
your current Career level in Paladin. Skills and Talents you have
gained from advancement prior to entering the Paladin Career
count towards this.

Level Advances
1 25
2 30
3 35
4 40

6
A True Knight of Bretonnia
Virtue of Empathy - You are a true hero of the common people.
Add the Etiquette (Peasantry) and Gregarious Talents to any career
you enter; moreover, your bonuses when influencing others of
Knightly Virtue lower Status are doubled (WHFRP 4E Core Rulebook Page. 51).
Max: 1 Other knights do not think less of you for talking with your social
Description: You may select one virtue that best exemplifies your inferiors. (They may think less of you for choosing this path in the
Knight. This Virtue cannot be retracted or upgraded. Once you first place, however.)
select a Virtue you are beholden to the Bretonnian Code of
Chivalry and must abide by its Seven Commandments and Rules Virtue of Heroism - You excel at hand-to-hand combat and your
of Honor or suffer Sin Points: hits can prove deadly. Whenever you roll +6 SL or more on a
successful melee hit, you may choose to forgo the additional
Seven Commandments Damage to automatically inflict a Critical Hit instead. When using
• To serve the Lady of the Lake. the Virtue of Heroism in conjunction with an Impact or Damaging
• To defend the domains entrusted to them. Weapon, the Impact or Damaging Quality does not apply.
• To protect the weak and fight for the right.
• Always to fight the enemies of virtue and order. Virtue of the Ideal - You are considered the pinnacle of what it
• Never to give up the fight until the foe be defeated. means to be “Bretonnian”. You may choose 3 Bretonnian Noble
• Never to break faith with a friend or ally. Species Skills not previously taken to give free +3 Advances to,
• Always to display honor and courtesy. and a roll on the Random Talent Table for an additional Talent.

Rules of Honor Virtue of the Impetuous Knight - Add the Berserk Charge Talent
• A knight may only fight hand-to-hand, with sword or lance; they to any career you enter; moreover, your Charge has double its
may not use a missile weapon. normal Movement distance when on foot.
• A knight shall always accept a challenge towards personal
combat. Virtue of the Joust - You gain +20 WS when using a Lance.
• A knight shall not draw sword against their fellow Bretonnian
knights, except in trial by combat or within a tournament. Virtue of Knightly Temper - Add the Resolute Talent to any
• A knight shall not allow themselves to be captured alive. career you enter; moreover, when you Charge, you may attack
• A knight shall not flee from the enemy, nor retreat without proper twice as an Action.
tactical cause.
Virtue of Noble Disdain - You gain a +20 bonus to your Weapon
Virtue of Audacity - When determining Damage use your Skill when fighting characters who have used a missile weapon
opponent’s Strength Bonus as your Strength Bonus if it is higher; against you or your allies. You take a permanent -20 penalty to
always determine this before any other rules modify your Strength your Ballistic Skill characteristic and gain Animosity (Ranged) due
or Strength Bonus. Further, if your target is larger than you, and to your loathing for such cowardly means, even from your allies.
your score a Critical, multiply all melee Damage you cause by the
number of steps larger your target is (so, 2 steps = ×2, 3 steps = ×3, Virtue of the Penitent - You may not use magic items or ride
and so on); this multiplication is calculated after all modifiers are steeds other than a horse. Any weapon you wield counts as
applied. Magical, and the Critical Value of any Critical Hit roll made
against you is reduced by -10. A Critical Hit with a value of 0 has
Virtue of Confidence - Whilst engaged in combat, as an Action no effect.
you may issue a Challenge to a single opponent. Most targets of
the Challenge are not obligated to accept the Challenge (though Virtue of Purity - You invoke the Gifts of the Lady with utmost
many do); Knights with any Virtue Talent must accept. For the purity. You are amongst her most devout and pious of champions,
duration of the challenge, you deal +1 Damage with your melee channeling her will on the battlefield like a true paladin of
weapon attacks. Whilst engaged in a Challenge, you may not Bretonnia! If you roll a successful Pray Test, you can choose to
Challenge a new opponent in that combat until the first is defeated either use your rolled SL, or the number rolled on your units die.
or has fled the battle. You must direct all attacks towards the
challenged opponent until either you or they are defeated. Virtue of Stoicism - You may re-roll any failed Fear or Terror
Test, or any failed Test to resist Intimidation. If the re-roll
Virtue of Discipline - It is no easier to attack you when you are succeeds, ignore the first failure.
outnumbered. With this virtue, you negate any Combat Difficulty
Modifiers your opponents would gain due to outnumbering you.
This virtue does not negate any other circumstantial bonuses.

Virtue of Duty - You may pledge loyalty to up to three other


characters. When you fight alongside those characters, they each
gain a +5 bonus to their Weapon Skill characteristics. Unless all of
them are present in a battle, you take a -10 penalty to your Weapon
Skill Characteristic. This effect does not stack with other Virtue of
Duty’s. This pledge may be renounced should circumstances
forbid your ally from accompanying you, such as their death or
retirement, but it must be done under only the most serious of
circumstances and cannot be undone willingly by yourself.

7
Becoming a Questing
and have nothing but contempt for the Questing Knight and their
companions.

Knight Whilst other player characters may be involved, they are


essentially following the knight on their quest. If the Questing
Knight is uncovering a major threat to the land, then it’s the sort of
Virtue of the Quest - This Talent has several effects, but they only
thing adventurers do anyway. If they’re facing their own flaws, the
apply whilst the character is in the career of the Questing Knight.
other characters may feel a bit left out, so considering bridging the
If they complete the career and move on or abandon it to take up a
knight’s personal journey with one or more of their companions.
different basic career, the effects of the Talent lapse. If the
Perhaps the knight failed to protect one of them in a past encounter
character completes the career and becomes a Grail Knight, the
causing them to lose an eye or an arm, or gain a Corruption Point?
Talent is lost altogether. If they simply abandoned the Quest, they
The best thing to do here is talk to the players and see what they
retain the Talent receiving endless visions, and if the knight re-
would be happiest doing.
enters the Questing Knight career its effects apply once more.
Description: You take a -50 penalty to your Weapon Skill
characteristic if you have a lance. Questing Knights renounce the The Green Knight
use of that weapon, and those with the Virtue of the Quest find it
hard to break that pledge; moreover, any worldly possessions they The final part of the quest, the confrontation with the Green
hold are abandoned (aside from their adventuring gear, steed, Knight, is for the Questing Knight alone. The combat with the
weaponry and armor), be it donating all their money to a nearby Green Knight could be a purely symbolic gesture if the Questing
Grail Chapel and renouncing any controlled land until their quest is Knight has saved Bretonnia from a major threat, or it could be a
complete. You receive visions that direct your quest. These visions test of whether or not the knight has the skill to back up their acts
lead you to the places where you should be, which normally means of chivalry. At this point it is up to the GM how to proceed. The
that they lead you into danger. At any time, you may call upon Green Knight is one of, if not the most skilled duelist in
your strength of purpose to give you succor. As an Action, you Warhammer Fantasy, besting innumerable foes and being virtually
may spend a Fortune Point to heal 1d10+WPB of your own immortal; however, his stats don’t need to reflect this fact. The
Wounds. Green Knight is a test, just like any of the tests sent by The Lady to
her loyal knights during the rest of their Quest. It is recommended,

Becoming a Grail Knight


if you stat the Green Knight, that he acts as a counter to the knight
PC, with his Characteristics, Trappings and Talents being nearly
identical. Once the duel is finished (preferably in victory) the final
The Grail Quest: The Questing Knight’s quest is a defining step with the Grail Quest is all that remains.
feature of the how the character plays each session, both
mechanically and during roleplaying. It must provide a sufficient The Lady of the Lake
challenge in order for the knight to logically complete the Questing
Knight career and to enter the Grail Knight career, and the The meeting with the Lady is a dramatic event. Lights shine from
adventures included should have more significance than the defeat the lake that you meet her by. The Lady, dazzlingly beautiful,
of random fringe bands of bandits, greenskins or a monster. Once walks across water and through the mists holding the Grail for the
the character has reached the point of advancement from Questing knight to drink, and as the character drinks from the Grail they see
Knight to Grail Knight, they should be put under one last the whole world in a new divine way. The Questing Knight hears
significant task by The Lady, usually consisting of 3-5 or more the stories of the encounters between the greatest of Bretonnia’s
sessions of story content leading to their final encounter with The heroes, including the Grail Companions, and the Green Knight and
Green Knight. the Lady. Their encounters include elements from the stories made
from the experiences of the Questing Knight and the party they
Significance accompany, making it clear that the knight’s journey and
There are many different types of significance which suit different friendship is just as much a part of the same tradition since
styles of play. In one example, the Questing Knight could unearth Bretonnia’s unification. After this ceremony is concluded, the PC
and defeat a significant threat to the land of Bretonnia be it internal may select a Grail Virtue, assuming they have purchased at least
or outside its borders: one Knightly Virtue.

For example: This might be a secretive underground Chaos or


Necromancy cult hiding in a major city or large town, an Orc
warlord ravaging the local populace--possibly the beginning of an
Orc WAAAGH!!!, a Bestigor gathering a war herd, or even a
Norscan raiding party being led by a potential Chosen of the Chaos
Gods unleashing carnage in their names.

Another method could have the events of the quest force the
Questing Knight to face their weaknesses or past mistakes. Thus, a
knight who failed to defend a village against an Orc attack might
find themselves placed to defend a different village from a horde
of Beastmen. On the other hand, a knight with a tendency to lose
their temper might find themselves forced to calmly negotiate
peace between two nobles or warring factions who hate each other

8
Grail Virtue attacks strike with such force they inflict a -10 WS penalty on any
Max: 1 foe who opposes them.
You may select one Grail Virtue after advancing to Grail Knight.
This virtue cannot be retracted or upgraded and requires you’ve Grail Virtue of the Joust - In your hands, all lances count as
acquired the Knightly Virtue of the same name: You cannot magic weapons and deal +2 additional Damage while mounted and
acquire the Grail Virtue of Audacity for instance without first Charging. They also lose the Improvised Weapon effect if used on
acquiring the Knightly Virtue of Audacity. You gain a permanent a round you haven’t Charged, while mounted. If you wield a lance
+5 bonus to your Strength and Toughness Characteristics (this that is already magical, its Damage is increased by +1.
does not count towards your Advances); moreover, you gain the
Immunity (Corruption, Disease, Fatigue, Poison) Creature Trait. Grail Virtue of Knightly Temper - When you Charge, you may
now attack three times as an Action. If the initial enemy charged
Grail Virtue of Audacity - Add the Robust Talent to any career target survives all attacks, you may make one additional free attack
you enter. Attacks from larger creature’s weapons no longer gain each turn against it until it is dead.
the Damaging or Impact Qualities against you due to their size
difference. Grail Virtue of Noble Disdain - Double the Critical Value of any
Critical Hit you score against an opponent (ignoring Critical
Grail Virtue of Confidence - Whilst you are involved in a Deflection) who has used missile weapons against you or your
Challenge, all other opponents must succeed a Very Hard (-30) allies. Example: rolling 25 becomes 50 on the Critical Wounds
Weapon Skill Test to hit you. Also, you gain a +1 to your table. If the amount exceeds 100, you instantly inflict the 100
Toughness Bonus against your opponent during the duel, cannot be result of the table related to that body part.
Feared or Intimidated by your opponent and you cannot lose
Advantage if hit during the duel by enemies that are not the Grail Virtue of the Penitent - All Critical Wound effects have
challenger. their conditions reduced by -1. Example: gaining 2 Bleeding and 1
Blinded from Struck Forehead now only grants 1 Bleeding. This
Grail Virtue of Discipline - When outnumbered in melee, the does not apply to Critical Wound Tests that cause Conditions.
knight gains the same Combat Difficulty Modifiers to hit as their Also, you may reverse the dice of a Critical Hit made against you
enemies would. This bonus applies even though their enemies are if it lowers the result on the Critical Wound Table. This effect does
denied the outnumbering bonus. not stack with the -10 to a Critical Hit result provided by Virtue of
Penitent and must be decided between the two.
Grail Virtue of Duty - If you fight alongside those to whom you
are pledged, they gain +1 bonus to their Melee Attack Damage and Grail Virtue of Purity - Add the Luck Talent to any career you
+10 bonus to their Strength characteristics during the Battle. If any enter. During combat you may spend 1 Fortune point to gain all
of those to whom you are pledged are absent, you take a -10 Blessings (The Lady) for yourself for 6 Rounds.
penalty to your Strength and Toughness characteristics. This effect
does not stack from multiple Grail Virtue of Duty’s. Grail Virtue of Stoicism - Add the Resistance (Magic) Talent to
any career you enter. You are immune to Fear and Terror and
Grail Virtue of Empathy - Add the Impassioned Zeal and Public cannot be Intimidated. If you purchased the Fearless, Stout-
Speaker Talents to any career you enter. You may attempt an hearted, Unshakeable and other similar Talents you may refund
Opposed Leadership/Willpower Test to recruit people of Brass the XP spent if you select this Virtue.
Status or who fall under the Peasant Class as Men-At-Arms to
accompany you in battles as a united fighting force under your
banner. The amount determined is based on your levels in Public
Speaker and the amount of people you can influence at a time plus
the SL of the Test (WHFRP 4E Core Rulebook page. 142). If you
have the Commanding Presence Talent, you may roll your
Leadership Test unopposed against those who respect your
authority. With Bless (The Lady), you may also grant any Blessing
of the Lady for all Men-At-Arms recruited as if they were a single
entity. Stats and equipment for Men-At-Arms are determined by
the GM.

Grail Virtue of Heroism - If you inflict Damage on an opponent,


you deal an additional number of Wounds equal to the opponent’s
Armor Points on that location. In addition, if you deal any Melee
Damage to non-metal armor, armor has no effect in Damage
reduction for the creature.

Grail Virtue of the Ideal - You gain a permanent +5 Weapon


Skill and a +5 to either your Strength or Toughness Characteristic
(this does not count towards your Advances); moreover, you gain
the Regenerate Creature Trait.

Grail Virtue of the Impetuous Knight - Add the Furious Assault


Talent to any career you enter. When Charging on foot, your melee

9
The Cult of the Lady Holy Sites
The Lady’s temples and shrines are called Grail Chapels and
are only built on sites where the Lady herself has appeared
Seat of Power: Bastonne, Bretonnia
to one of her worshippers. This is most often the site where
Head of the Cult: The Fay Enchantress Morgiana
a Questing Knight was allowed to drink from the Grail,
Primary Orders: Grail Knights
becoming a Grail Knight. Throughout Bretonnia, there are many
Major Festivals: Lily Day, Peace Tide, Day of Mystery, Grail
Grail Chapels built upon sites of holy significance, ranging from
Day, King’s Sleep
the most humble roadside shrine, up to the truly grand and
Popular Holy Books: Unknown to all except the Fay Enchantress
beautifully ornate flying buttressed fortress-cathedrals,
Common Holy Symbols: The Holy Grail, the Fleur de Lys
incorporated into a duke’s castle estate.
Revered throughout Bretonnia but almost unknown anywhere else,
Over the centuries, some Grail Chapels have been enlarged as
the Lady of the Lake is the Bretonnian patron goddess of purity,
various nobles have rebuilt old chapels or embellished existing
nobility, and courage in the face of danger. She is the romanticized
shrines. Such chapels, often called Abbeys of the Grail, may
ideal of womanhood, the one fair lady that every knight aspires to
contain so many valuable relics that they require defenses in the
love and serve without any doubt or hesitation. Within the minds
manner of a castle and several Hermit Knights to guard them. It is
of many nobles the lady is the very heart and soul of Bretonnia, a
these abbeys predominantly that the Damoiselles du Grail operate
mystical elemental incarnation of the land itself and a guardian of
from. Smaller chapels may be found throughout the western
all people living within the kingdom. Sacred groves and pools of
provinces of the Empire, and even fewer in the Southern Realms of
mystical healing power are her dwelling places, and the
Tilea, Estalia and Araby. These chapels—small, out of the way,
magnificent Grail Knights her protectors, devoting themselves to
but none-the-less important—are maintained by priests (typically
upholding her honor and purity. No base creatures or evildoers can
former knights), either for diplomatic reasons, or as places of
be permitted to profane her sacred sites; this is a duty every knight
respite and worship for Questing Knights on their journey.
within Bretonnia, not just Grail Knights, takes very seriously
indeed.
It is the sacred duty of all Grail Knights to protect her shrines;
often such holy paladins will devote the remainder of their lives to
Worshippers defending the Lady’s sacred places. These mighty warriors are best
The Bretonnian Code of Chivalry is inextricably linked with the known as Hermit Knights, who willingly spend their remaining
Lady of the Lake; as it is she who rewards all honor and virtue, it is years defending the relics housed within such places, or standing
the supreme sign of a knight’s favor to receive her personal divine vigil over magical items and tomes far too dangerous to be allowed
blessing, achieved only by drinking from the chalice she carries out amongst common, frail-willed, and easily corrupted men.
with her at all times, said to contain the pure and incorruptible
life’s blood of the Land itself. All of Bretonnia’s nobility are
members of the Cult of the Lady. However, it is strictly illegal for
Penances
Penances from the Lady are usually chivalric in nature, but not
any peasants or foreigners to join the cult or learn and study its
always. A knight may be ordered to slay a monster or dark
practices, with the rare exception being the bastard children of
champion in honorable combat, or to protect a group of peasants
nobility and the barely tolerated grail pilgrims who accompany
and defend their village. For this reason, duels over honor amongst
many knights on their journeys to gain the Lady’s favor. The
nobles are not uncommon, especially when one’s piety is
bastard sons of nobles must work extra hard to prove themselves
questioned by another. Protecting pilgrimage routes to sites of
worthy of joining the cult; but the harsher expectations often give
importance to the Lady are also not uncommon. The nuns and
them greater motivation to receive the Lady’s blessing, so they
priests of the Lady are often tasked to help the wounded at war, aid
may be better accepted into Bretonnia’s noble society. If achieved,
Questing Knights on their journey or patrol popular pilgrimage
they are used as examples to further motivate future sons in their
routes for those unable to complete their journeys due to ill health.
quests for the Grail.

In addition to the knights, the cult attracts a small number of Strictures


female recluses known as Damoiselles du Grail (Nuns of the • Preserve your modesty and innocence.
Grail), who seek to devote themselves to the Lady of the Lake. • Serve and obey your father before marriage, your husband after.
These white-robed holy women will often be the daughters and • Succor those who are weak and helpless through no fault of their
sisters of Knights who, because they are not knights, are not able to own.
express their devotion by going on the Grail Quest. Instead, they • Show favor only to the bravest and most noble knights who seek
become Nuns of the Grail. Their main work is to heal the wounded your blessing.
knights carried in from the battlefield or the jousting field and,
under their auspices, such warriors can be brought back from the
brink of death.

Sisters of the Lady also provide sanctuary and refreshment for the
many Questing Knights that roam Bretonnia, and minister to the
religious needs of both the peasantry and nobility. These duties
include blessing ploughs and swords, and banishing daemons from
village wells with Holy Water from the Lady’s sacred pools and
springs.

10
Blessings of the Lady
Celestial Steed
Range: Touch
Target: Special
Blessing of Battle Duration: Fellowship Minutes
Range: 6 yards You lay hands upon your noble steed imbuing them with the
Target: 1 Lady’s favor. Any uncorrupted Horse or Pegasus touched gains the
Duration: 6 rounds Fast, Magical, Painless, and Ward (+9) Creature Traits. For every
Your target gains +10 WS. +2 SL, you may increase the Ward’s Rating by 1.

Blessing of Courage Disdain for the Dishonorable


Range: 6 yards Range: You
Target: 1 Target: Area of Effect
Duration: 6 rounds Duration: Fellowship Bonus Rounds
Your target gains +10 Willpower. You damn your foes for their cowardly use of ranged weaponry.
All creatures looking in your direction lose all Weapon Qualities
Blessing of Fortune whilst retaining their Flaws for their ranged weapons. For every +2
Range: 6 yards SL, you may inflict a penalty of -10 on all Ballistic Skill Tests
Target: 1 targeting you for the duration.
Duration: 6 rounds
Your target’s next failed test may be rerolled. The reroll must Holy Sword
stand. Range: You
Target: You
Blessing of Might Duration: Fellowship Bonus Rounds
Range: 6 yards You pray to the Lady to guide your blade to smite the unholy
Target: 1 wretches of the world. If wielding a sword, it ignores APs, and
Duration: 6 rounds counts as Magical. Further, if struck opponents have the
Your target gains +10 Strength. Corruption, Daemonic or Undead Creature Traits, their Toughness
Bonus is ignored. Creatures with the Unstable Trait engaged with
Blessing of Protection you lose 1 Wound at the end of each turn. For every +2 SL, the
Range: 6 yards Wounds lost may be increased by 1.
Target: 1
Duration: 6 rounds Lance of Light
Enemies must make an Average (+20) Willpower Test to attack Range: You
your target as shame wells within for considering violence. If they Target: You
fail, they must choose a different target, or a different Action. Duration: Fellowship Bonus Rounds
Your lance becomes infused with glowing energy—its tip shining
Blessing of Righteousness with holy light. If wielding a lance, it multiplies any Damage
Range: 6 yards caused on your next Charge by x2 (including Deathblows), and
Target: 1 counts as Magical. Once the initial Charge attack is finished, the
Duration: 6 rounds Miracle ends.
Your target’s weapon counts as Magical.
The Green Knight
Range: Fellowship Yards
Miracles of the Lady Target: Special
Duration: Fellowship Bonus Rounds
You call for the Lady’s aid, and she sends you her Divine Servant,
Armour of Saints
the Green Knight. The Green Knight fights your enemies for the
Range: You
duration of the Miracle, before vanishing into the wilderness with a
Target: You
spectral hail of glory. The Green Knight has the statistics of the
Duration: Fellowship Bonus Rounds
Character who called him, including Talent and Skill Advances,
You are immune to any Critical Wounds inflicted upon you, as
with the Armour 5 (Plate), Champion, Die Hard, Elite, Fear (3),
radiant, holy light glows around your body and through your eyes.
Magical, and Regenerate Creature Traits. The Green Knight
Critical Hits become normal blows. The only exception to this is
arrives either on foot or upon his Shadow Steed depending on the
Critical Wounds caused by Damage inflicted after you have
situation. The Shadow Steed is a green glowing Destrier that also
already been reduced to 0 Wounds.
gains the Following Creature Traits: Armour 4 (Barding), Dark
Vision, Elite, Ethereal, Magical, Painless and Ward (+9).
Bastion
Range: Fellowship Yards
The Green Knight is not to be called on lightly. He is the Lady’s
Target: Fellowship Bonus Allies
greatest champion—an avatar of her will—and will readily
Duration: Fellowship Bonus Rounds
chastise Characters that rely on his aid too often (as determined by
Your hearty prayers inspire stalwart defenses among your
the GM). If the GM rules that your uses of the Green Knight make
companions. Affected targets gain the +1 Shieldsman Talent.
you seem weak or cowardly in his eyes, he will challenge you to a
duel to prove your honor. If you refuse his challenge, the Lady is
displeased with your lack of courage: you gain +2 Sin Points and
must immediately roll on The Wrath of the Gods Table.

11
Uniter Ingredients: The ingredients for the Lore of the Grail mirror those
Range: You of the Wind of Magic chosen for spell casting—Azyr, Ghur or
Target: Area of Effect Ghyran. Use the ingredients listed in the Core Book in the Magic
Duration: Fellowship Bonus Rounds section depending on the relevant Wind.
Your prayers bring hope to those in despair, echoing the passion
and inspiration of Gilles le Breton during Bretonnia’s darkest Aerial Shield
hours. All allies with Line of Sight to you instantaneously remove CN: 9
all Broken Conditions, and gain the Fearless Talent while the Range: You
Miracle is in effect and they remain in your Line of Sight. All Target: AoE (Willpower Bonus Yards)
Bretonnians with Line of Sight to you gain +1 SL on all Tests. Duration: Willpower Bonus Rounds
Description: You summon a shield of holy energy around

Lore of the Grail


yourself—the enemy’s missiles vanishing magically in mid-air,
causing no harm to their intended target. Anyone within the Area
of Effect gains the Ward (6+) Creature Trait against magical or
Damsels are perhaps the greatest human spellcasters, capable of ranged attacks originating outside the shield. Those within may
mastering two Lores or more at once. This is highly unusual, for attack out of the shield as normal, and the shield does not impede
even the most powerful Wizards of the Empire can only fully movement. For every +2 SL you may increase the Ward’s
master one lore of magic. Furthermore, the Bretonnians consider effectiveness by 1, to a maximum of Ward (3+).
sorcery to be a gift from the Lady of the Lake—the guardian spirit
of their land. As a result, Grail Damsels can call upon the divine Aura of the Lady
power of their goddess, allowing them to perform unique and CN: 7
unearthly feats of magic they refer to as the Lore of the Grail. Range: You
Target: AoE (Willpower Bonus Yards)
The power behind the Lore of the Grail is a mystery to all except Duration: Willpower Bonus Rounds
the Fay Enchantress herself, and few are foolish enough to ask. Description: You are blessed by the Lady’s spirit, enabling you to
Most Damsels dare not question how it functions and even fewer resist magical attacks and extend that resistance to nearby allies.
actively seek answers. Unlike other Lores, the Lore of the Lady You and affected allies gain the Magic Resistance (2) Creature
Channels from one of three existing Winds of Magic depending on Trait. For every +2 SL you may increase the Magic Resistance
the caster’s preference in the form of Troths: Azyr (Lore of effectiveness by 1. Spells cast from the Lore of the Grail are
Heavens), Ghur (Lore of Beasts) or Ghyran (Lore of Life). The unaffected by this spell’s effect.
Character selects from one of these three Lores for their
Channeling Skill for Advancing through their Wizard Career, Eerie Mist
using that Lore’s effects when casting spells from the Lore of the CN: 6
Grail. The selection is based on the Troth selected below: Range: Willpower Yards
Target: AoE (Willpower Bonus Yards)
Much like the Knightly Vows taken by Bretonnia’s knights, Grail Duration: Willpower Bonus Rounds
Damsels often pledge “Troths” in the name of their goddess. Description: An eerie mist rises about the enemy, stifling the
sights and sounds of battle. Anyone within the mist who does not
Troth of Wisdom (Azyr) - “With the purest of pure hearts I shall possess the Arcane Magic (Grail), Bless (The Lady) or Invoke (The
burgeon my knowledge and spirit to face evil with the confidence, Lady) Talents is affected by it, gaining +1 Blinded, Deafened, and
love and comfort of the Lady. To carry out her will, the banishment Fatigued Condition, which remain for the spell’s duration. Anyone
of tyranny is all. For I am her acolyte, now and forever.” affected attempting to move out of the mist are incapable of doing
so—trapped within the Area of Effect—requiring the spell to be
Troth of Virtue (Ghur) - “With absolute commitment to all Dispelled or for the duration to end. Those unaffected by the mist
righteous merits, I conduct my affairs with straightforward may enter or attack into, or out of, the mist as normal; however,
goodness, ever-striving to free myself from moral captivity, with those who do not possess the Arcane Magic (Grail), Bless (The
liberty from the shackles of worldly attachment, and only the Lady) or Invoke (The Lady) Talents cannot enter the mist or attack
utmost dedication to my duty to the Lady.” anyone within it, including with ranged or magical attacks.

Troth of Protection (Ghyran) - “Should the knights of Bretonnia Fey Paths


answer the call of battle, their preservation and empowerment CN: 12
shall be my duty, so they may ward away all that is foul and evil. Range: Willpower Miles
To strike down the foes of this great land of Chivalry, my Target: You
obligation to the Lady is realized.” Duration: Instant
Description: Calling upon the power of the Lady, you can
If you’re a Grail Damsel in the Wizard Career, you can learn an summon a mystical, billowing mist. Upon stepping forward, you
additional Arcane Lore—like how Elves may master multiple can travel to anywhere in Bretonnia, covering many miles of travel
Arcane Lores as described in the Core Book on page 238. If you in but the blink of an eye—immediately appearing up to your
have the Arcane Magic (Grail) Talent, you may learn one of the 8 Willpower in miles away. You must be in Bretonnia to use this
Arcane Lores. However, you still can’t purchase your new Arcane spell. You must have Line of Sight or have personally visited the
Magic (Lore) Talent until you have mastered Arcane Magic location you wish to travel to. If you have a map of Bretonnia, you
(Grail) by taking at least 20 Advances in the Channelling Skill of may attempt a Navigation Test (Difficulty determined by the
Azyr, Ghur or Ghyran, and learning all spells from Lore of the quality and accuracy of the map) to attempt to travel to a location
Grail. you have not visited. On a success, you travel through the mist to
the location in a manner determined by the GM.

12
Lady’s Favor of the Lady be successfully cast, the caster must then make an
CN: 10 Opposed Willpower Test against the target. Servants of Chaos
Range: Willpower Yards suffer a -20 Penalty for the Opposed Test. If the caster wins, the
Target: AoE (Fellowship Bonus Yards) target can no longer use Talents, and doesn’t add Skill Advances
Duration: Willpower Bonus Rounds when making Skill Tests, meaning the target only Tests against
Description: You summon a vision of the Lady of the Lake to lead unmodified Characteristics. The effects of the spell last for one day
your allies and fellow Bretonnians into battle. Affected allies and for every level of success scored by the caster during the opposed
all Bretonnians with Line of Sight of the vision lose all Broken and test.
Fatigued Conditions, and gain +1 Fearless, Resolute and Stout-

Magic Armor
hearted Talent while the spell is in effect.

Lady’s Song
CN: 4
Range: Willpower Yards Armour of Agilulf
Target: AoE (Fellowship Bonus Yards) It is believed that the knight Agilulf once wore this armor, but in
Duration: Fellowship Bonus Rounds folklore it is claimed that Agilulf never actually existed, and that
Description: You call on the Lady to aid your efforts by singing the armor was possessed of a will of its own. When the knight was
prayers to channel her divine power onto the battlefield. Any spells slain, if indeed he was alive, the armor was found to be empty, and
from the Lore of the Beasts, Grail, Heavens and Life cast within its shining brilliance gradually faded until it was its current, dark
Fellowship Bonus yards of the point targeted by the spell have color. Despite his mythical status amongst Bretonnia’s lowborn,
their CN halved. Agilulf did in fact exist. He was a renowned and mighty Grail
Knight, held in high regard by Couronne’s nobility. His armor was
Prayer of Fortitude eventually re-forged into the Armour of Brilliance and is currently
CN: 8 worn by King Louen Leoncoeur himself. This enchanted armor’s
Range: You origins however is a mystery, but matches perfectly with the tales
Target: You depicting Agilulf’s famous set and the current set worn by the king
Duration: Willpower Bonus Rounds himself. Former owners of the armor could swear by the Lady that
Description: Illuminated by the holy light of the Lady, you it would often control their movements during battle.
empower everyone around you with the will to ride forth in the Armor Type: Full Plate Armor.
name of quest and glory. Gain +Fellowship Bonus Armor Points Effect: The Armour of Agilulf functions as any other plate armor
on all locations, and +1 War Leader Talent while the spell is but counts as Magical and has the Durable and Fine Quality for
active. For every +2 SL, you may increase your Armor Points by each piece of armor. The wearer gains the Champion Creature
+1, or take the War Leader Talent again. Trait.

Shield of Combat Armour of the Midsummer Sun


CN: 5 This enchanted armor reflects and magnifies the light of the sun so
Range: You that beams of light shimmer and burst from every surface as the
Target: You knight gallops towards their foe.
Duration: Fellowship Bonus Rounds Armor Type: Full Plate Armor.
Description: Your enemy’s blows are magically deflected from Effect: The Armour of the Midsummer Sun functions as any other
causing harm, such is the power of the Lady’s gifts. Gain the Ward plate armor but counts as Magical and has the Fine 3 Quality for
(9+) Creature Trait against all attacks and spells targeting you. The each piece of armor. All opponents suffer a penalty of -20 to hit the
effects of the Ward are doubled against foes with the Corruption, wearer in melee and ranged combat. On a Fumble, attackers
Daemonic, Mutation or Undead Creature Trait, to Ward (7+). Engaged with the wearer gain a Blinded Condition. The wearer
must be in sunlight, or illuminated by a similarly bright light
Smite source, to benefit from this effect.
CN: 8
Range: Willpower Yards
Target: 1 Dragonhelm
Duration: Instant This magical Dragonhelm, forged and enchanted for a long and
Description: You channel holy magic into a damaging bolt of tragically forgotten Questing Knight of old, protects the bearer
divine power. This is a magic missile with a Damage of +6. from the effects of fire or flame attacks. The magical powers are so
Targets with the Corruption, Daemonic, Mutation or Undead effective that almost all such attacks will be ineffective.
Creature Trait affected by the spell must pass a Challenging (+0) Armor Type: Plate Closed Helmet.
Toughness Test, or have their Armor Points and Toughness Bonus Effect: The Dragonhelm functions as any other closed plate helmet
ignored. but counts as Magical and has the Fine Quality. The wearer is
completely immune to Damage from non-magical fire, including
The Curse of the Lady the breath attacks of monsters, and ignore any Ablaze Conditions
CN: 11 received. Magical fire only inflicts half its Damage to the wearer,
Range: Intelligence Yards including spells cast from the Lore of Fire.
Target: 1
Duration: Varies
Description: Casting aside spoiled tokens of virtue and nobility,
the Damsel calls down the Lady’s greatest punishment on all those
champions who would oppose noble Bretonnia. Should the Curse

13
Gauntlets of the Duel Braid of Bordeleaux
When cast down, these enchanted gauntlets can magnify even the Said to be a braid cut from the hair of the god Manann, this was a
tiniest scrap of pride or conceit into a surge of righteous self-belief. sacred artefact of the first Duke of Bordeleaux. Its dark hair is
Even Skaven have been known to join the bearer in honorable entwined with kelp and seashells, and salt water constantly drips
combat (with predictable results). from it. When held in the hand and Manann invoked, the caller is
Armor Type: Bracers. filled with divine energy, though this can be a very draining
Effect: The Gauntlets of the Duel function as any other plate experience.
bracers but count as Magical. While equipped, the Virtue of Trapping Type: Special.
Confidence cannot be ignored or rejected by any target, no matter Effect: The bearer of this braid gains a bonus +10 to all Leadership
how cowardly, stupid or mindless they may be. Tests during battle. Additionally, the bearer and all their allies
within 20 yards of the braid gain the Amphibius and Swamp-Strider
Gilded Cuirass Creature Traits, and can walk on water. Walking on water only
works on larger bodies of water that are at least 10 yards wide.
This breastplate is inscribed with the words of the Grail Vow, and
even in the brightest sunlight the delicate filigree letters glow. The
most grievous of wounds will knit together as the Lady’s favor Chalice of Malfleur
shines upon the wearer. This jewel-studded chalice has been fashioned in the likeness of a
Armor Type: Breastplate. skull, and will give any who continually sup from it one of two
Effect: The Gilded Cuirass functions as any other breastplate but things: salvation or death.
counts as Magical and grants its wearer the Regenerate Creature Trapping Type: Cup.
Trait. Effect: As a Free Action, a Character with the Arcane Magic,
Bless or Invoke Talents may drink from the cup, losing d10
Gromril Great Helm Wounds ignoring Toughness Bonus and AP. For a number of
Rounds equal to the Wounds lost, the bearer gains a bonus of +40
This ornate helm was a gift from the Dwarf King Grundbar Irongut
to Language (Magick) and Pray Tests. Once the duration ends, the
after a group of Questing Knights broke a Greenskin siege of
bearer may attempt a Hard (-20) Consume Alcohol Test,
Karaz-a-Karak. It bears a potent rune of protection and in its long
recovering 1 Wound lost to the chalice per +SL.
history has never been so much as tarnished.
Armor Type: Plate Closed Helmet.
Effect: The Gromril Great Helm functions as any other closed Dragon’s Claw
plate helmet but provides 3 AP, and has the Fine and Unbreakable Cut from the corpse of the ferocious Dragon Malgrimace, the
Qualities. In addition to these effects the wearer of this helmet is Dragon’s Claw has been scrimshawed by the artisan Ellabeau and
immune to any Critical Wounds inflicted on the Head Hit enchanted by the Damsels of the Lady. Its bearer can stride
Location. Critical strikes to the Head become normal blows. The through a roaring inferno as if it were a pleasant summer breeze.
only exception to this is Critical Wounds caused by damage Trapping Type: Special.
inflicted after the Character has already been reduced to 0 Wounds. Effect: The bearer and any mount they are riding are completely
The Rune of Protection counts the helmet as Magical and the immune to Damage from non-magical fire, including the breath
wearer gains +1 AP to all locations. attacks of monsters, and ignore any Ablaze Conditions received.
Additionally, the bearer receives the Ward (6+) Creature Trait
The Cuirass of Fortune against magical fire attacks including spells from the Lore of Fire.
The Cuirass of Fortune is a remarkable piece of equipment forged
by the mad artificer Gurdilloue the Blatantly Insane. Although Falcon-horn of Fredemund
madder than a bag of exceptionally angry wasps, Gurdilloue forged This ancient horn was once used by the Grail Companion, Duke
this breastplate to instill luck and accuracy to its wearer. Any who Fredemund of Aquitaine. When blown, this horn emits a piercing
possess the armor not only find their blows more accurate, but also cry, and the skies become filled with all manner of birds, in
enjoy the favor of maidens and oddly generous merchants. memory of the great man.
Armor Type: Breastplate. Trapping Type: Instrument.
Effect: The Cuirass of Fortune functions as any other breastplate Effect: As an Action, the bearer may attempt an Average (+20)
but counts as Magical and grants its wearer the +1 Luck Talent Dexterity or Very Easy Play (Horn) Test to blow the horn. Once
while worn. Additionally the wearer receives a bonus +10 to blown, for 2d10 Rounds, all creatures with the Flight Creature
Weapon Skill and Fellowship Tests. Trait within a 200-yard Area of effect of the bearer must spend
their next Move flying to the ground as the sky fills with a

Magic Trinkets
seemingly endless flock of birds, making normal flight impossible.
Once on the ground, no flying creatures may use their Flight until
the end of the duration, relying entirely on their Movement
Characteristic. The bearer must wait 1d10 hours to use the horn
Antlers of the Great Hunt again.
The knight’s helm, be he a Bretonnian Lord or Paladin, is adorned
with a spending set of antlers taken from the quarry of a great hunt,
slain by the knight himself. The antlers denote exceptional prowess
as a horseman and hunter, and bestow virility and long life.
Trapping Type: Special.
Effect: While used as an accessory for a plate helmet, the antlers
count the helmet as Magical, grant the wearer the +1 Sturdy Talent
and remove the Perception penalties caused by the helmet.

14
Insignia of the Quest larger than the bearer, the bearer loses no more than 10 Wounds
from its non-magical attacks. The same applies to creatures 3 steps
Those valiant knights who have worn the Insignia of the Quest
larger or more (15 Wounds, 20 Wounds, etc.).
have almost all gone on to drink from the Grail—the Insignia is
then handed down to another Questing Knight to aid them in their
deeds. The Silver Mirror
Trapping Type: Purity Seal. This lethal trinket is at first sight a vanity mirror, but woe betide
Effect: If the bearer is reduced to 0 Wounds, they instantly gain the magic user that underestimates its true abilities: even
the Ward (6+) Creature Trait. For 2d10 Rounds, the bearer reflections have power in the realm of magic.
becomes immune to Psychology and ignores all modifiers from all Trapping Type: Hand Mirror.
Critical Wounds until the end of the duration. Once the Insignia of Effect: Whilst holding up the Silver Mirror using one hand, the
the Quest has been used, it takes d10 days for its effects to return. bearer may Dispel spells as per the rules (Core Book. page 237).
However, the bearer may not Dispel persistent spells once cast. If
Mane of the Purebreed the bearer lacks the Language (Magick) Skill, they may use their
Willpower Characteristic instead. If successfully dispelling a
The mane of Gilles’ faithful steed is a revered relic of Bretonnia.
Damage Spell, the opposing caster then suffers Damage equal to
Strands of this precious artefact can be woven into a horse’s mane,
the bearer’s Willpower Bonus + Half the spell’s CN (rounding up),
conferring the strength and fortitude of the Lord of all Horses onto
modified by Toughness Bonus and Armor to a minimum of 1.
one of his bloodline.
Trapping Type: Special.
Effect: Once equipped, the destrier gains the Champion, Elite and The Verdant Heart
Magical Creature Traits (if they don’t have them already), and a This pulsing, mossy stone of unknown origin glows with the light
bonus of +10 to its Strength and Toughness. The mane may only of life. All around the bearer, plants thrive and prosper, with acorns
be equipped to a Bretonnian destrier. If equipped to any other sprouting into saplings and saplings into oaks even as the Verdant
horse, the mane has no effect. Heart passes by.
Trapping Type: Special.
Mantle of Damsel Elena Effect: While in the bearer’s inventory, the Verdant Heart grants
the Character the Strider (Woodlands) Talent. Bearers with the
Legend has it that the Grail Damsel Elena continued fighting the
Arcane Magic (Life) Talent also gain the Arboreal Creature Trait
Orc Warlord Aghdrac even though she had lost her sword, one eye
and double their bonus received to Casting and Channelling rolls
and most of her lifeblood. This mantle is said to retain the beat of
when in a rural or wilderness environment, from +10 to +20.
Elena’s fiery passion and her indomitable will to succeed despite
the most grievous injuries.
Trapping Type: Cloak. Token of the Damsel
Effect: The wearer of the mantle gains the Immunity (Poison) On the eve of battle, noblewomen often give their favored knight a
Creature Trait, and if the wearer suffers a Critical Wound from an Token of their support, such as a lock of hair, a ribbon or a brooch.
incoming attack, they can choose to ignore the Critical Wound, The knight, often a Lord or Paladin, will carry these tokens with
avoiding both normal Wounds lost and the Critical Wound’s effect. them, giving them strength in their time of need. Tokens given by
This effect has three uses, but once all three uses have been spent Grail Damsels often carry powerful enchantments.
the wearer must wait d10 days before the mantle’s effect returns. Trapping Type: Varies.
Effect: While displayed or worn on the bearer’s person (not just in
Ruby Goblet their inventory), the Token of the Damsel grants the Ward (3+)
Creature Trait. The first time the Ward has been successfully
The Ruby Goblet is an ancient artefact reclaimed from the castle of
activated, the magical power of the Token is spent and no longer
the Red Duke. If so much as a drop of blood spilled in anger
has any effect.
touches the goblet, it throws a red-hued protective aura around its
bearers.
Trapping Type: Cup. Tress of Isoulde
Effect: Once per day, the first time the bearer of the Ruby Goblet Isoulde, a Damsel known for her terrifying wrath towards the foes
loses Wounds from received Damage during combat, they gain the of Bretonnia, imbued this delicate braid of her hair with
Immunity (Non-Magical Weapons) Creature Trait for 1d10 enchantments of vengeance and righteous anger.
Rounds. Trapping Type: Special.
Effect: Bearers can activate the tress’s power by holding it in one
Sirienne’s Locket of their hands and uttering Isoulde’s name. When this command is
spoken, magical light envelops the bearer’s arm, granting them the
The damsel Sirienne was as skilled at conventional arts as she was
Magical Creature Trait for 7 Rounds. Additionally, for the
at the art of magic. She gifts her paramours with one of these
duration, all successful strikes against targets activate the
exquisite charms to wear about their hearts, with a likeness of the
Deathblow rule, even if the target survives (Core Book, page 160).
Lady on one half of the locket and her own on the other. The fact
It then takes d10 days before the tress can be used again (though
that more than one knight claims to own Sirienne’s Locket says
this duration is halved if the tress is left close to an item or person
more about its creator than its bearer.
who is Blessed by the Lady).
Trapping Type: Jewelry.
Effect: The bearer of the locket cannot lose more than 5 Wounds
from a non-magical attack, after Toughness Bonus and Armor
Points have been applied. This effect scales with Size modifiers, so
multiplied Damage caused by the number of steps larger a creature
is from the bearer still applies. Example: If a creature is 2 steps

15
Magic Weapons Heartwood Lance
The Heartwood Lance is crafted from the heart of the Major Oak,
the largest tree in Bretonnia, which was shattered by lightning the
Arandyal moment Gilles was struck down. Its blackened wood is covered
One of Quenelles’ most sacred relics, Arandyal was a blessed with tiny carvings depicting the twelve battles of Gilles and,
lance famously used by Reolus to slay the Dragon Grelmalarch. It despite being harder than stone and diamond sharp, it is
shone with an unearthly light and its silver vamplate was crafted to lightweight and beautiful to behold.
resemble the very snarling Dragon it had killed. Weapon Type: Lance.
Weapon Type: Lance. Effect: The lance is Magical, and has the Lightweight, Penetrating,
Effect: The lance is Magical, masterfully silvered, and has the Precise and Unbreakable Qualities.
Fine 2 and Penetrating Qualities. The silvering adds the Damaging
Quality when striking Undead. Any Undead run through by this Lance of Artois
lance can never be raised with Necromancy again under normal This was the lance used by Folgar of Artois, who became one of
conditions. Struck creatures with the Unstable Trait are reduced to Gilles’ Grail Companions and was renowned for his skill at the
0 Wounds instantly. Additionally, Arandyal emits an unusually joust. The lance tip remains as sharp as it ever was, despite the
bright, blinding light inflicting a Blinded Condition on any struck passing of time. In times of need, the lance is removed from the
creature. Grail Chapel of St. Folgar and bestowed upon a mounted knight
for the duration of battle.
Charmed Shield Weapon Type: Lance.
The front of this shield depicts a warrior being blessed by a Effect: The lance is Magical, and has the Fine and Unbreakable
nameless lady. Its wielder gains protection from the sigil, Qualities. The lance doubles the wielder’s Strength Bonus when
especially against foes armed with missiles. This shield once they Charge.
belonged to Henri le Massif, a Grail Knight hero who followed the
renowned Bretonnian warleader Repanse de Lyonesse, fighting as Morning Star of Fracasse
the greatest warrior within her army, the Chevaliers de Lyonesse. The mighty Morning Star of Fracasse has a hatred of magical
Weapon Type: Shield. trickery and unholy artifacts inherited from its first owner,
Effect: The shield is Magical and has the Fine 2 and Practical Fracasse Langoustine, the Scourge of Araby. It will entangle and
Qualities. The wielder gains the Ward (6+) Creature Trait against rip a magic weapon from the hands of any foe, unless a spiked orb
non-magical ranged attacks. to the head settles the matter first.
Weapon Type: Hand Weapon.
Deliverer Effect: The morning star is Magical, and has the Fine and Pummel
A blessed sword of exquisite beauty, this polished blade shines Qualities. If you successfully attack and deal a Critical Hit on an
with a myriad of light, revealing the name engraved upon it. opponent, you Damage a struck piece of armor or shield by 2
Deliverer was once owned by Grail Knight, Sir Dagobert. A points as well as wounding the target. Furthermore, you ignore the
warrior beyond mortal men, he was renowned as a Paladin of the Impenetrable Quality for all Critical Hits. When attacking, if you
Realm, and with this sword had slain monsters great and foul succeed the Opposed Melee Test by +6 SL or more, any Magical
across the Old World. Even in old age, the knight was able to kill or non-Magical weapon the target used to defend themselves in the
an entire regiment of Stormvermin, a Rat Ogre and a Skaven Opposed Test is destroyed. If the weapon has the Unbreakable
Warlord before finally falling. Quality, this effect is ignored.
Weapon Type: Hand Weapon.
Effect: The sword is Magical, has the Fine 3 and Durable 3 Orcbane Shield
Qualities, and gains the Impact Quality when held by a Grail The Orcbane Shield has a huge and bloody maw sculpted to its
Knight. front, and has become an icon of terror and confusion for the
Greenskin tribes that assail Bretonnia.
Durendyal Weapon Type: Shield.
A mighty sword that shone with the Lady's favor, blood bubbled Effect: The shield is Magical and has the Durable 3 and Fine
and boiled from Durendyal’s blade, leaving it pristine after every Qualities. Any Greenskins with Line of Sight to this shield are
strike. It belonged to the legendary Grail Knight, Reolus, a veteran subject to Terror 1. Greenskins who succeed their Test or
of countless battles whose skill with a blade bordered on the overcome their Fear are then immediately subject to their
sublime. Considered virtually invincible by his comrades, he was Animosity (Greenskins) Psychology.
idolized throughout Bretonnia, with young Knights Errant being
brought up on tales of his exploits, hoping that they too could one Silver Lance of the Blessed
day achieve such renown and wield his blade. Forged by Gilles himself, the Silver Lance of the Blessed can only
Weapon Type: Hand Weapon. be carried by one who is completely pure of heart. To grasp the
Effect: The sword was blessed by the Lady herself and thus counts lance is said to be the true test of courage and spiritual strength, for
as Magical, has the Unbreakable Quality, and it inflicts +1 more an aspirant who is found wanting will be consumed by searing
Damage than a standard sword, increasing its Damage from SB+4 white flame.
to SB+5. If the wielder is a Grail Knight, the sword is permanently Weapon Type: Lance.
empowered with the Holy Sword Miracle: Durendyal ignores APs, Effect: The lance is Magical, and has the Damaging, Fine 3 and
and if struck opponents have the Corruption, Daemonic or Undead Unbreakable Qualities. The Character must have no Sin Points or
Creature Traits, their Toughness Bonus is ignored. Creatures with Mutations to wield the Silver Lance of the Blessed. If wielded by
the Unstable Trait engaged with the wielder lose 1 Wound at the one who is unworthy (determined by the GM) they gain an Ablaze
end of each turn.

16
Condition that ignores AP and Toughness Bonus. The wielder Weapon Type: Shield.
suffers no penalties for Called Shots. Additionally, once per Effect: The shield is Magical, and all Critical Wounds caused by
Encounter, rather than roll the result of a Melee Test, the wielder an odd number to hit you, such as 11 or 33, are ignored. If the
may choose the number instead (as if they spent a Resilience), and wielder is a Grail Knight, they and gain the Ward (8+) Creature
win any Opposed Weapon Skill Test with the lance by at least 1 Trait while the shield is equipped, and will never age past the point
SL. This effect extends into Deathblows past the initial target. they first received the shield so long as it remains in their
possession.
Sword of Heroes
The mighty Sword of Heroes has powerful enchantments against The Shattered Shield of Reolus
evil bound into it. Forged under the midsummer sun and quenched Wielded by Reolus during his fight against the Devil Troll of
in manticore's blood, its long and bloody history has seen its Carcassonne, the “Shattered Shield” was cloven in two by the
wielders kill enough fantastical creatures to fill Leoncoeur’s mighty beast before its inevitable death. Despite the damage done
menagerie many times over. to it, the magnificent heraldry upon its face remained clear. The
Weapon Type: Hand Weapon. shield was recovered by Reolus’s loyal Battle Pilgrims, to be
Effect: The sword is Magical and has the Fine 3 and Unbreakable carried into battle as the holiest of their artifacts.
Qualities. The Sword of Heroes deals +Fellowship Bonus Damage Weapon Type: Shield.
and ignores the Toughness Bonus of any creature with the Effect: The shield is Magical. In the hands of anyone not in the
Daemonic or Undead Creature Traits. Warrior Class, the shield has the Shield 1 Quality and the Ugly
Flaw. In the hands of a Grail Knight, it gains the Unbreakable
Sword of Lyonesse Quality, the Shield Quality is increased from 2 to 4 and the
Undamaging Flaw is removed.
The Sword of Lyonesse is a mighty relic warblade—the sword of a
devout and honorable knight of olden times. In 2007 IC, led to the
sword by the Lady herself, the legendary Repanse de Lyonesse The Sword of Swift Slaying
found it in her village’s mystical Grail Chapel. She broke open its A sword of silver that never dims. When used in anger, the sword
reliquary and took up the ancient sword within. She had been arm of its owner darts forth before an opponent can even raise their
guided well, for the sword had great power over enemy magic and guard. Those blessed by the Lady are said to receive an even
slayed many a servant of Chaos. greater gift, reaching ground speeds that rival the nimble Wood
Weapon Type: Bretonnian Longsword. Elves of Athel Loren.
Effect: This Bretonnian longsword is Magical, has the Fine and Weapon Type: Hand Weapon.
Unbreakable Qualities, and it inflicts +2 more Damage than a Effect: The sword is Magical, and has the Fast and Fine 2
standard Bretonnian longsword, increasing its Damage from SB+6 Qualities. The sword strikes with such speed that the wielder gains
to SB+8. Additionally, the wielder gains the Magic Resistance (4) one Free Attack per Round. If the wielder is a Grail Knight, they
Creature Trait while the Sword of Lyonesse is in their inventory. gain the Fast Creature Trait while the sword is drawn.

Sword of the Lady’s Champion The Sword of Virtue


On the eve of battle, a Grail Knight that kneels to pray beside a The Sword of Virtue is a huge two-handed sword, property of the
body of still water may be rewarded with the vision of a pale, Grail Chapel of Malmont. It seems to have been created for
slender hand emerging from the water, with the beautiful blade battling Dragons and other large monsters. As soon as a dragon
known as the Sword of the Lady’s Champion grasped within its captures a maiden, this sword always comes with a wielder to
delicate fingers. challenge it in its lair without any fear, and no damsel shall be
Weapon Type: Hand Weapon. abandoned as a meal for a litter of dragonlings as long as this
Effect: The sword was blessed by the Lady herself and thus counts powerful sword is in the area.
as Magical and has the Damaging Quality. The wielder is Weapon Type: Bretonnian Longsword.
permanently blessed with the Blessing of Might, gaining +10 Effect: This Bretonnian longsword is Magical, and has the Fine,
Strength. Additionally, when determining Damage with this sword Penetrating, and Unbreakable Qualities. Strikes made with the
use your opponent’s Toughness Bonus as your Strength Bonus if it sword ignore the Toughness Bonus of dragons and wyverns.
is higher; always determine this before any other rules modify your Additionally, the wielder gains the Belligerent Creature Trait while
Strength or Strength Bonus. the sword is drawn.

Sword of the Quest Wyrmlance


The Sword of the Quest, a large hand-and-a-half sword, has been Legend has it the lance of Duke Beligulf Fearnought was plunged
passed down from knight to knight, and has been held by such into the maw of the Dragon Malifex just as it was about to spout a
figures as Percival of Lyonesse and Saint Balgar of Carcassonne. It great torrent of flame. It is said to have absorbed the power of the
is most often seen in the hands of Questing Knights. Dragon’s breath and, by uttering the name of the slain Dragon, the
Weapon Type: Hand Weapon. mounted wielder may unleash this fire at will.
Effect: The sword is Magical, has the Defensive and Fine Weapon Type: Lance.
Qualities, and it ignores all APs. Effect: The lance is Magical and allows its bearer to breathe fire
upon enemies whenever the name of the slain Dragon, Malifex, is
The Grail Shield uttered. For the cost of 2 Advantage, the lance’s power can activate
as a Free Attack as if it had the Breath Creature Trait (see page
The Grail Shield has been blessed by each of the Grail
338) with Breath +15 (Fire) fired from its tip. The wielder’s
Companions. It is said that its bearer, always a Grail Knight, will
Weapon Skill Bonus is used for determining the Breath’s Range
not grow a day older whilst it is in their possession.
and Area of Effect instead of Toughness Bonus or Strength Bonus.

17
New Talent
Man-At-Arms—Brass 4
M WS BS S T I Ag Dex Int WP Fel W
4 45 30 30 40 30 40 30 30 30 30 14
Upper-class Bretonnians from Carcassonne often become great Talents: Beneath Notice, Drilled, Etiquette (Soldiers), Flee!,
warriors and adventurers. At birth, all noble sons in the Dukedom Seasoned Traveler, Sturdy, Tenacious, Warrior Born
of Carcassonne are made to touch a specially forged blade, their Skills: Athletics 50, Consume Alcohol 50, Dodge 50, Endurance
“Birth Sword,” and this weapon hangs above their cots until they 50, Gamble 40, Gossip 40, Language (Battle) 40, Lore (Local) 40,
reach an age when they can wield it. This mirrors the story of the Melee (Basic) 55, Melee (Polearm) 55, Outdoor Survival 40,
original duke, Lambard, who was said to have grasped a sword Stealth (Rural) 50
even before suckling at his mother’s bosom. If a Player wishes to Traits: Armor 1 (Leathers), Weapon +7 (Sword & Shield)
follow in Lambard’s footsteps, use the Bretonnian Careers and Optional: Hardy, Swarm, Tough, Weapon +7 (Halberd or Spear)
give the Carcassonnian Character a special Talent:
Peasant Bowman—Brass 4
Birth Sword M WS BS S T I Ag Dex Int WP Fel W
Max: 1 4 40 40 30 40 30 40 30 30 30 30 14
Talents: Beneath Notice, Drilled, Etiquette (Soldiers), Flee!,
Tests: Melee with your Birth Sword
Seasoned Traveler, Sturdy, Tenacious
You have a Birth Sword. It is a Bretonnian Longsword with the
Skills: Athletics 50, Consume Alcohol 50, Dodge 50, Endurance
Fine Quality. It inflicts +1 more Damage than a standard
50, Gamble 40, Gossip 40, Language (Battle) 40, Lore (Local) 40,
Bretonnian longsword, increasing its Damage from SB+6 to SB+7.
Melee (Basic) 45, Outdoor Survival 40, Ranged (Bow) 50, Stealth
Bretonnian Longswords are Melee (Two-handed) weapons. Whilst
(Rural) 50
wielding this weapon you get a bonus +5 to Weapon Skill. In
Traits: Armor 1 (Leathers), Ranged +6 (Bow, 50), Weapon +5
addition, whilst you carry the sword, even if you are not using it,
(Dagger)
you gain a +10 bonus on Intimidate Tests. You do not gain these
Optional: Hardy, Ranged +7 (Longbow, 100), Swarm, Tough
bonuses with any other weapon, nor does anyone else gain these
bonuses from your Birth Sword. Should you lose your sword
Yeoman—Silver 1
(misplaced, destroyed, stolen, etc.) you suffer a penalty of -10 to
M WS BS S T I Ag Dex Int WP Fel W
all Tests until it is recovered or repaired. If the sword isn’t
4 50 45 45 45 30 45 30 30 30 30 15
recoverable for any reason, you suffer a permanent penalty of -10
Talents: Beneath Notice 2, Drilled 2, Etiquette (Soldiers) 2, Flee!
to all Tests. You can buy back the -10 penalty on all Tests for 100
2, Orientation, Roughrider, Seasoned Traveler, Strider
XP per 5 you subtract from the penalty, removing the penalty
(Woodlands), Sturdy, Tenacious 2, Warrior Born, Well-prepared 2
completely for 200 XP.
Skills: Animal Care 45, Athletics 60, Consume Alcohol 60, Dodge
60, Endurance 60, Gamble 45, Gossip 45, Language (Battle) 45,
Weapon Enc Reach Damage Qualities & Flaws
Lore (Local) 45, Melee (Basic) 65, Melee (Cavalry) 65, Melee
Birth 3 Long SB+7 Damaging, Defensive,
(Polearm) 65, Outdoor Survival 45, Perception 45, Ranged (Bow)
Sword Fine
60, Ride (Horse) 60, Stealth (Rural) 60
You may normally only take this talent if you were born a male Traits: Armor 2 (Mail), Ranged +7 (Bow, 50), Weapon +8 (Sword
noble in Carcassonne. Female characters may take it if they were & Shield)
raised as boys from the moment of their birth, generally by parents Optional: Hardy, Tough, Weapon +8 (Halberd or Spear)
desperate for a son. Characters without the Noble Blood Talent
may not take it. Yeoman Sergeant—Silver 2
M WS BS S T I Ag Dex Int WP Fel W
4 55 50 50 55 30 50 30 30 30 50 18
Bretonnia Bestiary Talents: Beneath Notice 3, Drilled 3, Etiquette (Soldiers) 2, Flee!
5, Orientation, Roughrider 3, Seasoned Traveler, Strider
(Woodlands) 3, Strike Mighty Blow 3, Sturdy, Supportive 3,
The Bretonnian military are a powerful army formed around a core Tenacious 3, Very Resilient, Warrior Born, Well-prepared 3
of brave knights supported by scores of low-born peasants. They Skills: Animal Care 50, Athletics 70, Consume Alcohol 75, Dodge
are a warlike and valiant people who willingly seek out battles as a 70, Endurance 75, Gamble 50, Gossip 70, Language (Battle) 50,
way of securing personal honor and pride. Any who invade their Leadership 70, Lore (Local) 50, Lore (Warfare) 50, Melee (Basic)
domains face the fury of their powerful knights and few foes can 75, Melee (Cavalry) 75, Melee (Polearm) 75, Outdoor Survival 50,
match them on open ground. The knights range from the youngest Perception 50, Ranged (Bow) 70, Ride (Horse) 70, Stealth (Rural)
Knights Errant, eager to prove their worth, through the Knights of 70
the Realm, defenders of the land. Rarer still are the Questing Traits: Armor 3 (Leathers & Mail), Ranged +8 (Bow, 50),
Knights, wandering warriors engaged in a quest for the Grail. And Weapon +12 (Sword & Shield)
then there are the legendary Grail Knights themselves, who have Optional: Hardy, Tough, Weapon +12 (Halberd or Spear)
succeeded in their quest and sipped from their goddess's Grail,
becoming imbued with fey power and longevity. Riding into war
atop the finest steeds, from mighty Warhorses to soaring Pegasi
and roaring Hippogryphs, the Knights of Bretonnia are warriors
with few equals.

18
Grail Pilgrim—Brass 5 Son of Bretonnia—Gold 4
M WS BS S T I Ag Dex Int WP Fel W M WS BS S T I Ag Dex Int WP Fel W
4 40 30 45 40 30 30 30 30 40 30 20 6 75 50 50 60 30 60 30 30 80 50 25
Talents: Etiquette (Knights) 2, Flee!, Stout-hearted 2, Strike to Talents: Bless (The Lady), Fleet Footed, Linguistics 5, Noble
Stun 2, Strong-minded, Very Strong Blood, Read/Write, Relentless 3, Resolute 5, Reversal 3, Robust,
Skills: Art (Engraving) 40, Cool 50, Dodge 50, Endurance 50, Shieldsman 3, Stout-hearted 3, Strong Back 5, Warrior Born
Entertain (Singing) 40, Entertain (Storytelling) 40, Intimidate 55, Skills: Athletics 80, Animal Care 50, Charm 70, Cool 100,
Intuition 40, Lore (Heraldry) 40, Lore (The Lady) 40, Melee Endurance 80, Heal 50, Intimidate 70, Language (Battle) 50, Lore
(Basic) 50, Melee (Flail) 50, Melee (Polearm or Two-handed) 50, (Heraldry) 50, Lore (Theology) 50, Lore (Warfare) 50, Melee
Outdoor Survival 40 (Basic) 95, Melee (Fencing or Polearm) 95, Melee (Flail or Two-
Traits: Armor 1 (Leathers), Frenzy, Fury, Hardy, Hatred handed) 95, Melee (Parry) 95, Pray 70, Ride (Horse) 80
(Heretics), Weapon +6 (Dagger), Weapon +9 (Flail) Traits: Armor 5 (Silver Plate), Elite, Fast, Immunity (Corruption,
Optional: Big, Brute, Champion, Fast, Swarm, Tough, Weapon +9 Psychology), Magical, Tough, Weapon +9 (Sword & Shield)
(Bastard Sword), Weapon +8 (Spear) Optional: Champion, Flight 60, Hardy, Weapon +10 (Bastard
Sword), Weapon +10 (Flail & Shield), Weapon +9 (Halberd or
Battle Pilgrim—Silver 4 Spear), Weapon +9 (Rapier)
M WS BS S T I Ag Dex Int WP Fel W
4 50 30 55 65 30 50 30 30 60 60 29 Knight Errant—Gold 1
Talents: Battle Rage 3, Etiquette (Knights) 3, Fearless (Heretics) M WS BS S T I Ag Dex Int WP Fel W
3, Flee! 3, Impassioned Zeal 3, Public Speaker 5, Shieldsman 3, 4 45 30 40 30 30 40 30 30 30 30 13
Stout-hearted 5, Strike to Stun 3, Strong-minded 3, Tenacious 3, Talents: Etiquette (Nobles), Fearless (Everything), Roughrider,
Very Strong, Very Resilient Sturdy, Warrior Born
Skills: Art (Engraving) 50, Athletics 70, Charm 80, Cool 80, Skills: Athletics 50, Animal Care 40, Lore (Heraldry) 40, Lore
Dodge 70, Endurance 85, Entertain (Singing) 80, Entertain (The Lady) 40, Melee (Basic) 55, Melee (Cavalry) 55, Pray 40,
(Speeches) 80, Entertain (Storytelling) 80, Intimidate 75, Intuition Ride (Horse) 50
70, Leadership 80, Lore (Bretonnia) 50, Lore (Heraldry) 50, Lore Traits: Armor 4 (Plate), Weapon +10 (Lance), Weapon +8 (Sword
(The Lady) 50, Melee (Basic) 70, Melee (Flail) 70, Melee & Shield)
(Polearm or Two-handed) 70, Outdoor Survival 70, Perception 70 Optional: Champion, Fast, Fury
Traits: Armor 3 (Leathers & Mail), Fear 2, Frenzy, Fury, Leader,
Hardy, Hatred (Heretics), Tough, Weapon +10 (Flail & Shield) Knight of the Realm—Gold 3
Optional: Big, Brute, Champion, Elite, Fast, Weapon +10 M WS BS S T I Ag Dex Int WP Fel W
(Bastard Sword), Weapon +11 (Military Flail), Weapon +9 (Spear) 4 50 30 45 30 30 45 30 30 45 30 14
Talents: Bless (The Lady), Etiquette (Nobles) 3, Fearless
Foot Squire—Silver 3 (Everything) 2, Knightly Virtue (Any), Roughrider 2, Shieldsman
M WS BS S T I Ag Dex Int WP Fel W 2, Strike Mighty Blow 2, Sturdy, Warrior Born
5 45 30 40 40 30 40 30 30 30 30 15 Skills: Athletics 55, Animal Care 40, Cool 55, Dodge 55,
Talents: Fleet Footed, Linguistics, Noble Blood, Relentless, Endurance 40, Intimidate 55, Language (Battle) 40, Lore
Resolute 2, Shieldsman, Strong Back 2, Warrior Born (Heraldry) 40, Lore (The Lady) 40, Melee (Basic) 60, Melee
Skills: Athletics 50, Animal Care 40, Cool 40, Endurance 50, Heal (Cavalry) 60, Melee (Two-handed) 60, Pray 40, Ride (Horse) 55
40, Intimidate 50, Language (Battle) 40, Lore (Heraldry) 40, Melee Traits: Armor 4 (Plate), Weapon +12 (Lance), Weapon +10
(Basic) 55, Melee (Flail or Two-handed) 55, Melee (Parry) 55, (Sword & Shield)
Ride (Horse) 50, Trade (Ferrier) 40 Optional: Champion, Cunning, Fast, Fury
Traits: Armor 3 (Leathers & Mail), Weapon +8 (Sword & Shield)
Optional: Champion, Fast, Hardy, Swarm, Tough, Weapon +9 Questing Knight—Silver 3
(Flail & Shield), Weapon +9 (Bastard Sword) M WS BS S T I Ag Dex Int WP Fel W
4 50 30 45 30 30 45 30 30 45 45 14
Foot Knight—Silver 5 Talents: Bless (The Lady), Etiquette (Nobles) 3, Fearless
M WS BS S T I Ag Dex Int WP Fel W (Everything) 3, Knightly Virtue (Any), Roughrider 3, Shieldsman
5 55 30 45 45 30 45 30 30 45 30 16 3, Seasoned Traveler, Stout-hearted, Strike Mighty Blow 3, Sturdy
Talents: Fearless (Chaos) 2, Fleet Footed, Linguistics 3, Noble 3, Unshakeable, Warrior Born
Blood, Relentless 2, Resistance (Corruption) 3, Resolute 3, Skills: Athletics 60, Animal Care 45, Charm 60, Consume Alcohol
Reversal 2, Shieldsman 2, Stout-hearted 2, Strong Back 3, Warrior 60, Cool 60, Dodge 60, Endurance 45, Heal 45, Intimidate 60,
Born Language (Battle) 45, Leadership 60, Lore (Heraldry) 45, Lore
Skills: Athletics 60, Animal Care 45, Charm 45, Cool 60, (Local) 45, Lore (The Lady) 45, Melee (Basic) 65, Melee
Endurance 60, Heal 45, Intimidate 60, Language (Battle) 45, Lore
(Cavalry) 65, Melee (Two-handed) 65, Pray 60, Ride (Horse) 60
(Heraldry) 45, Lore (Theology) 45, Lore (Warfare) 45, Melee
Traits: Armor 4 (Plate), Weapon +12 (Bastard Sword), Weapon
(Basic) 70, Melee (Fencing or Polearm) 70, Melee (Flail or Two-
handed) 70, Melee (Parry) 70, Ride (Horse) 60, Trade (Ferrier) 45 +11 (Sword & Shield)
Traits: Armor 4 (Plate), Weapon +8 (Sword & Shield) Optional: Champion, Cunning, Fast, Fury, Tough, Weapon +12
Optional: Champion, Fast, Hardy, Tough, Weapon +9 (Bastard (Flail & Shield), Weapon +13 (Great Axe), Weapon +13 (Military
Sword), Weapon +9 (Flail & Shield), Weapon +8 (Halberd or Flail)
Spear), Weapon +8 (Rapier)

19
Grail Knight—Gold 4 100, Melee (Fencing) 100, Melee (Flail or Two-handed) 100,
M WS BS S T I Ag Dex Int WP Fel W Melee (Parry) 100, Pray 115, Ride (Horse) 80, Ride (Hippogryph
4 55 30 55 55 30 50 30 30 50 50 20 or Pegasus) 80, Track 80
Talents: Bless (The Lady), Disarm 3, Etiquette (Nobles or Traits: Armor 5 (Blessed Plate), Champion, Cunning, Immunity
Cultists) 5, Fearless (Everything) 5, Grail Virtue (Any), Inspiring (Corruption, Disease, Fatigue, Poison), Leader, Regenerate,
3, Knightly Virtue (Any), Roughrider 3, Shieldsman 3, Seasoned Weapon +16 (Magical Lance), Weapon +14 (Magical Sword &
Traveler 3, Stout-hearted 3, Strike Mighty Blow 5, Strike to Injure Shield)
3, Sturdy 5, Unshakeable 3, Warrior Born Optional: Clever, Fast, Fear 4, Fury, Tough, Weapon +15
Skills: Athletics 70, Animal Care 50, Charm 70, Consume Alcohol (Magical Bastard Sword), Weapon +15 (Magical Flail & Shield),
75, Cool 70, Dodge 70, Endurance 75, Heal 50, Intimidate 75, Weapon +16 (Magical Great Axe), Weapon +16 (Magical Military
Language (Battle) 50, Leadership 70, Lore (Bretonnia) 50, Lore Flail), Weapon +14 (Magical Rapier)
(Empire) 50, Lore (Heraldry) 50, Lore (Local) 50, Lore (The Lady)
50, Lore (Warfare) 50, Melee (Basic) 80, Melee (Cavalry) 80, Grail Damsel—Silver 3
Melee (Flail or Two-handed) 80, Pray 70, Ride (Horse) 70, M WS BS S T I Ag Dex Int WP Fel W
Ride (Hippogryph or Pegasus) 70 4 40 30 30 30 30 40 30 40 40 35 13
Traits: Armor 5 (Blessed Plate), Champion, Immunity Talents: Attractive 3, Aethyric Attunement 3, Arcane Magic (Any
(Corruption, Disease, Fatigue, Poison), Regenerate, Weapon +16 Arcane Lore), Detect Artefact 2, Etiquette (Nobles), Fast Hands 2,
(Magical Lance), Weapon +14 (Magical Sword & Shield) Perfect Pitch 3, Petty Magic, Read/Write, Second Sight 3, Sixth
Optional: Cunning, Fast, Fury, Tough, Weapon +15 (Magical Sense 2, Suave
Bastard Sword), Weapon +15 (Magical Flail & Shield), Weapon Skills: Channeling (Any Colour) 60, Charm 45, Cool 50, Dodge
+16 (Magical Great Axe), Weapon +16 (Magical Military Flail) 50, Gossip 45, Intimidate 40, Intuition 40, Language (Battle) 50,
Language (Magick) 60, Lore (Magic) 55, Melee (Basic) 50, Melee
Paladin—Gold 5 (Polearm) 50, Perception 40, Pray 55
M WS BS S T I Ag Dex Int WP Fel W Traits: Magical, Weapon +7 (Quarterstaff), Weapon +7 (Sword)
5 85 50 65 75 40 75 30 50 90 60 29 Optional: Clever, Ward +7
Talents: Beat Blade, Bless (The Lady), Combat Master 7, Disarm
4, Etiquette (Bretonnians), Etiquette (Nobles) 6, Fearless Prophetess of The Lady—Gold 2
(Everything) 9, Furious Assault, Inspiring 5, Invoke (The Lady), M WS BS S T I Ag Dex Int WP Fel W
Knightly Virtue (Any), Luck 3, Roughrider 7, Shieldsman 6, 4 50 30 30 30 50 50 30 50 60 65 15
Seasoned Traveler 5, Stout-hearted 9, Strike Mighty Blow 6, Strike Talents: Attractive 6, Aethyric Attunement 5, Arcane Magic (Any
to Injure 6, Strong-minded, Sturdy 6, Unshakeable 9, Warrior Born Arcane Lore), Blather 3, Cat-tongued 3, Combat Aware 3,
Skills: Athletics 105, Animal Care 80, Charm 90, Consume Commanding Presence, Deal Maker 3, Detect Artefact 3, Dual
Alcohol 105, Cool 120, Dodge 105, Endurance 105, Heal 80, Wielder 5, Etiquette (Nobles) 3, Fast Hands 3, Inspiring 3,
Intimidate 95, Language (Battle) 80, Leadership 90, Lore Gregarious 3, Instinctive Diction 3, Iron Will 3, Magical Sense,
(Bretonnia) 100, Lore (Empire) 80, Lore (Heraldry) 100, Lore Menacing 3, Perfect Pitch 5, Petty Magic, Read/Write, Second
(Local) 80, Lore (The Lady) 100, Lore (Warfare) 80, Melee Sight 5, Sixth Sense 5, Suave, War Leader 3, War Wizard
(Basic) 115, Melee (Cavalry) 115, Melee (Flail or Two-handed) Skills: Animal Care 70, Channeling (Any Colour) 90, Charm 85,
115, Pray 90, Ride (Horse) 105, Ride (Hippogryph or Pegasus) Cool 80, Dodge 70, Evaluate 70, Gossip 85, Intimidate 50,
100 Intuition 70, Language (Battle) 60, Language (Elthárin) 60,
Traits: Armor 5 (Blessed Plate), Champion, Clever, Elite, Fast, Language (Magick) 80, Lore (Bretonnia) 80, Lore (Magic) 80,
Immunity (Corruption, Disease, Fatigue, Poison), Regenerate, Lore (Warfare) 60, Melee (Basic) 70, Melee (Polearm) 70,
Tough, Weapon +18 (Magical Lance), Weapon +16 (Magical Perception 70, Pray 85, Ride (Horse) 70, Ride (Unicorn) 70
Sword & Shield) Traits: Leader, Magical, Fear 3, Weapon +7 (Quarterstaff),
Optional: Big, Cunning, Fear 3, Fury, Weapon +17 (Magical Weapon +7 (Magical Sword)
Bastard Sword), Weapon +17 (Magical Flail & Shield), Weapon Optional: Clever, Cunning, Fast, Leader, Ward +6
+18 (Magical Great Axe), Weapon +18 (Magical Military Flail)

Bretonnian Lord—Gold 7 Beasts of Bretonnia


M WS BS S T I Ag Dex Int WP Fel W
4 65 30 55 55 60 50 50 50 85 85 23
Talents: Attractive 3, Bless (The Lady), Briber 3, Carouser 5,
Artois Boars
Commanding Presence 3, Coolheaded, Deal Maker 3, Disarm 5, “Artois Boars are Wild Boars that have been touched by Chaos.
Etiquette (Cultists) 8, Etiquette (Nobles) 8, Fearless (Everything) Whilst they are found throughout the Forest of Arden, they have
8, Grail Virtue (Any), Inspiring 8, Iron Will 8, Knightly Virtue never been seen beyond it, and most are found within the dukedom
(Any), Luck 5, Public Speaker 8, Roughrider 8, Read/Write, of Artois. They are even more bad-tempered than normal Wild
Shieldsman 5, Seasoned Traveler 3, Stout-hearted 8, Strike Mighty Boars and are entirely carnivorous, preferring to eat living prey.
Blow 5, Strike to Injure 5, Sturdy 5, Suave, Unshakeable 8, War Prey that screams and curses whilst it is being eaten is particularly
Leader 8, Warrior Born, Wealthy 10 popular. Peasants say if you can stay still and quiet whilst the boar
Skills: Athletics 80, Animal Care 80, Bribery, Charm 115, is eating you, it will lose interest. Peasants say a lot of stupid
Consume Alcohol 85, Cool 115, Dodge 80, Endurance 85, Gamble things.
80, Gossip 115, Heal 80, Intimidate 85, Intuition 90, Language
(Battle) 100, Language (Classical) 80, Language (Reikspiel) 80, Artois Boars are around five feet high at the shoulder, and
Leadership 115, Lore (Bretonnia) 100, Lore (Empire) 80, Lore normally appear fat. They are, however, extremely fast and strong.
(Heraldry) 100, Lore (Local) 80, Lore (Politics) 80, Lore (The Many have mutations, but the race is stable overall. “
Lady) 100, Lore (Warfare) 80, Melee (Basic) 100, Melee (Cavalry) —Warhammer Wiki

20
Artois Boar Derelich
M WS BS S T I Ag Dex Int WP Fel W M WS BS S T I Ag Dex Int WP Fel W
7 40 -- 50 55 35 35 -- 10 20 -- 17 5 35 30 30 30 45 40 30 40 50 45 28*
Talents: Berserk Charge Talents: Cat-Tongued, Etiquette (Travelers), Gregarious
Skills: Athletics 40, Melee (Brawling) 45 Skills: Charm 65, Melee (Brawling) 40, Perception 65
Traits: Armor 1 (Hide), Belligerent, Bestial, Frenzy, Hatred Traits: Chill Grasp, Ethereal, Immunity to Psychology, Night
(Prey), Horns +8 (Tusks), Night Vision, Stride, Weapon +8 Vision, Weapon +7 (Claws)
(Tusks) Optional: Clever, Cunning, Fear 3, Stealthy
Optional: Infected, Infestation, Mutation, Size (Large), Territorial Special: A single Derelich can produce many “bodies,” apparently
Special: When an Artois Boar makes a Charge, its tusks count as separate spirits. Each spirit has some of the Derelich’s Wounds, so
having the Impact Quality. that the total number of Wounds is split between all spirits. Each
spirit has an Action, Free Action and Movement. All spirits are
Chasm Spawn part of the same Derelich and thus can coordinate their attacks
“Chasm Spawn crawl out of the Black Chasm and then wander perfectly—counting for Outnumbering. Wounds lost by each spirit
Bastonne, attacking and trying to eat anything in their path, are lost by the whole Derelich. Spirits slain count towards the same
including Humans, horses, rocks, and trees. They seem to be entity and thus do not provide the Deathblow special rule.
almost mindless, but they are dangerous all the same. They look
rather like enormous frogs and can leap long distances, though Dracoleech
they prefer not to. Each is about ten feet tall at the shoulder, larger “The Dracoleech is a horrible Undead monster found almost
than many peasant houses. Their skin is black and tough rather exclusively in the River Grismerie between Mousillon and
than slimy. Bordeleaux, though some have been known to swim further
upstream. The creatures are serpentine in form, between twenty
Young Chasm Spawn have never been observed, but the stability and thirty feet long and about four feet across. Their skin is
of their shape means that most scholars believe they have nothing rubbery, slimy, and rotten, and there are no bones within. For
to do with Chaos. A few scholars would love to sponsor an mouths, they have circles of teeth, constantly pulsing, that can
expedition to the depths of the Chasm to find out more, as long as swallow a child or Halfling in one gulp.
they don’t have to go along.”—Warhammer Wiki
Their preferred mode of attack is to come up under a boat, tipping
Chasm Spawn any passengers and crew into the water where they can be chewed
M WS BS S T I Ag Dex Int WP Fel W at leisure. They can also jump onto a small boat, smashing it, but
4 40 40 60 55 35 25 20 5 30 5 48 they cannot stay out of the water for long.”—Warhammer Wiki
Traits: Amphibious, Armor 3 (Hide), Bestial, Bite +10, Bounce,
Hardy, Size (Large), Swamp-strider, Tongue Attack +6 (12), Dracoleech
Tracker, Weapon +9 (Claws) M WS BS S T I Ag Dex Int WP Fel W
Optional: Distracting, Hungry, Infestation, Size (Enormous), 8 45 -- 60 40 40 40 -- 10 30 -- 68
Venom (Average-Hard) Traits: Amphibious, Aquatic, Armor 2 (Hide), Bestial, Fear 4,
Night Vision, Size (Enormous), Swamp-strider, Terror 3, Undead,
Derelich Weapon (Circles of Teeth) +10
“Dereliches are evil beings that inhabit abandoned buildings or Optional: Constrictor, Hungry, Size (Monstrous), Territorial
parts of buildings. They try to lure people into their clutches by
making the building appear inhabited and welcoming and, once the Grey Men
poor victim is within their grasp, then kill them. Somehow the “A Grey Man is a shambling, hulking creature one and a half times
deaths of their victims provide sustenance to the Derelich. There is the size of a man and of roughly humanoid shape. Its body seems
never more than a single Derelich in a small building, though made of compacted ooze and swamp debris, and its face is mostly
wings of a large building may accommodate one each. Even then, featureless except for its small, glinting eyes, which alone suggest
each Derelich keeps to its own area, and they seem to ignore one some intelligence in the creatures. Its oozing paws conceal claws
another. However, a Derelich can manifest in a large number of of splintered bone and its upper body can open up to reveal a gory
spirits, up to 24 in most cases, each of which can take the form of black maw filled with spinelike teeth. Most dangerous, however, is
any living creature, playing a role in the charade of the building its habit of crippling those who come near it, filling their veins
and playing a role in the attack. These fragments can leave the with stagnant swamp water and afflicting their hearts with the
building, but they cannot go very far; no more than one yard from decay and chill of the marsh. However, a Grey Man does not
the edge of the building’s plot for every Wound that they have. always fight those who trespass on its swamp—it is just as likely to
passively observe them, lead them into greater danger, or even help
The Derelich can also change the appearance of its building, inside them. The Grey Men’s motives are unknowable and their methods
and out, making it appear as it was at its height. This makes holes obscure. Those who know them best understand that they do not
in floors invisible but doesn’t actually repair dangerously damaged know the Grey Men at all.”—Warhammer Wiki
buildings.
Grey Man
Whilst Dereliches are spirits, they do not appear to be Undead nor M WS BS S T I Ag Dex Int WP Fel W
do they seem to be Chaos Daemons. Their natures are something 4 45 30 50 50 40 30 30 25 45 20 38
of a mystery, and in most of the Old World, they are hardly ever Talents: Fearless (Intruders), Rover, Strike to Injure
seen. They are, however, quite common in Aquitaine.” Skills: Cool 65, Melee (Brawling) 65, Stealth (Rural) 50
—Warhammer Wiki

21
Traits: Amorphous, Arboreal, Armor 2 (Hide), Bite +8, Weapon Enc Reach Damage Qualities & Flaws
Distracting, Frenzy, Horns +7, Night Vision, Size (Large), Swamp- Big Choppa 3 Long SB+6 Damaging, Hack
strider, Tracker, Venom (Challenging), Weapon +9 (Claws)
Optional: Fear 2, Infected, Infestation, Territorial Knockers
“Knockers are the Undead revenants of miners killed in accidents,
Hagranyms particularly accidents caused by carelessness or greed. They are all
“The Orcs of the Grey Mountains call their special mounts but mindless and utterly hostile to those who have survived where
Hagranyms. The Hagranyms are not animals; many are more they perished. Usual Knocker tactics are to try to get between
intelligent than the Orcs riding them. This is one reason why all working miners and the surface, and then strike at the wooden
attempts by Bretonnians to tame them have failed; the Hagranyms supports to collapse the tunnel whilst driving back those miners
refuse to cooperate and are clever enough to cause all kinds of who try to escape. Single Knockers are usually destroyed before
problems. The other reason is that all Hagranyms are bloodthirsty they can collapse the tunnel, but large accidents produce groups.
killers, delighting in slaughter for its own sake as well as for food.
Knockers look like rotting corpses that have been crushed under
They have chosen to ally with the Orcs because it increases their tons of rock and then got up again. They normally carry mining
chances for slaughtering something other than Orcs. Most Orcs tools and wear badly damaged miners’ overalls. It is sometimes
think that they have tamed the Hagranym by their superior possible to recognize them, but normally the body is too badly
strength. Only a few of the most intelligent trainers have found that damaged. Whilst Knockers seem to arise spontaneously, some
the creatures choose to cooperate. The Orcs know that the people worry that there are Necromancers using them to disrupt
Hagranym are individually stronger, and it is only their belief in mining and take the resources for themselves.”—Warhammer Wiki
their intellectual superiority that sustains the relationship. If the
Orcs find out that they are being manipulated, it will be war.” Knocker
—Warhammer Wiki M WS BS S T I Ag Dex Int WP Fel W
4 20 -- 50 35 10 10 15 -- -- -- 16
Hagranym Talents: Strong Back, Sturdy, Very Strong
M WS BS S T I Ag Dex Int WP Fel W Skills: Melee (Basic) 30, Melee (Two-handed) 30
8 45 -- 55 50 30 40 50 30 35 -- 36 Traits: Construct, Dark Vision, Fear 2, Painless, Undead,
Talents: Acute Sense (Hearing), Scale Sheer Surface, Strike Unstable, Weapon +10 (Pick)
Mighty Blow Optional: Armor 1 (Leathers), Corruption (Minor), Diseased,
Skills: Climb 60, Dodge 50, Melee (Brawling) 50, Perception 45 Distracting, Infected, Infestation, Territorial, Weapon +9 (Hammer
Traits: Bite +8, Clever, Size (Large), Stride, Weapon +10 (Razor or One-handed Pick)
Hooves)
Optional: Big, Cunning, Hardy, Trained (Drive, Mount, War) Lakemen
Special: Despite having no hands, the Hagranyms can make full “Lakemen are a variety of Beastmen found primarily in the
use of the Climb Skill. Lyonesse region of the Forest of Arden, though they swim out to
plague the rest of southern Lyonesse with depressing frequency.
Iron Orcs They all have a vaguely amphibian appearance, often with faces
“Iron Orcs are real enough, though it is unclear why only resembling frogs, pincers in place of hands, and gills allowing
Carcassonnian natives have so far encountered them. At first sight them to breathe underwater. However, they are more variable than
they look like Black Orcs in plate armor but without a helmet, but normal Beastmen, and all Lakemen have at least one other
closer encounters reveal the armor is set into their skin. They are mutation.
faster, stronger, and better armored than Black Orcs, but Iron Orcs
are less intelligent and more savage. They normally serve under Lakemen prefer to attack from the water, as this gives them the
Black Orc leaders, and some accounts suggest that their numbers advantage of surprise in most cases, but they are no more adept in
are increasing.”—Warhammer Wiki water than any other skilled swimmer. Whilst they are as violent
and bloodthirsty as Beastmen, the two groups have never been
Iron Orc observed to cooperate and have even been known to fight each
M WS BS S T I Ag Dex Int WP Fel W other for no readily apparent reason.”—Warhammer Wiki
5 55 30 50 55 30 35 25 15 35 15 18
Talents: Menacing, Stout-hearted, Strike Mighty Blow, Strike to Lakeman
Injure, Strike to Stun, Sturdy M WS BS S T I Ag Dex Int WP Fel W
Skills: Dodge 55, Intimidate 60, Melee (Two-handed) 65, 4 45 10 45 45 30 30 -- 25 30 20 15
Perception 40 Talents: Rover, Strong Swimmer
Traits: Animosity (Greenskins), Armor 5 (Plate), Belligerent, Die Skills: Melee (Brawling) 55, Stealth (Rural) 40, Swim 65
Hard, Frenzy, Infected, Night Vision, Weapon +12 (Big Choppa) Traits: Arboreal, Armor 2 (Hide), Bounce, Fury, Night Vision,
Optional: Champion, Elite, Painless, Size (Large), Weapon +12 Swamp-strider, Weapon +8 (Pincers)
(Great Axe or Warhammer) Optional: Amphibious, Armor 3 (Hide), Brute, Corruption
Special: Their Head is unprotected by Armor Points. The Big (Minor), Disease (The Gripe), Infected, Infestation, Mutation, Size
Choppa is even larger and more unwieldy than a Choppa, only Iron (Large), Venom (Average-Hard)
Orcs have been seen to use these weapons. In the hands of a non-
Orc the Ugly Flaw is added, and when wielded by someone with
less than 50 Strength the Great Choppa gains the Imprecise Flaw.

22
Weapon Price Enc Availability Reach Damage Qualities & Flaws
POLEARM
(2H) Becs de Corbin 6 GC 3 Rare Very Long SB+4 Impale, Penetrating
TWO-HANDED
Bretonnian Longsword 13 GC 3 Scarce Long SB+6 Damaging, Defensive
Estoc 8 GC 3 Scarce Long SB+5 Damaging, Impale

Siege Weapon Cost, Availability & Stats


Weapon Price Enc Availability Range Damage Qualities & Flaws
Trebuchet 60 GC 55 Rare 100 +23 Damaging, Impact, Practical, Reload 3
*The Trebuchet require the Ranged (Engineer) Skill to be used effectively.

Mount Cost, Availability & Movement Rates (In Yards)


Monster Cost Carrying Capacity Availability Movement Walk Trot Canter
Bretonnian Destrier 460 GC 20 Encumbrance Exotic 5 10 15 30
Hippogryph Mount 690 GC 24 Encumbrance Exotic 7 14 21 42
Light War Pegasus 460 GC 18 Encumbrance Exotic 8 16 24 48
Royal Pegasus 920 GC 20 Encumbrance Exotic 9 18 27 54

Bretonnian Destrier
M WS BS S T I Ag Dex Int WP Fel W
5 35 -- 50 60 20 30 -- 10 20 30 38
Traits: Big, Fast, Size (Large), Skittish, Stride, Tough, Trained (Broken, Magic, Mount, War), Weapon +8 (Hooves)
Optional: Champion, Clever, Elite, Hardy, Magical, Rear

Hippogryph Mount
M WS BS S T I Ag Dex Int WP Fel W
7 45 -- 55 50 20 55 -- 5 35 10 36
Traits: Belligerent, Bite +9, Flight 120, Night Vision, Size (Large), Stride, Trained (Broken, Mount), Weapon +9 (Talons)
Optional: Champion, Elite, Frenzy, Fury, Hardy, Hatred (Any), Rear, Tough, Trained (War)

Light War Pegasus


M WS BS S T I Ag Dex Int WP Fel W
8 45 -- 45 40 30 45 -- 20 25 10 28
Traits: Flight 100, Size (Large), Stride, Trained (Broken, Drive, Magic, Mount, War), Weapon +7 (Hooves)
Optional: Champion, Clever, Elite, Hardy, Magical, Rear, Tough

Royal Pegasus
M WS BS S T I Ag Dex Int WP Fel W
9 65 -- 45 40 50 55 -- 50 45 20 32
Traits: Clever, Cunning, Elite, Fast, Flight 100, Magical, Size (Large), Stride, Trained (Broken, Drive, Magic, Mount, War), Weapon +7
(Hooves)
Optional: Big, Champion, Hardy, Rear, Tough

23

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