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"Giles le Breton had a dream, too. Of a world where might served right, instead of subjugating...
State Of The Realm
State Of The Realm


Income:
Taxes:
Knightly Vassals: 320 Gold (Medium)
Freemen: 150 Gold (Low)
Peasant: 150 Gold (High)
Total:620 Gold


Trade:6,755 Gold
Farming: 250 Gold
Mining: 1,875 Gold
Hunting: 75 Gold
Crusader Supplies: 1000 Gold
Total Non-Tax Income:8,285

Total Income: 8,905

Treasury: 8, 635 Golden Gilles

Personal Levies: Your personal levies, to be called on in times of war. Provided their gear by you, specifically. A regiment of 500 costs 10 Gold to raise and maintain.
5 Trebuchet: The heaviest siege weapon the Kingdom of Bretonnia can produce, it rains down chunks of stone to crush through even the thickest fortifications.
30,000 Men At Arms: Professional Soldiers. Training varies. Armored in Scale Maille, they are far more protected now than they once were.
7,500 Yeomen: Experienced, trained, and more heavily armored than the average Man At Arms. With a halberd and a shield, they form a fine wall to hold the line until you can charge.
1000 Yeomen Wardens: The cream of the crop. Riding smaller, Imperial bred warhorses into battle, they are light cavalry, used to harass the enemy and to help fortify the lance. Armed with chain and a spear.
30,000 Bowmen: The main ranged soldier of the kingdom, wielding bows crafted of yew wood and armored in leather.
1000 Villein: The finest archers of your armies, being more than adequate bowmen. Armored in chain and leathers, with ancestral bows.
250 Coureur de Bois: Guerilla Warriors of the Massif Orcal, they are, without a doubt, some very scary, very dangerous people. In addition, their scavenging abilities and fondness for looting and war mean they reduce upkeep costs of the army by .025% for every 25 Coureur de Bois in your army. (Current affect: .2%)
60 Household Knights: Elite warriors, clad in shining steel and wielding silverine swords, they are your will made manifest. The chaff of no foe threatens them, and they fear no evil. (Upgrades: Holy Wafers, Weapons of the Winter Heraldry)
10 Battering Rams: Essentially giant wagons with huge logs attached to them in such a way that they can swing, they are useful for only situation-- breaking shit down during a siege.
1 Unit of 20 Wolf Riders: Riding the giant, Lady blessed Wolves, they bear thick lances and heavy weapons-- and their mounts bear a grim ferocity that belies their usually friendly nature.
10 Ballista: Ancient siege weapons firing bolts of pure steel, they are incredibly useful for killing giants and other large single monsters, or for dispersing regiments.

Regiment Of Renown:
Phillip's Foot-Squires:
The soldiers of your lands are offered the choice of taking up the Foot-Squire's oath. Emulating you in their usage of a great-sword, clad in heavy armors, and numbering five-hundred, they will never, ever falter in holding the line, unless they are all dead or dying.

Gris Guard Musketeers: Well armed soldiers and infantry-men, much like the knightly orders of the Empire they maintain their own recruitment, armoring, and standards. At full strength a hundred of them stand, watching vigilant for evil and slaying all things foul.
(Total Strength: 100/100)

Total Military Cost: 2500 Gold Coins

Riverine Navy:
10 Coteau du Grismerie (MS Martrud, Beren, Philip, Giles, ): Small river craft, more useful for moving men and material than for a real fight. Still, they could be an unwelcome surprise to any invader from the rivers.

Your Barons: (Opinion of Annick in Parentheses)
Baron Graeme: Holds one of the passes into the Massif Orcal.
Opinion: 4/10 (7)
Expected Levy: 3,500 Men At Arms; 11,500 Bowmen; 1000 Yeomen.
Taxes: 50 Gold

Baron Rambert: Protects the the fertile farmland near the banks of the river Grismerie. Obviously, this has granted him some power.
Opinion:8/10 (10)
Expected Levy: 4,000 Men At Arms; 4,000 Bowmen; 1,000 Yeomen.
Tax: 30 Gold

Baron Armistead: Your cousin (Probably not by the strictest definition, but roll with it) has earned his spurs in Estalia, saving a maiden who was being strapped to a war machine to act as a living shield. Ambitious, and proud, and conflicted-- but noble, brave, and thoughtful, as well, he will be one of the finest knights of Bretonnia. Or die. One of the two.
Opinion: 4/10 (1)
Expected Levy: 100 Men At Arms; 50 Bowmen
Tax: 50 Gold

Baron Belrose: Holds the Montfort side of the Gisoreux Gap in case of invaders.
Opinion: 10/10 (5)
Expected Levy: 1000 Men At Arms; 2,000 Bowmen; 750 Yeomen.

Baron Blanc: Holds the goldmine in his lands, and as such does not have to send many soldiers for the levy.
Opinion: 7/10 (1)
Expected Levy: 750 Men At Arms; 750 Bowmen.

Baron Bonitus: A mishmash patchwork of lands that include a small chunk of arable land.
Opinion: 10/10 (6)
Expected Levy: 500 Men At Arms; 1000 Bowmen; 350 Yeomen.

Baron Corentin: His father and mother alike died to the depredations of the Greenskins. He has taken the reins and Glacies, and vowed that never again will the filthy, vile Greenskins ever set foot in his lands. Given the great stone towers he has begun to place, you expect it might be so.
Opinion:10/10 (10)
Expected Levy: No Levy

Valmont Estate: A small chunk of land in Bastonne. Normally, such a thing would rub raw the lords of that land-- but you trained Bohemond in the noble arts; further, you have helped them to rebuild. Still, it might be wise to hand it to your sons when they are of age, rather than keeping it in the main line.

Currently, it is held by a Mayor, under your trust.
Income: 150 Gold
Expected Levy: none

Knightly Opinion: 7/10 (10)- It's a bit improper to be cavorting with non-humans, isn't it?
Freemen Opinion: 9/10 (1)- Thanks for saving Marienburg and stuff, guys.
Peasant Opinion: 6/10 (7)- How long until your friends start screaming "WAAAGH" and trying to rip our heads off, exactly?

Economic Status: Recovered- Your people are housed, gold flows, and none suffer more than only just what is inherent to a world such as yours.
Misc. Opinions:

-Dukes of Bretonnia:
-- Duke Louis the Fay of Parravon: 4/10 (10)
-- Duke Arthur the Contested of Couronne: 7/10 (7)
-- Position of Duke of Gisoreux Vacant
-- Duke Maxime the Veteran of Bourdeleaux: 4/10 (4)
-- Duke Bohemond Beast-Hunter of Bastonne: 10/10 (10)
-- Duchess Gyneth Ledoc the Just of Brionne: 6/10 (10)
-- Duke Gregoire the Wise of Carcassone (Your brother-In-Law): 10/10 (10)
-- Duke Josu the Contemptuous of L'Anguille(King): 6/10 (10)
-- Duke Clovis the Green of Quenelles: 8/10 (10)
-- Duke Hugh the Foreign-Friend of Aquitaine: 9/10 (9/10)
-- Duke Folgar the Fighter of Artois: 8/10 (10)
-- Duke Marc the North-Bane of Lyonesse: 6/10 (10)
-- Duke Judoc the First of Montagneterre: 10/10 (10)
-- Duke William the Conqueror of Ècosse: 6/10 (10)
-- Duke Kai the Pure of Mousillon: 10/10 (10)
-Imperial Opinion: 7/10
--Marienburg: 8/10
--Reikland: 7/10
--Wissenland: 2/10
--Averland: 6/10
--Middenland:3/10
--Nordland: 6/10
--Talabecland:6/10
--Stirland:7/10
--Hochland: 6/10
--Ostermark: 6/10
--Ostland: 6/10

Dwarfs: 7/10- Nobody who kills that many greenskins can be all that bad, even if he is friends with the filthy knife ears.
High Elves: 9/10- Killed Malida and saved the Old World, which we kinda wanted to do but will accept, this one time, someone else doing.
-Ellyrion: 10/10- Saved King Alan, master of Ellyrion, and returned the Sword Ceyl to his most noble house. You're a cool dude, for a human.
 
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Folcard Dynasty
Philip August Folcard
Born: 1403
Age: 50

Your father. He so loved your mother, he damned himself.
(Source)
Traits:
Brave: He was never fearful.(+2 Martial)
Grail Acolyte: He traveled as part of the Knights Unbound, and though the group is long broken the lessons remain. (+3 Piety, +1 Opinion)
Chivalrous: You learned what you know from him.(+1 Piety, +1 Diplomacy)
Strong: He is mighty. (+3 Martial, +1 Diplomacy, All male children with full Bretonnian parentage receive this trait, else 75% chance, +10% Fertility)
Scarred: He is a beaten man.
Taught By A Troubadour: The Troubadour Nimue finished his education. (+2 Learning)
Virtue of the Unshakable: He can do things no other knight can, because they must be done. (+3 Martial, +3 Piety, Bonus to Fighting Foes stronger than you, Resistance to Enemy Psychological attacks, Bonus to Prestige Gathering, Access to Prestige Actions)
One-Eyed: It is a shameful thing to be captured, but to escape-- and to kill those who captured you as you do-- is to cleanse that shame. (-1 Martial Nullified by Chivalrous Sight)
Grail Knight: He drank of the grail (+4 Martial, +4 Piety, +2 Diplomacy with all Forces of Order, +4 to Bretonnian Diplomacy, +1 Stewardship; Bonus from the Unshaken: Gain Heroic Killing Blow, Easier Access to Retinues, Bonus to Opinion, Prestige, as long as Piety remains above 10, you have a 1 in 6 shot reflecting all attacks due to the Lady's love. Grail Acolyte Bonus: Odds increased to 2 of 6.)
Crusader: He spent much time killing for the Lady.(+1 Piety, +1 Martial)
Chivalrous Sight: He has magic sight. (+2 Diplomacy, +2 Intrigue, Malus from One-Eyed Removed)
Arch-Nemesis of the Greenskins: To understand the fate of Greenskins near him, think of a lance piercing a shield. Forever. (+2 Martial, +2 Diplomacy with every-- and I do mean every-- faction outside of Greenskin, +2 Piety. All Greenskins must take Leadership Test, if Passed gain hatred and resolve, if failed gain terror and stupidity. Passed down through all those who have your blood up to three generations removed, eg the Grand-Sons of Robert will still have it but their great grandsons will not. Permanent for the Folcard line, does not apply to those marrying in)
Lord of Shadows: one of the new heads of the Court of Shadows, after...well, a great many things you do not know, he has ascended to become something...you do not understand at all.

Martial: 17+2+3+3+4+1+2=32- He is deadly.

Piety: 18+3+3+4+1+1+2=32- Perhaps the only thing greater than his love of your mother is his love for the Lady.

Diplomacy: 14+1+2+1+2+2=22- He is honorable, decent, and just. Except for that part where he faked his death.

Intrigue: 10+2=12- Too decent to plot, but not too decent to lie.

Learning: 7+2=9- He is not dumb. But he disdain academia, and the obsession with having the newest, shiniest toys prevalent within.

Stewardship: 11+1=12- He is good at math, at least.

Fertility: 0% chance of having children when carrying on an affair or married.

Prestige:3,155/6,155 (Political Capital/Earned)

Titles: Duke of Montfort, Dearest, Orc Foe, Bitmonoc, Vengeance-Taker, The Efficacious, Mountain Cleanser, The Great, One-Eye, Dress Menace

Infamy: 1000 (For faking his death; the people are unamused)



Mount:
Éclatant

Your Father's somewhat aged Hippogryph. Formed of the head of a great, noble eagle, the fine body of a mountain lion, and the strong legs of a horse, he is a mighty beast indeed- his hide is scarred, and his form massive indeed. Woe betide the beast what assails him.
Traits:

Species Hatred-Greenskins: Like most things Montfortian, Éclatant hates greenskins with a fiery passion. (+3 Combat against Greenskins)

Bright: >TFW your mount is smarter than you
Feels bad, man. (+1 All Stats)

Raised From Birth: You personally raised Éclatant from hatching, giving the two of you a deep connection. (+3 Loyalty)

Wrathful: His rage may not be infinite, but it's pretty damn close. (+3 Personal Combat)

Large: He won't be breaking any records, but he'll be a pretty big specimen by the time he's full grown. (+2 Personal Combat)

Gluttonous: What is, in humans, a negative traits becomes more useful in battle, among the noble beasts. (+3 Personal Combat, +2 Loyalty)

Terrible: Hippogryphs are innately scary-- territorial, wrathful, horrendous beasts, with a rage to swallow the world-- and among them, he is king. (+3 Personal Combat)

Mated: Hippogryphs mate for life, meeting with each other once a year until the female is pregnant then raising the chicks together, a psycopathic couple, for perhaps the next six months, until the female is recovered. Still, it breeds a tolerance and a peace that is useful. (+3 Intelligence, +3 Loyalty)

Mystic Barding: During his Quest, your Father saved a number of people, among them a Prophetess. In thanks, she forged for the beast mighty barding, cast of steel and Silverine and worked with holy symbols that make his claws burn with fire. (+4 Personal Combat)

Tamed: Decades spent fighting at each other's side has made your father and his mount very close indeed. (+3 Intelligence, +3 Loyalty)

Stats:

Personal Combat: 17+3+1+2+3+3+4=32- He killed Dragons of Naggaroth, and he will kill more.

Intelligence: 20+1+3+3=27- He is smarter than a good chunk of the merchants.

Loyalty: 15+3+3+3+2=26- He seems to believe your father counts as part of his territory-- and knowing hippogryphs, that should tell you something.

Morgyan "Le Fay" Folcard

Your mother. She so loved your father that it saved her.

Born: 1400
Age: 53

Traits:
Ambitious: Clawing, grasping, scratching for power-- it is, how she is.(+2 All Stats)
Mystic: She knows much. (+1 Learning, +2 Intrigue)
Flamboyant Schemer: She has her plans. (+3 Intrigue, -1 Stewardship)
Master Schemer: Her plans work. Usually. (+3 Intrigue)
Twisted Beauty: Not that you aren't prettier, having seen the sun within the last year, but it is noted. (Bonus to spousal opinion, +5% to fertility)
Queen Of Shadows: She has become the Queen of Shadows; and in her fist, the darkness lengthens. (???)

Martial: 5+2=7- Your taste for battle does not come from her.
Piety: 11+2=13- She has faith. She broke it, but she has it.
Diplomacy: 19+2=21- There is a reason your father adored your mother-- that he stayed, despite her betrayals.
Intrigue: 17+3+3+2+2=27— Your mother was a shadow, a ruin, a shade-- she lied to a Grail Knight, and convinced him to stay.
Learning: 6+2+1=9- Not really much for musty libraries and endless tomes.
Stewardship: 6-1+2=7- She...does not care for matters of state.
Fertility: 10% Chance of becoming pregnant when carrying on an affair or married

Titles: Le Fey, Dark Knife, Fairest, La Couteau de la Montagne, Vermin's Bane

Prestige:1100

Godfrey Folcard
Born 1425



You. You are a pretty cool guy, clad in Wyvern Armor! You enjoy battle, the Joust, and your family.


Traits:

Strong: Bird's sing, fish swim, you train. (+3 Martial, +1 Diplomacy, All male children with full Bretonnian parentage receive this trait, else 75% chance, +10% Fertility)
Attractive: If you weren't deeply in love with Annick (and if she hadn't followed you through the Old World with a battle-ax and a bad temper), you would have been quite popular. (+1 Diplomacy, +5% Fertility)
Chivalrous: You father compromised. His father compromised. His father compromised. It ends with you-- for better or for worse-- as your father taught you. (+1 Diplomacy, +1 Piety)
Jouster: You don't get to practice as much as you'd like, and you weren't at the absolute top even then-- but you are pretty good. (+1 Martial, +1 Diplomacy)
Knight Of The Realm:You are the Duke of Montfort, lord of the Palais Des Fleurs, and a champion of the Lady.(1 in 6 chance of reflecting attacks so long as Piety stays at or above 10)
Traditionalist Reformist: "Oh, to be lord of these lands- to see the awesome might of our mountains cutting the skies, to ride the vast plains, to sleep within the glades and meadows. You can keep your beer and your gunpowder and your cities-- but for me, I would take our blue skies and fresh air a thousand times." (Access to certain options, -2 Diplomacy with Foreign Reformists, -4 Diplomacy with Modernists)
Virtue of Dutiful Purity: "We must be good men, honest men, virtuous men, dutiful men. Through us the land has its purity, and by us its fecundity; if it should fail, then we be damned forever anyway." (+3 Stewardship, +3 Piety, In any army where he travels with a character of equal or higher rank and/or if there are innocents abound, he can tank the blows that would strike them; can enter the Realm of the Silverspire without lighting on fire, much more resilient to Chaotic Corruption, shares Ward Save with dutiful soldiers, ward save improved to 5+/4+, do not need to pray to have blessing of the Lady)
Devout: The Lady is the sun that lights Le Beau Bretonnia (+3 Piety)
Vow of War: Montfort will not be harried by evil any longer. (Must carry out at least one campaign each year or loses honor/Gains Infamy, Small bonus to all aggressive Martial Options, Gains honor at the fulfillment of his oath)
Arch-Nemesis to the Greenskins: The Greenskins hate you, they fear you, they want your head on their wall. Naturally, anyone who hates the Greenskins respects this-- especially the flesh symbol of it, the jagged mark on you.(+2 Martial, +2 Diplomacy, +2 Piety)

Wargear:
Triptych of the Lady: Casting the bearer of this holy icon into raptures of faith, whether by Placebo or Lady's Grace the foul touches of Dark Magics fall from his flesh. (Gain resistance to Magic)
Silver Lance of the Blessed: This lance, forged by Giles, burns with an awesome power; friends to Bretonnia find themselves nourished in its light, while those who dare sully honor or chivalry find their hearts in the very grip of terror, seeing its awesome might-- a might that never misses its mark when wielded by champions of the Lady. (Causes Terror in all foes you are in direct combat with, so long as you have Blessing of the Lady this weapon cannot miss, this weapon ignores all armor, gives Ward Save to all Allies of Godfrey within his unit or 100 feet)
Banner of the Lady: The very banner that Gilles bore, it is a potent symbol of Bretonnia, bearing the image of the Lady herself. Under her gaze, evil falters, and the machinations of evil are struck by her power. Though you yourself do not bear the Banner, either a squire or Knight in service to you does so for you when you go to battle. (Defensive bonus for massed fighting nulled, Morale much improved, +25 Prestige for holder for each turn it is held)

Stats:
Martial: 21+3+1+2=27- You are not your father's equal-- but you do, it must be said, have a wider view of the battle field...so that's nice.
Piety: 17+1+3+3+2=26- Flesh fails. The Spirit Endures.
Diplomacy: 19+1+1+1+3+2=27- You managed to convince an elf and a dwarf to get along. Do you know many other people who can say that?
Intrigue: 12- You are too honorable to sneak-- but too much of a mama's boy to have not picked up anything from your mother.
Learning: 10- You are not a man of words, but you respect their power. "I pledge my service and my loyalty, body and soul, to my Lord."
Stewardship: 12+3=15- You are very good at math.

Prestige: 8200

Current Fief: Le Palais Des Fleurs

Dynastic Prestige: 2255/4255

Children:
Merovée (1443)
Abraham (1443)
Eleanor (1443, taken by Damsels)
Bertrand (Born 1444)
Ysolt (Born 1444)
Gauvain (Born 1444)
Louis (Born 1449)

Titles: Destroyer of the Crookedbladez Tribe, Duke de Montfort, Reclaimer, Monumentous

Annick Folcard Née D'Orcal

Your wife. You get little hearts in your eyes when you see her.

Born: 1425
Traits:
Proud:
She well knows her own worth. (Bonus to prestige, Malus to diplomacy with other Proud characters)
Brilliant Strategist: Fighting in the Taalite Crusade, she led a force of ten-thousand soldiers to help cast down many of the Goblin Tribes, acting as a mailled fist to squeeze the life of them and in the process sharpening herself into a fierce warrior.(+9 Martial, +2 Stewardship, +2 Intrigue, -1 Learning, +.5 Health)
Strong: She might, very slightly, kind of, be stronger than most of the knights in your service.(+3 Martial, +1 Diplomacy, +10% Fertility)
Devout: She is very, very faithful to the Wood Lord, Taal. (+3 Piety)
Dismounted Warrior: She has dedicated herself to fighting amongst the infantry, holding the line against all things foul.(+1 Martial)
Holy Warrior: Taal loves her. (+2 Martial, +2 Piety)
Mien of Taal: She has been much blessed by the wood lord. (+3 Piety, +2 Stewardship)

Stats:
Martial:
18+9+3+1+2+2=33- She's more of a leader of soldiers than an axe swinging death-bringer-- but she's really, really damn good at both.
Piety: 18+3+2=23-- She is dedicated-- very dedicated-- to Taal.
Diplomacy: 6+1=7- Deal-making is for people who can't bend steel.
Intrigue: 17+2=19- Where smacking with an axe doesn't work, leaping it from the bushes totally will.
Learning: 10-1=9- She's no great lover of knowledge, but she's no book-burner, either.
Stewardship: 14+1+2=17- The lands prosper under her. Literally; flowers bloom under her gaze.

Prestige: 1500

Titles: Savior of the Panoply of Saint Patrick

Leliana Univers Née Folcard
Born 1425

Your Twin Sister. Educated by the Sister Anatole of Aquitane, she become a patron of the arts in Bretonnia-- and taken up the quill, to write sonnet and ballad alike.

Traits:

Attractive: Tall, broad, and fair of face, she cuts an imposing figure when she enters the room. (+1 Diplomacy)

Strong: She's got some power in her frame.(+3 Martial, +1 Diplomacy, All male children with full Bretonnian parentage receive this trait, else 75% chance, +10% Fertility)

Mystic: Morgyan has told her stories of the Fae, of the mysterious creatures of the dark and the shadow that live in the forests; they fascinate her. (+1 Learning, +2 Intrigue)

Poet: "And shall I thee compare to the diamond-studded sky, my Universe?" (+1 Diplomacy)

Devout: Faith in the Lady is her solace in a world that seems determined to destroy all she is trying to build. (+3 Piety)

Socializer: She sets the fashions of the south, and knows a great many important people. (+3 Diplomacy)

Matchmaker: She helps the young couples of Carcassonne and wider Bretonnia find suitable partners. (+1 Diplomacy, +1 Intrigue)

Arch-Nemesis To The Greenskins: Perhaps the weakest link in the family. You say "perhaps" because she could still crush a Goblin's skull with her bare hands. (+2 Martial, +2 Diplomacy, +2 Intrigue)

Stats:
Martial: 10+3+2+2=17- It should, perhaps, little surprise, considering her father.
Piety: 20+3+2=25- Her faith is strong.
Diplomacy: 17+1+1+1+2+3+1=26- The most powerful woman in Carcassonne. Beloved, respected, praised, and feared, she is a power to be watched.
Intrigue: 9+2+1=12- More bark than bite, but there is a good enough amount of both.
Learning: 6+1=7- It seems the falmilial afflictions strikes her as well.
Stewardship: 7- She is not the most organized.

Children: Robert (Born 1443)
Gisela (Born 1446)
Brennus (Born 1447)
Galehaut (Born 1448)
Vivienne (Born 1448, Taken By Damsels)
Philip Huebald Univers (Born 1449)

Justine Haupt-Anderssen Née Folcard
Born: 1427



Your sister, she has never been much of one for traditions-- a sore-point between you two. Besides that, there is much distance between Stirland and Montfort, and so a certain distance between the two of you.

Still, if she called for it, you would lead an army of knights to her aid and burn Sylvania to the ground.

Traits:
Strong:
She has the same strength as her brothers. (+3 Martial, +1 Diplomacy)

Brave: Cowards die a thousand times, the brave but once. (+2 Martial)

Strategist: She has a calm, cool, calculated approach to war. (+2 Martial, +1 Stewardship)

Stubborn: She will break before she bends. (+1 Stewardship, -1 Diplomacy)

Inspiring Leader: She is a fire, burning within her Companions; and clad in steel they, a dozen strong, will one day be bane to these cowards. (+3 Martial, +1 Diplomacy)

Virtue of Knightly Temper: Her stubborn wrath was so great that it allowed to pull apart the foul magics of the vampire what sought to ensnare her, whence she then killed. (+2 Martial, +2 Piety, Resistance to magical compulsion, ultra violence)

Arch-Nemesis to the Greenskins: While she might have killed more Vampires than orcs, they still hate her. (+2 Martial, +2 Piety, +2 Diplomacy)

Stats:
Martial:
20+3+2+2+3+2=30- Your sister may, in some ways, be more your father's heir than you are. But then, you are the one in the Castle, aren't you?

Piety: 14+2+2=18- She loves the Lady.

Diplomacy: 18+1+1-1+2=21- Your sister commands respect.

Intrigue: 17- When you need someone sneaky, you bring her.

Learning: 5- She suffers much the same affliction your father did-- the letters run like water in her eyes; it is, if anything, more severe for her.

Stewardship: 9+1=10- She was taught by the best. He didn't manage to pass on much, but she did become acceptable.

Wargear:
Judgement: "Par pouvoir, obligation; par obligation, la noblesse." A blade worked by Rose D'Agincourt and marked by the Heraldry of the Court Reborn (formerly Shattered), this sword is the blade of rightful judgement against all things evil. It has particular hate for the Vampric filth, rightly holding them as opposed to it. (+5 To rolls against all Forces of Destruction, +10 Against Vampires)
Vertu: A gift for her from the Emperor, given to celebrate her coronation as the Gräfin of Stirland. Ornate armor worked by the finest Imperial Smiths, it burns with White Magic-- and as such, represents a potent force against all forces of Corruption. (-5 for all rolls made by Forces of Destruction against her)

Children:
Hiltraud Haupt-Anderssen (Born 1446)
Parzival Haupt-Anderssen (Born 1446)
Lohengrin Haupt-Anderssen (Born 1446)
Arthur (Born 1450)
Bjorn (Born 1450)

Charles Norîles
Born:1430

(Source)
Your little brother. He has learned under feet of fay, and knows their ways of battle and death. Right now, he heads for his Tour of Errancy.

Strong: The blood is true in him. (+3 Martial, +1 Diplomacy, All male children with full Bretonnian parentage receive this trait, else 75% chance, +10% Fertility)
Kind: The world spins in agony; cruelty is the order of the day; suffering is everywhere. Why add to it? (+2 Diplomacy, -2 Intrigue)
Honesty: In the land of the Fay, the Truthful man has advantage. (+3 Diplomacy, -2 Intrigue)
Fae-Servant: He is a warrior of the Fay Court of Autumn, and Emissary betwixt they and the Lady. (Ties between he and the Court Autumnal)
Champion: Emissary of Merlin and of Montfort, his word is taken as his Lord's. (+2 Diplomacy, +1 Martial)
Knight of the Realm: For stopping the Lily Day Killer, he was given a Marquisate on the northern tip of Ecosse. (1 in 6 chance of reflecting all damage)
Devout: As he was captured and staring down the blade of a knife, he found the Lady. (+3 Piety)
Archnemesis to the Greenskins: If there were any left on Albion, you might be concerned. (+2 Martial, +2 Diplomacy, +2 Piety)

Children: Morgan Norîles (1448)
Uilliam (Born 1450)
Máiri (Born 1450)
Stats:

Martial: 19+3+1+2=25- He is a warrior through and through.
Piety: 12+3+2=17- His faith in the Lady is strong, for the decrepit age you find yourself in.
Diplomacy: 16+1+2+3+2+2=26- He has learned how to navigate the bullshit of Fay; in comparison men are nothing.
Intrigue: 14+1-2-2=11- He can sneak-- he chooses not to. Most of the Time.
Learning: 7- He has little time for learning.
Stewardship: 9=9- He's competent enough with math.

Prestige: 400

Your Allies

Bohemond of Bastonne
Born:1429

The Duke of Bastonne, a warrior peerless-- perhaps only one man in ten million is even in the same league, never mind equal.
He, clad in Armor:
Traits:
Hunter: Not in the Hochland method of arrows and guns and eugh, but rather in the refined manner of Bretonna and Bastonne- of two true warriors, deciding who is to live and who is to die. (+2 Martial, +1 Diplomacy)
Strong: "Not super big by Bretonnian Standards" still leaves room to be a damn large man.(+3 Martial, +1 Diplomacy)
Brave: He wouldn't know fear if it bit him (It has, multiple times). (+2 Martial)
Content: He has no thirst for power-- only glory. (-1 Intrigue)
Proud: You tried to reduce it, and it grew for your efforts.
Just: "I will not, I cannot, tolerate the sullying of my father's lands by injustice! Now arm yourself, villain!" (+2 Stewardship, +1 Learning)
Kin of Giles: Despite not much looking like Gilles-- only in the eyes, really-- he has his manner, his essence, his je ne sais quoi. (+10 Health, More vulnerable to dramatically appropriate deaths, Easier to be called to quest.)
Wanderer: He headed to the far East, slaying evil as he went. (+2 Diplomacy)
Grail Knight: Il a bu du graal! (+4 Martial, +4 Piety, +2 Diplomacy with all Forces of Order, +4 to Bretonnian Diplomacy, +1 Stewardship, Bonus from Heroic Animus: Monster Sense, can determine where the most dangerous Beast on the Battlefield is at any time, Bonus from Wanderer: Has built many chapels, and so many people of many places know his name)
Virtue of Heroic Animus: He is heroism at its finest-- and any attempt to remove that from him would end... poorly. (+4 Martial, +4 Piety, Resistance to Ranged Attacks, Magical Resistance (3), Heroic Killing Blow, Restriction on Magical Weapons Nullified, Penalties to Ranged Options)
Scarred: He has earned some gnarly wounds. (+Prestige)
Paladin: A leader of men. (+1 Martial, +2 Piety)
Devout: Yep. (+3 Piety)
Chivalrous: You taught him, didn't you? He refuses even to slay anything weaker than him. (+1 Piety, +1 Diplomacy)

War-Gear:

Beast-Mace of Bastonne:
Carved from the thigh bone of a dragon and a head of Gromril worked by Dwarfen Runesmiths, it thirsts for the blood of beasts. (+5 Against Monsters)

Bohemond's Shield: Cleansed in the Lady's Waters, it heals, rejuvenates, and strengthens. (Grants regeneration, immune to diseases)

Stats:

Martial: 20+2+3+2+4+1+4= 40- His day is come. Fear the warrior of the Lady-- for he is dread. And as your father thought, there are none who equal him.
Piety: 20+4+4+3+2+1=34- The Lady loves the Grandson of Gilles.
Diplomacy: 15+1+1+2+2=21- He has a natural charisma and a taught refinement--outside, perhaps, of slight falterings of language when he believes you are not listening. You are, but.
Intrigue: 9-1=8- He is an honest man, and you taught him it.
Learning: 8+1=9- He is wise in the things that really matter. That does not include random Imperial Bullshit with no relation to actual living.
Stewardship: 8+2+1=11- You taught your student as well as you could that it is not the matter of lords to be wastrels who runs about only just slaying things, but rather to guard the realm; and while he has not taken it all to heart, it is a light touch his people feel, instead of no touch at all.

Titles: Duke de Bastonne, Beast-Slayer, Fondreur de Laiton

Prestige:7500

Children:
Clovis de Bastonne (Born 1447)
Clotaire de Bastonne (Born 1448)

Grègoire Univers


Born: 1423
The Lord of Carcassonne, he is the son of Duke Huebald and a Brionnian serving maid that the Duke married. He is much, much more like his mother than his father, though father and son were close; he mourned gracelessly for Huebald when he passed. He has become a flaming comet, working to make a better world.

Attractive: Long haired, silver-voiced, and pretty. Very pretty. (+1 Diplomacy)
Kind: He has no spark of malice in his heart.(+3 Diplomacy, -2 Intrigue)
Strong: The blood is true in him. (+3 Martial, +1 Diplomacy, All male children with full Bretonnian parentage receive this trait, else 75% chance, +10% Fertility)
Trobadour: A singer of songs, teller of tales, and master of the old stories. (+3 Diplomacy, +3 Learning)
Bretonnian Knight: He has earned his spurs by slaying a minotaur. (1 in 6 chance of reflecting attacks so long as Piety stays at or above 10)

Stats:
Martial: 12+3=15- He's not bad, mind you, but he's not great, either.
Piety: 14- He has faith.
Diplomacy: 20+1+3+3=27- He has a way with words.
Intrigue: 5-2=3- He's, uh. He's not the best at lying. (By which you mean he's literally one of the worst you know. Props for commitment, though.)
Learning: 13+1+3=17- He knows the old ways and the old stories.
Stewardship: 13- He is wise, and just, and that goes far.

Kurt Anderssen
Born: 1429


(Source)
The son of the Graf of Stirland, Kurt was born sickly. He promptly told said illness to go and stay away.

He desires to make Sylvania a good place, a boon to the Empire; to cleanse the corruption both literal and metaphorical from it.

Traits:
Just: His will be just, his acts moral. (+2 Stewardship, +1 Learning)
Gardener: He maintains a small garden.(+2 Stewardship, +1 Learning)
Temperate: Excess is not his folly. (+2 Stewardship)
Architect: His specialization is crafting, building-- creation of the new. (+2 Stewardship, +1 Martial)
Officer: A trained officer and soldiers, capable of giving and receiving orders. (+3 Martial, +3 Diplomacy, +3 Stewardship)
Devout: To honor his dead father, he has begun building a grand cathedral to Sigmar in Sylvania, near Sylvburg. (+3 Piety)

Titles: Graf of Stirland, Sonnenherr, The Progressive, Overlord of Sylvania (Claimed), The Just

Prestige: 500

Martial: 10+1+3=14
Piety: 14+3=17
Diplomacy: 11+3=14
Intrigue: 8
Learning: 14+2=16
Stewardship: 15+2+2+2+2+3=26

Melisende Armistead
Born: 1430
(Source)

The wife of your brother, and daughter of your aunt. She hated your father, for what he did to Carole-- but the hate has cooled in the mists of Albion, fading with time and with vengeance.

Traits:
Brawny: Training with her bow, her knives, and her staff has given her a wiry, dexterous strength-- she couldn't out-punch one of your knights or squires, but she would slither around every one of their blows then hit them harder than it seems she could.(+2 Martial, +1 Diplomacy)
Eagle-Eye: She is an excellent shot. (+3 Martial)
Genius: She is really, really smart, much like her mother-- though unlike her mother, she is not hard-edged with the sheer cruelty and malice of ambition. (+2 All Stats)
Sympathy for Sigmarites: Now that she is outside of Montfort and her Family's Oaths, she has become the Emissary between the Court of Duke William and King Arzhur.
Warden d'Ecosse: A protector of the lands, wielding bow and sword. (+1 Martial)
Villein: Leading the archers, she is one of the better shots in her new land. (+3 Martial)
Devout: The Lady saved her. (+3 Piety)
Scarred: Battling on the seas took a toll on her.


Martial: 15+2+2+3+3+1=26- She's dangerous, pregnant or no.
Piety: 9+2+3=14- Age brings wisdom.
Diplomacy: 12+2+1=15- As long as it's not one of your men she's dealing with, she's polite enough.
Intrigue: 12+2=14- somewhat sneaky?
Learning:5+2=7- If it doesn't have to do with her aspirations of being a Warden, she gives not the slightest damn.
Stewardship: 4+2=6- She was not bred to rule.
 
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Sir Philip's Original Character Sheet
Philip August Folcard
Born: 2380
Age: 21


Traits:
Brave: It takes nerve to rush an Orc Warboss in only your hunting leathers. (+2 Martial)
Grail Acolyte: You were part of a Grail Knight's retinue when you were younger, sent by your father to learn the ways of chivalry. (+3 Piety, +1 Opinion)
Strong: You are the receiver of pure blood, and willing to push yourself to greatness to boot. (+3 Martial, +1 Diplomacy, All male children with full Bretonnian parentage receive this trait, else 75% chance)


Martial: 17+2+3=22- You're a good general, and a great fighter. When you were still a squire you slew an Orc Nob, in hand-to-hand combat.

Piety: 18+3=21- The Lady is nice. She wouldn't mock you for being a dunce, no sir. She'd accept it and find a place for you, instead. Even if it is only as a soldier.

Diplomacy: 14+1=15- People enjoy being around you. Perhaps it's pity or perhaps it's simply your cheery personality, but you're liked by the people that know you.

Intrigue: 9- The world smiles on an honest fool.

Learning: 2- You're stupid, and you'll be the first to admit to it. Even if Dad told you not to. It's hardly your fault the letters seemed to dance over the page, or become illegible scribbles, or simply don't make sense, though. You can only barely read; can't, if you're being honest.

Stewardship: 11- That said, you're fairly good at math. For some reason, numbers seemed to bow to your lordship with far less question than letters.
 
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Inheiritance
"Would everyone kindly follow me, please? Thank you!"

The sounds of squealing, dying men and the smell of sizzling bacon. How do these little towns become the sight of such slaughter?
---

You kick through the timber, smashing it into a hundred pieces. "Father! Father! Where are you, father?"

There's a wet, gurgling sound like meat sliding off a hook before you hear metal slam on the ground. Instantly you're running towards the sound, breaking everything that stands before you into bits.

It takes you but a moment to burst into the storeroom. Six orc carcasses lie broken and bleeding on the ground, blood poured out like wine. Instantly your eyes zoom to where black armor lies, broken and cut open from the helmet to the waist and it is with a wave of tears that you realize you can see your father's ribs. "Ma grande..."

"Father!" You run to him, feet stomping on the ground as you cradle him, this giant of a man, who you knew to be unkillable. "No, no! You've got to live, and I've got to save you!"

"Son, as much as the Lady loves an honest and virtuous soul, I do not...think, even for you, that She would come down. All men need to rest at some point."

"Please..."

You can't help it: you cry. Kneeling over your father, you fold your hands and begin to beseech the Lady in as clear a voice as you can to save him. "Please, please, the people deserve better than a dunce! They deserve him!"

"What...what have I said, about talking about yourself like that, huh?" He smiles gently up at you, grabbing your hand. "A dunce couldn't save five-hundred people while under fire." Your father coughs, hacking up blood. "I promise you, now...you can protect them, and all else will fall into place." He breathes softly, and his eyes grow wide. "Do not overburden yourself with grief, my Son. Where I go, it is beautiful." And with that he breathes his last.

By the time saintly Sir Aldric comes to you, a fortnight has passed from the battle. Aside from finding food and water, you have not moved from your spot, deep in prayer, knees folded under you, head bowed and hands crossed, begging the Lady to take his soul.

He gently places a chainmail hand over your shoulder, before guiding you up. "Your tears do you credit, Sir, but your people have need of a Duke and your father has need of a burial."

You gently scoop up his body, holding it in front of you. The walk back to the capital is a quiet one, neither you nor Saint Aldric speaking.
---
The funeral is quieter still. The only sound is the soft patter of rain on the clean streets as peasants and knights from around the duchy gather to pay their respects, dressed in their finest clothes. Dressed in your finest armor, broad steel greatsword strapped to your back, you bow your head and begin to speak.

"Most Reverd Lady of the Lake,
we who are your servants did battle with evil in your name, and in that battle men fell. In that battle, my father fell. Such is the way of things. But I throw myself on the ground to you and ask only two things: that you guide my father to rest...

...and that you guide me to victory over the greenskin swine who murdered him, that his death shall not have been in vain."

"If she wishes, it shall be so." There are steps on the hard stone as a black-haired woman walks up to your stage. Immediately, you kneel in reverence, for you know this woman.

Not by name, but by duty. A blessed Damsel of the Lady. She has a sword, crusted with gold and jewels. "The Enchantress sends her warmest regards to the new Duke Folcard." At that, you catch your sister mouthing something but the moment passes. With a quick swipe of the blade to the left, its flat rests on your shoulder. "I know you took the oath of a Household knight when traveling with Sir Aldric, but there is one you need to make. Speak it with me, if you will." The two of you speak as one:

"When the clarion call is sounded,
I will ride out and fight in the name of liege and Lady."
The blade moves to the right, and rests on your shoulder once more.
"Whilst I draw breath lands bequeathed unto me will remain untainted by evil.
Honor is all! Chivalry is all!"​
And with that, she raises the blade up sharply, holding it high over her head. " Duke Abraham is dead! All hail Philip August Folcard, Duke of the Lady, protector of the Lands, and defender of the People!" The crowd takes up the roar as you stand once more and unsheathe your own blade, which glints in the sunlight, the greatsword beautiful.

"I swear by my blood: My father will be avenged!"
---
First turn will most likely be up tomorrow. Sorry, but I got homework to do.​
 
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First State Of The Realm
State Of The Realm
At the time of The Lord Philip August Folcard's Ascension in the year 1424 Bretonnian Calendar.


Income:
Taxes:
Knightly Vassals: 200 Gold (Medium)
Freemen: 50 Gold (Low)
Peasant: 150 Gold (High)

Trade:1,000 Gold
Mining: 900 Gold

Personal Levies:
15,000 Men At Arms: Professional Soldiers. Training varies. Armed with at least a spear and shield, they form the backbone of your armies.
5,000 Yeomen: Experienced, trained, and more heavily armored than the average Man At Arms. With a halberd and a shield, they form a fine wall to hold the line until you can charge.
500 Yeomen Wardens: The cream of the crop. Riding smaller, Imperial bred warhorses into battle, they are light cavalry, used to harass the enemy and to help fortify the lance. Armed with chain and a spear.
15,000 Bowmen: The main ranged soldier of the kingdom, wielding bows crafted of yew wood and armored in leather.
500 Villein: The finest archers of your armies, being more than adequate bowmen. Armored in chain and leathers, with ancestral bows.

Your Barons:
Baron Graeme: Holds the pass into and out of the Massif Orcal.
Opinion: 7/10
Expected Levy: 5,000 Men At Arms; 7,500 Bowmen; 1,000 Yeomen.
Taxes: 50 Gold

Baron Rambert: Protects the the fertile farmland near the banks of the river Grismerie. Obviously, this has granted him some power.
Opinion:6/10
Expected Levy: 2,500 Men At Arms; 3,500 Bowmen; 500 Yeomen.
Tax: 30 Gold

Baron Armistead: Holds the border of Parravon. Your sister's husband. While you've never gotten along great, she seems to have bred some measure of peace between the two of you.
Opinion: 5/10
Expected Levy: 1,000 Men At Arms; 2,000 Bowmen; 500 Yeomen.
Tax: 30 Gold

Baron Belrose: Holds the Montfort side of the Giseroux Gap in case of invaders.
Opinion: 8/10
Expected Levy: 1,000 Men At Arms; 2,000 Bowmen; 500 Yeomen.

Baron Blanc: Holds the goldmine in his lands, and as such does not have to send many soldiers for the levy.
Opinion: 6/10
Expected Levy: 500 Men At Arms; 500 Bowmen.

Baron Bonitus: A mishmash patchwork of lands that include a small chunk of arable land.
Opinion: 6/10
Expected Levy: 750 Men At Arms; 1000 Bowmen; 250 Yeomen.
 
Turn 1
Turn 1
Year 1424 Of The Kingdom Of Bretonnia


You slowly walk into the manor's main hall, wearing shining plate. Citizens mull about, as you prepare to hold court for the first time. Freemen, knights, and peasants alike form three lines, each thrusting a representative forward: first the knights, then the peasants, then the free men. "Only" thirty people show this year. Sure aren't making it easy to enter this whole "Duke" thing, are they?

Martial: Being that your one bright area is that you are an amply capable soldier, for the moment, you will be your own marshall, general, soldier, and warlord. Mighty greatsword in your hands and a prayer on your lips; that is the way to victory.
-LOCKED-

Finishing Business: The Orc warband that killed your father is still out there, still menacing good people. Enough is enough: call up your knights, call up the levies, and march to war. Let good Bretonnian steel match up against crudely battered iron and leather, and see who comes out the victor.
-Locked-

Diplomacy: The Baron is dead, long live the baron! The Bard Jaune is part of your retinue. Pale face, clad in a fool's costume, and wielding both lyre and sword, he sings your praises to all that would hear them. That said, there's a steel trap beneath that gaudy purple and gold of his. You just have let him use it.
(Pick 1)
The Duke Is Dead, Long Live The Duke: Your father was a piece of a greater whole, forging relations between the realm of Sigmar and your own blessed Bretonnia. While the Imperial are, as a whole, a perfidious lot, their coin spends just as well as proper Bretonnian gold; also, your father had several friends among their nobility. Informing them of his passing may or may not be necessary, but it can hardly go wrong.
Cost: 50 Gold

Reward: Imperials informed that your father is dead

Tourney: A tournament is something all Bretonnians enjoy, whether knight, peasant, lord, or lady. Host a grand one, to honor your father and to remind them all that, for all that evil has struck a blow, it has not won— not yet, not now, not ever. Who knows— while it's an unlikely for a simpleton, you might win.
Cost: 50 Gold

Chance Of Success: 75% *Note: only for winning, not for opinion improvement*

Reward: Prestige, improved noble opinion, ???

Bring My Barons Before Me: A Duke's rule is built on the backs of his vassals, and yours will be more than most. Bring them before you, arbitrate in their matters, and bring balance between them. Make peace flow.
Cost: 50 Gold
Reward: Improved opinion with Barons

King's Sleep Gifts: The most noble of all holidays, when Bretonnia celebrates Gilles Le Breton and mourns his premature slumber. On this day, family give gifts to each other, spend time together, and mourn his loss by the ritual burning of a greenskin figurine. Perhaps sending gifts will make people like you more? It couldn't hurt to check.
Cost: 75 Gold

Reward: Slight increase to noble opinion

The Short And The Stout: Dwarfs are constantly angry, generally grumpy, and dismissive of "manlings". They are also famous for drinking beer. Clearly, the two are related; you'd be grumpy too, if the only thing you had to drink was the piss from a pig trough.
Cost: 50 Gold

Chance Of Success: 80%

Reward: Sell wine to dwarfs

Tilean Turmoil: Your neighbors to the North. If the Empire is perfidious, the Tileans are absolutely Orcish, though with gold instead of martial ability. Disunited and mercenary. However, they do have quite a bit of gold to spend, and love wine. Maybe...?
Cost: 100 Gold

Chance Of Success: 75%

Reward: Trade with Tilea,???

Estalia: Ah, Estalia! The only other human nation that has not been consumed by that most ignoble of substances, blackpowder; while their armies are not free of it, sadly, their nobles disdain the stuff, preferring, instead, to use good, solid steel. Currently disunited, yes, but still more trustworthy and honorable than the Tileans. Following the Crusades, there has always been something of a camaraderie between your two people; perhaps you could build on it?
Cost:100 Gold

Chance Of Success: 90%

Reward: Trade with Tilea

Patching It Up With Parravon: Parravon is your ancestral foe, aside from the damned Orcs. While business is likely to return to the usual, eventually, you are a new Duke and thus may be fresh from dishonor in their eyes. Now would be a fine time to attempt to sew peace.
Cost: 50 Gold

Chance Of Success: 70%

Reward: Peace with Parravon more assured, ???

Stewardship: While you are a dunce, numbers come to you fine. However, that does not seem to have dissuaded one Freeman named Kylian De Gaulle from presenting his case to you as if you were nothing more than a brain damaged coward.
(Pick 1)

Ludwig's Run: At a point in the Axe Bite pass, there comes a time when there is at least a day's worth of travel from one inn to the next. Located in the middle of the pass, Ludwig's Run is extremely dangerous for what feel like obvious reasons. If you built an inn yourself— not even a comfortable one, even a squat stone would work at this point— it is likely that practically all travelers would stop there, and you in turn would both save lives and turn a pretty penny. It's a dual victory.
Cost: 50 Gold

Reward: August Inn built in Axe Bit pass, breaking up Ludwig's run

Mountain Paths: It's really, really hard to build up roads in mountains— even you know that. You also know, though, that it still must be done. Surely someone, somewhere in the world knows how to build good, solid road, even in mountains? The dwarfs or Tileans probably could, at least.
Cost: 50 Gold

Chance Of Success: 60%

Reward: Roads

Anything?: The mines in the mountains run deep, mostly iron, though there is a goldmine. Still, you doubt the peaks and valleys of your lands have run dry— your ancestor's could not have run their drills that deep into the land.
Cost: 50 Gold
Chance Of Success:90%

Reward: Veins found

Piety: The Lady is constantly on your mind. So far, no Damsels have yet come to you, though you must have some spiritual advice. Perhaps Sir Aldric and his Fraternity of Knights Unbound would come?
(Pick 1)
Sir Aldric: Sir Aldric the Beastslayer was the knight you squired with once your father sent you away following the incident in Orleans. He taught you how to fight with your greatsword, how to act nobly, how to live without fear. A Grail Knight, he is closer to the Lady than you could ever be, closer to her love than you will ever know. Ask him, and he might come.
Cost: 25 Gold

Reward: Access to Sir Aldric and the Band of Knights Unbound (10 Household Knights who travel with Sir Aldric, righting wrongs)

Someone Else: Of course, Sir Aldric is likely busy, doing matters of more import. Of course, in time, someone will come to teach you. Or, at least, hopefully they will.
Cost: 10 Gold

Chance Of Success: 100% (Note: Roll for quality)

Reward: Piety Adviser

Learning: Though you are a dunce, you must still deal with such matters. Lucky you. So far, no-one has been unlucky enough to meet with you.
(Pick 1)

Find A Tutor: You must learn. You must. Reading, writing, they are all quite important. No longer shall men believe you a simpleton.
Cost: 10 Gold

Chance Of Success: 75%

Reward: Tutor/Learning Adviser found

Steward: You will never be bright. You will never be a learned man. Accept it, and move forward in the best possible way: delegation. You will find a learned man, you will let him do as he will within reason, and all will be well.
Cost: 20 Gold

Chance Of Success: 85&

Reward: Learning Steward found

Intrigue: You might not know exactly what you're doing, but you do know that there are people who want to kill you. Fortunately, they are mostly Orcs, so it's unlikely they will attempt so with subtlety.
(Pick 1)
Chalice Bearer: Wine is perhaps the easiest way you can be poisoned, and you know the ratmen wish to see it happen. A chalice bearer would be a wise investment, to insure that said filthy ratmen or others cannot poison you easily
Cost: 5 Gold

Chance Of Success: 100%

Reward: Chalice Bearer found

Master Of The Hunt: Your father's Master of the Hunt died with him, shooting the Orc that killed him half a dozen times in the head as he was carried away. You will need to find your own, but that should not be too difficult.
Cost: 10 Gold

Chance Of Success: 100%

Reward: Master Of The Hunt i.e. Intrigue Advisor found

Personal: When the courtiers and subjects are gone, when it is just you and your thoughts, you go up to the study on the second level, sit down in the big plush chair, get the fire going, and cry. A lot.
Once that's done, you turn to your father's bookshelf and desk, where you notice there are several letters, and a few gold backed journals. Hm...
(Pick 1)
Marriage: On your father's desk there were several portraits, each attached to a letter. It takes several hours, but you eventually decipher the running, silvery words enough to get the gist of the messages.
Dear Philip,
These women come from around the kingdom and the duchy. One, I think, is foreign. When you feel ready to continue the family, please choose one of them.
Love,
Abraham.

Right. Time to actually see who they are, then.
Cost: 100 Gold

Chance Of Success: 100%

Reward: Get married

Reading: Hiss! It burns, it burns! To be serious for a second, though, you should probably at least try to improve your literacy. Your people deserve the best duke they can find. Could be hard without a tutor, however.
Cost: 40 Gold

Chance Of Success:40%

Reward: Improvement in learning

Check The Journals: You have no idea what could be in there, but they seem like they might be important. Read one of the journals thoroughly.
Cost: 45 Gold

Reward: Read journal 1 (of 3)
 
Turn 1 Results
Turn 1
Year 1424 Of The Kingdom Of Bretonnia


You slowly walk into the manor's main hall, wearing shining plate. Citizens mull about, as you prepare to hold court for the first time. Freemen, knights, and peasants alike form three lines, each thrusting a representative forward: first the knights, then the peasants, then the free men. "Only" thirty people show this year. Sure aren't making it easy to enter this whole "Duke" thing, are they?
Martial: Being that your one bright area is that you are an amply capable soldier, for the moment, you will be your own marshall, general, soldier, and warlord. Mighty greatsword in your hands and a prayer on your lips; that is the way to victory.

Finishing Business: The Orc warband that killed your father is still out there, still menacing good people. Enough is enough: call up your knights, call up the levies, and march to war. Let good Bretonnian steel match up against crudely battered iron and leather, and see who comes out the victor.

-You call up your Yeomen, your Villein, and send letters to your vassals. 250 Knights Errant join you, as does Sir Alric. The battle shall take place in Willbrook, within the mountains. The stage is set.
Reward: Battle Of Willbrook

Diplomacy: The Baron is dead, long live the baron! The Jongleur Jaune is part of your retinue. Pale faced, clad in a fool's costume, and wielding both lyre and sword, he sings your praises to all that would hear them. That said, there's a steel trap beneath that gaudy purple and gold of his. You just have let him use it.

The Duke Is Dead, Long Live The Duke: Your father was a piece of a greater whole, forging relations between the realm of Sigmar and your own blessed Bretonnia. While the Imperials are, as a whole, a perfidious lot, their coin spends just as well as proper Bretonnian gold; also, your father had several friends among their nobility. Informing them of his passing may or may not be necessary, but it can hardly go wrong.

-They weep for fallen friends, then send their thanks for telling them that their friend is gone. As thanks, a new letter is sent from the Imperials, who heard of your marriage plans. Trade continues to flow relatively unimpeded.
Reward: Imperials Told, New Marriage Option, ???

Stewardship: While you are a dunce, numbers come to you fine. However, that does not seem to have dissuaded one Freeman named Kylian De Gaulle from presenting his case to you as if you were nothing more than a brain damaged fool. There is merit to his suggestions, however.

Ludwig's Run: At a point in the Axe Bite pass, there comes a time when there is at least a day's worth of travel from one inn to the next. Located in the middle of the pass, Ludwig's Run is extremely dangerous for what feel like obvious reasons. If you built an inn yourself— not even a comfortable one, even a squat stone would work at this point— it is likely that practically all travelers would stop there, and you in turn would both save lives and turn a pretty penny. It's a dual victory.

- While things are more difficult than they would be with right, proper roads, you do still brute force the matter. The August Inn is built in Ludwig's pass. A single story, 500 ft by 500 ft rectangle, capable of housing one average trading group or adventuring band for some time before moving on. Using soldiers from your land, the area remains safe for the moment.
Reward: 50 Gold In Trade

Piety: The Lady is constantly on your mind. So far, no Damsels have yet come to you, though you must have some spiritual advice. Perhaps Sir Aldric and his Fraternity of Knights Unbound would come?
Sir Aldric: Sir Aldric the Beastslayer was the knight you squired with once your father sent you away following the incident in Orleans. He taught you how to fight with your greatsword, how to act nobly, how to live without fear. A Grail Knight, he is closer to the Lady than you could ever be, closer to her love than you will ever know. Ask him, and he might come.
-Sir Aldric and his Knights Unbound come swiftly when they receive word of your need. You meet them at the gates on your way out of of the city to face the Orcs, and in turn embrace each of them:
Sir Medrawt, Sir Lancelot, Sir Gahariet, Sir Yvain, Sir Aglovale, Sir Geoffroi, Sir Bédoier, Sir Bohort, Sir Uter, and Sir Breunor, of Bastonne.
Reward: Sir Alric and the Knights Unbound join Court

Learning: Though you are a dunce, you must still deal with such matters. Lucky you. So far, no-one has been unlucky enough to meet with you.

Find A Tutor: You must learn. You must. Reading, writing, they are all quite important. No longer shall men believe you a simpleton.
Needed:25 Rolled:76+20=96
Nimue Pendragon, daughter of Bertrand the Brigand and the Maid Marian, has arrived at your court seeking shelter from those who should wish to harm her. A wandering noblewomen and scholar, she has taken up position as your court bard and often travels with you. Privately, her mother has written to you, asking you and offering a fair dowry should you marry her.

Intrigue: You might not know exactly what you're doing, but you do know that there are people who want to kill you. Fortunately, they are mostly Orcs, so it's unlikely they will attempt so with subtlety.

Master Of The Hunt: Your father's Master of the Hunt died with him, shooting the Orc that killed him half a dozen times in the head as he was carried away. You will need to find your own, but that should not be too difficult.
Needed:1 Rolled:48

-The man who most catches your attention for the matter is a Villein named Ezekiel. Though born of peasants, the man is both bright and a more than fine shot, capable of taking down an orc with only two well placed blows. That said, superior plotters could leave him behind.
Reward: Intrigue Adviser found

Personal: When the courtiers and subjects are gone, when it is just you and your thoughts, you go up to the study on the second level, sit down in the big plush chair, get the fire going, and cry. A lot.
Once that's done, you turn to your father's bookshelf and desk, where you notice there are several letters, and a few gold backed journals. Hm…

Marriage: On your father's desk there were several portraits, each attached to a letter. It takes several hours, but you eventually decipher the running, silvery words enough to get the gist of the messages.
Dear Philip,
These women come from around the kingdom and the duchy. One, I think, is foreign. When you feel ready to continue the family, please choose one of them.
Love,
Abraham.

Right. Time to actually see who they are, then.

Needed:1 Rolled:89
-Five acceptable candidates, one from the Empire and four your father found (Though you can't imagine he meant for a tutor to be your wife). After careful consideration and asking your Master of the Hunt and the Jougelor what they knows of each, you make your decision and are married before marching off to war.
Reward:
Marriage
---
First wifely candidates, then the battle of Willbrook.
 
Second Meetings
Second Meetings

Love's not for you. It's for better men than you, men who can read with ease, men who have wisdom, men with faith in themselves. Not for a man who has cried himself to sleep, not for a man who lack all sense of history, nor indeed for a man who has prayed to the stars above, to the Lady herself, for the barest of companionship. The only people you know who could love you are at the Lady's.

You wait in your castle, pacing the grounds and checking the sun dial. "She should have been here by now, shouldn't she?"

"Almost certainly, M'lord." Sir Lancelot and Sir Gahariet both step into your path, blocking you for a moment.

"Bad news, Sir. One of the only surviving riders from Lady Le Fay's carriage arrived. He brings news from the area: bandits."

"How far?"

"Half-a-mile."

"How many?"

"Ten, no more, no less."

"Right. I ask you now, as friends a-"

"Oh of course we'll go with you. Now come on! We've got a lady to save."

At that, the three of you race down to the stables, clambering through thick stone halls and past knights and ladies alike to reach the horses. Grabbing a lance and leaping on to Aimé, you drive your red steed forward with alacrity, the three of you throwing great dust clouds up behind you as there's a pounding like thunder from your horse's hooves, the dirt shred beneath you.

The ride takes maybe ten minutes, though it feels longer; with the sun beating on your back, and the dust in your mouth, and worry in your heart, who can blame you?

"Alright, lady, just give us the gold-"

"The only thing you will be getting, cur, is good Bretonnian steel!" Your lance punches through the cheap leather and chainmail the bandit wears, cutting through his chest and poking out into the air.

The rest are stunned in fear until Lancelot and Gahariet also appear, swinging their weapons too. In a matter of moments, five of the bandits die, bleeding out in the dirt. You draw your greatsword from its place on your back and start chopping, leaving the rest broken in moments, too.

You rest not a moment, preferring instead to cut open the barred open carriage door with a single swipe of your sword. Your bride-to-be sits, looking concerned.

"Are you alright?"

"Fine!" The two of you both blink as you realize you echoed each other before chuckling a bit.

"Ladies first."

"Well, I suppose I mostly feel fine. I think there might be something wrong with my leg, though..."

And then, unbidden...

She...

She pulls up her dress-- just enough to reveal her right leg. "Does it look okay to you, Sir Knight?"

..You are a knight, and it is your duty to aid and comfort women when possible. Opening your eyes you are treated to a goodly amount of pale flesh. You don't see anything wrong but, by the same token, it's hardly your leg, is it? If she says there's something wrong, there's probably something wrong. "I don't see anything, as such. I could carry you to the horse, if you'd like?"

"Oh, oh, I couldn't imposeee-- Lady!" She's about fall over when you spring in to action, steadying her and in the process pulling her close. She looks up and smiles, cheekily. "We really do need to stop meeting like this."

Your mind, never the swiftest thing, is still caught on the dress thing and as such the only words you are capable of formulating are somewhere between an "um" and an "ah-".

"After all, your friends might start to gossip!"

They wisely turn away at that, as you finally get fully caught up. "Right, well...shall I, um, carry you to Aimé, then?"

You hold her bridal style then carry her to your steed, gently placing her on the horse then pulling yourself up behind her.

The ride back is uneventful, and soon enough you are heading towards your manor.
--
The day of the wedding, the sun is shining, the birds are singing, and flowers are blooming. On days like this, the Lady should be thanked.

The chapel shines brilliantly in the sun. Your sister sits in the crowd, face impossible to read.

You wait before the damsel, armor shining in the sun.

The organs begin to blare, as is common. Your head remains aimed straight forward as you gird your loins. There's the sound of heels clacking on the marble as your wife walks down the aisle.

Finally, she reaches the both of you. "My Lord."

"My Lady."

"I ask of you, now: will you cherish her? Will you honor him?"
"On my life."

"Will you honor her? Will you cherish him?"

"Until my death."

"Then by the power the Lady herself hath bestowed upon me, let the two of you be bound together in holy marriage."

At that you grab her and kiss her.

Perhaps this isn't love. You wouldn't know; you are too much a fool to know. But by the Lady, by the land, if this is not love, then you'd doubt such a thing exists.

In any case, your wife calls to you from the bed, slipping down the hem of her dress.
---
You rolled a hundred.

Before modifiers, before anything.
 
Lore Interrupt: The Peasant's History
Alright, so:
LORE INTERRUPT

Social status is a firm thing in Bretonnia. The odds of becoming a knight, while not an impossible deed, are somewhat improbable; not solely because all knights are cruel, or because they do not believe in the possible heroism of the common man, but because to be a knight means to be the best. And it's really rather hard to compete with the best of the best. That said, over time, many peasants did become knights, hundreds of them-- but hardly as it were in the time of your forebear's forebears, when Bretonnia was not yet hardened by the fall of Mousillion.

The sole modern exception to this general difficulty is the Errantry war. At that point, it becomes free for all as noble deed besets noble deed. Generally called for one of three reasons: 1. There are many daughters of marriageable age, but not as many noble sons, so something must give way and as such, men of the full vigor of knighthood are found by declaring an Errantry war. 2. There's overpopulation in the lands of Bretonnia, and as such it is decided to add more land by conquest. 3. Some terrible Gribblies have gotten together and made themselves a nuisance, and the king or :ogles:Duke;) decides he'd really rather stop that by offering land to knights that prove themselves worth it by stabbing the shit out of the most gribblies.

During these wars, many soldiers will end up proving themselves.

Many risen Peasants will join the households of their original lords. Others still will end up settling small fiefs near them. Finally, some will become truly independent.

There is a third, more common than both method: Marriage. Often times a knight will take a shining to a young lady from among the commons, and the two will be wed, though only if she consents. The other way around is rarer, but does happen, though again only by the consent of he; she must also justify it to her own father, if not legally then to maintain a happy home, and to deal with the social judgment of her peers.

Somewhere between 400-600 nobles have risen from the peasantry in total, excluding the Errantry Wars, which might well push it into the low thousands.

If you have a drop of noble blood, then you are noble.

Also, once you rise, your family from before rising rises with you.
---
Also, think I know what Bretonnian learning's gonna be like.

Less Industrial revolution, more looking through your past, checking what crazy shit knights did and seeing if you can figure out how to do it yourself.
 
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Battle Of Willbrook
The Battle Of Willbrook

A month passes in married bliss. It is not often you are far from your wife, and never is she far from your thoughts, or you from hers; indeed for two weeks after your wedding the two of you are not seen outside your chambers but for quick moments, to grab food after being...busy for too long. It's just not making like married couples will make, either; hours are spent simply...talking, or luxuriating in each others presence.
---
"Love?"

"Hm?"

"What was Montfort like, when you were a child?"

"Beautiful. Walking the roads, one felt like a god looking down. I could forget for a moment that I was a fool. No Carole, no tutor, no nobles. Just a boy traveling alone. Father was a kind man, a decent man, and mother, Lady let her rest, was a saint; I am convinced every part of me that is good comes from them."

"Every part of you must come from them, then." She kisses your cheek, then, before getting nearer to you under the covers.

"Same question for you, fairest Lady."

"The land was beautiful, and father and mother tried their best, but it's far harder to be a good parent to ten children than it is to two."

"I can imagine."

"You'll try, and that's part of what I love about you. Let me, though, paint you a picture. Eight snakes, looking for mates. Power grabbers galore, hanging on to them like limpets. Not an honest soul among the bunch except a long gone Questing Knight, an in over his head duke, and a duchess who'd prefer to act as if that was normal."

You hug her in sympathy.

"Don't get me wrong, Love; a bit of ambition's a fine thing for a person to have. But they went above and beyond a bit, to insanity. I don't think I saw a single knight there who lived up to the ideals for their own sake. No simple virtues, no honest souls; just power hungry men and women."

There's silence for a few moments as the two of you simply look up at the ceiling.

There comes a rapping at your door to break the peace. Grabbing a robe from the foot of the bed you hastily throw it on and head for the door. Pulling it open, you see Sir Medrawt looking distinctly uncomfortable. "Yes?"

"Erm, my Lord, the ah, the troops are ready."

"Excellent." You shut the door, head for the dresser, and quickly toss on a tunic and some trousers before heading back out. You begin to open the door, only to stop as your wife's voice ring's out.

"Love."

"Yes?"

"Return to me, whole."

"Always."

And so it is you step out into the hall, the Knights Unbound forming around you.

Stepping out into the city gates, you find an army waiting for you: Half your Yeomen, all the Wardens, and all the Villeins, to face down darkness. Also with them? 250 Knights Errant, sent by their families as news spread. An excellent force to break the Orcs with.

The plan is simple, especially at the beginning.

Willbrook is highly forested terrain, rocky. Only one area can be forded across, especially by a thousand-and-a-half Orcs marauding about. You are going to build a small camp across the river. Then, you are going to set your Yeomen Wardens to angering them, and drawing them to said camp.

Your Yeomen infantry will form a shieldwall, block them at the ford, and stick them there, whence there is no escape, especially for such brutal, warmongering creatures.

Then, as they are distracted by the Yeomen the Knights Errant, led by Sir Aldric, will charge from the forested sides of the brook, slaughtering the Orcs piece by piece. The Villein will remain safely in the camp, peppering the Orcs with arrows. The Wardens will be held back to protect the Villein.

It's a good, simple plan.

The Yeomen warden are preparing to set off on their duty. Once they've done that, you'll have maybe twelve hours; enough time to do two proper preparations.

(Pick 2)
[] Set up Braziers. That way, the archers will be far deadlier.
[] Set up stakes around the camp. That ought keep the the Archers safe from reprisal.
[] Pray to the Lady. You are about to do battle-- it would not do to have you soul sullied before then.
[] Speak to the men. Raise their morale, remind them that you are there, with them.
[] Celebrate with the Knights Errant. While you can not be as care-free as them, indeed never were so much, they still deserve to celebrate.

Then there is the matter of where you and the Knights Unbound will be.

[] You will fight with the Infantry, as will the Knights Unbound
[] You will fight with the Cavalry, as will the Knights Unbound
[] You will fight with the Infantry, while the Knights Unbound remain with the Cavalry.
[] You will fight with the Cavalry, while the Knights Unbound remain with the Infantry
 
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