Bree-land

When they came to the Chetwood already the boughs were almost bare, and a great curtain of rain veiled Bree Hill from their sight.

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Description

Some will tell you that Bree is old.

Older than the Shire. Older than Minas Tirith. Older than Fornost. Older than the Havens. They tell that there has been a settlement here, on the Road, since the First Age of the World. And the Road passing through the Bree-land is ancient, for it was made by the Firstborn, long, long ago, when they passed this way heading West.

For others Bree is younger, as they say that the Men of Bree are cousins to the Dunlendings, a folk of Men that long ago dwelt in distant dales in the far south and that eventually moved north, to live in the foothills of the Misty Mountains.

Of course, if you ask a Bree-lander most of the above is just pointless chatter. Bree-hill has always been there, and if you want to know about history, you will be regaled with an infinitely detailed recounting of village gossip, marriages, births, deaths, things said in the taproom of The Pony, things not said when they should have been said, and so forth.

Campaign Events

  • Scouring of the Shire
    • Fight off Saruman’s attempts to take control of the shire or embrace his industrialization
  • Mercenary/Dunedain Choice
    • Decide the fate of the Bree-land by choosing to align with the Dunedain or isolating and relying more on hired mercenaries
  • Forsaken Inn (V3)
    • Restore order to the Bree-land by repairing and upgrading the Forsaken Inn
  • Create Your Commander (V3)
    • The Bree-land needs an experience commander to lead it’s armies in the coming wars. Create your own custom general from a variety of cultures and backgrounds to serve as your faction leader.

Units

Breeland Bodyguards

Breeland_Bodyguards Info
Soldiers62
Melee Attack8
Charge Bonus5
Weapon TypeMelee
Total Defense21
Armour10
Defence Skill6
Shield5
Hitpoints1
Recruitment Cost1000
Upkeep0
Bodyguard UnitYes

Once called the North-South Road, Greenway is a remnant of an immense highway that connected the great kingdoms of Arnor and Gondor. After the fall of Arnor the road became neglected and much of it fell into disuse with the northern section becoming overgrown earning it the name Greenway. Despite its poor condition the Greenway remains Eriador's best line of contact and trade with other kingdoms. As such it is an important strategic resource and whatever skilled and well equipped men the human townships of Eriador can muster are sent into the ranks of the aptly named Greenway Guards. Not only do they patrol the road and keep it open but by operating in the wilderness the Greenway Guards are the first line of defence that keeps many of the dangers away from the vulnerable settlements. From this group of hardy guardians come the Bree-land Bodyguards. After having served a minimum of 2 years on the frontline, the best of the Guards are taken to defend the ruling Council of Bree. In so doing, they have become the best warriors that Bree can field, though not as strong as the Dúnedain, they will still fight valiantly for the land they love.




Archer Militia

Bree_Archer_Militia Info
Soldiers175
Ranged Attack2
Secondary Attack2
Charge Bonus2
Weapon TypeMissile
Total Defense3
Armour1
Defence Skill2
Shield0
Hitpoints1
Recruitment Cost315
Upkeep170

With trouble brewing all around, the sparse settlements of Bree-land find themselves vulnerable and exposed to attack. Realizing their weakness the townspeople of Bree and the surrounding villages have banded together to weather the coming storm. They come from all walks of life, blacksmiths provide any weapons and armour they can spare, and carpenters craft the shields, spear shafts and bows while farmers take care of provisions. Experienced hunters, fighters or any other skilled men teach the basics of firing a bow or thrusting a spear and all these people working together form a community militia to deter roaming bands of outlaws and orcs. These people have no noble heritage to speak of nor do they own high badges of glory and honour with which to boast but their freedom is their dearest possession and they will not give it up lightly.




Bandobras Archers

Bandobras_Archers Info
Soldiers150
Ranged Attack3
Secondary Attack5
Charge Bonus2
Weapon TypeMissile
Total Defense8
Armour5
Defence Skill2
Shield1
Hitpoints1
Recruitment Cost570
Upkeep215

Bandobras Archers receive their name from Bandobras "Bullroarer" Took, one of the tallest hobbits in Shire history who led the Hobbitry-in-Arms in the Battle of Greenfields where he charged the orcish chieftain upon a horse and knocked off his head with a club. These are the gruffest of hobbits and the few among their kind who follow the call of the warrior. It is the hobbits' peace loving nature rather than a lack of physical ability that makes them unsuitable for war but those Halflings who are of a sterner disposition can be as dangerous in combat as the "Big Folk". Utilizing their smaller size, good hand-eye coordination and stocky build the Bandobras Archers can slay their opponents from afar using short war-bows or in close quarter with their short swords. Their bravery and versatility makes them a potent force.

REQUIRES HOBBIT REGION




Breeland Militia

Breeland_Militia Info
Soldiers200
Melee Attack2
Charge Bonus4
Weapon TypeMelee
Total Defense5
Armour1
Defence Skill2
Shield2
Hitpoints1
Recruitment Cost360
Upkeep180

With trouble brewing all around, the sparse settlements of Bree-land find themselves vulnerable and exposed to attack. Realizing their weakness the townspeople of Bree and the surrounding villages have banded together to weather the coming storm. They come from all walks of life, blacksmiths provide any weapons and armour they can spare, and carpenters craft the shields, spear shafts and bows while farmers take care of provisions. Experienced hunters, fighters or any other skilled men teach the basics of firing a bow or thrusting a spear and all these people working together form a community militia to deter roaming bands of outlaws and orcs. These people have no noble heritage to speak of nor do they own high badges of glory and honour with which to boast but their freedom is their dearest possession and they will not give it up lightly.




Gate Keepers

Watchmen_Elite_Regiment Info
Soldiers125
Ranged Attack8
Secondary Attack6
Charge Bonus6
Weapon TypeMissile
Total Defense16
Armour10
Defence Skill6
Shield0
Hitpoints1
Recruitment Cost1005
Upkeep450

The lands surrounding Bree do not have a formal military, however, they do have cohorts of men who defend the Bree-land from any danger. These men most commonly fight in the ranks of Breeland Militia but if a division gains a wealth of experience and proves its loyalty to the Mayor of Bree, it can become elevated to to the status of Watchmen; the closest thing that Bree has to a formal military. Breeland militia are just that, a militia unit, drafted in times of need, they tend not to venture very far from Bree and rarely are seen in the territories frequented by the Dúnedain. The Watchmen are different. They are experienced militia who are given a greater degree of protection, but this comes with a price. These cohorts patrol the very borders of the Bree-land, away from their homes and families. If the Dúnedain cannot turn or route an invasion then the Watchmen are ready; ever vigilant and willing to die to protect the peaceful Bree-land. Once a man reaches an even higher level of skill and has shown true loyalty and courage in defence of Bree, then the captains and merchants of Bree will convene a moot to induct him into the ranks of Bree's elite, known simply as the 'Gate Keepers'; do not let their simple name fool you, they are tough and hardy warriors wielding fierce crossbows traded by the dwarves and mighty halberds to keep the gates of Bree and important checkpoints in the Breeland free from invaders.




Greenway Riders

Greenway_Cavalry Info
Soldiers70
Melee Attack5
Secondary Attack4
Charge Bonus7
Weapon TypeMelee
Total Defense13
Armour5
Defence Skill3
Shield5
Hitpoints1
Recruitment Cost770
Upkeep300

Once called the North-South Road, Greenway is a remnant of an immense highway that connected the great kingdoms of Arnor and Gondor. After the fall of Arnor the road became neglected and much of it fell into disuse with the northern section becoming overgrown earning it the name Greenway. Despite its poor condition the Greenway remains Eriador's best line of contact and trade with other kingdoms. As such it is an important strategic resource and whatever skilled and well equipped men the human townships of Eriador can muster are sent into the ranks of the aptly named Greenway Guards. Not only do they patrol the road and keep it open but by operating in the wilderness the Greenway Guards are the first line of defence that keep many of the dangers away from the vulnerable settlements. The Guard themselves are split into two regiments: the Riders who patrol the road on horseback and aid beleaguered travellers, and the Spearmen who maintain checkpoints at specific sections along the road that are of special importance; such as bridges, road-side inns and so on. In times of greater danger the mounted and foot regiments come together to form a formidable wall of battle.




Greenway Spearmen

Greenway_Guards Info
Soldiers175
Melee Attack5
Charge Bonus5
Weapon TypeMelee
Total Defense14
Armour5
Defence Skill4
Shield5
Hitpoints1
Recruitment Cost655
Upkeep280

Once called the North-South Road, Greenway is a remnant of an immense highway that connected the great kingdoms of Arnor and Gondor. After the fall of Arnor the road became neglected and much of it fell into disuse with the northern section becoming overgrown earning it the name Greenway. Despite its poor condition the Greenway remains Eriador's best line of contact and trade with other kingdoms. As such it is an important strategic resource and whatever skilled and well equipped men the human townships of Eriador can muster are sent into the ranks of the aptly named Greenway Guards. Not only do they patrol the road and keep it open but by operating in the wilderness the Greenway Guards are the first line of defence that keep many of the dangers away from the vulnerable settlements. The Guard themselves are split into two regiments: the Riders who patrol the road on horseback and aid beleaguered travellers, and the Spearmen who maintain checkpoints at specific sections along the road that are of special importance; such as bridges, road-side inns and so on. In times of greater danger the mounted and foot regiments come together to form a formidable wall of battle.




Journeymen

Journeymen Info
Soldiers150
Ranged Attack6
Secondary Attack2
Charge Bonus2
Weapon TypeMissile
Total Defense9
Armour2
Defence Skill2
Shield5
Hitpoints1
Recruitment Cost510
Upkeep210

The Journeymen of Bree are so named for their ranks are filled with the craftsmen of the Bree-land: men whose work makes them too valuable to be called up in the militia but who still wish to fight in the defence of their homes when the enemy is at the gates. The Journeymen haven’t the time to devote to military training and so they support their comrades with hastily constructed crossbows and simple maces. Wishing to be as protected as a man in no armour can be, they have crafted large shields to cover them from arrow fire and to protect their flanks. They are not the finest soldiers in Bree’s army but they will fight bitterly to save their simple home.




Lumbermen

Lumbermen Info
Soldiers200
Melee Attack5
Charge Bonus7
Weapon TypeMelee
Total Defense3
Armour1
Defence Skill2
Shield0
Hitpoints1
Recruitment Cost360
Upkeep150

Even though they have diminished since the Second Age, Eriador's forests are still plentiful and remain a major factor in the region's manufacturing capacity. Unfortunately they contain more than just trees and woodland animals and lumberjacks who labour in places like the Old Forest, Chetwood or, less frequently, Trollshaws may often find themselves beset by orcs descending from the Misty Mountains, Wargs prowling the bush and even trolls. As war brews once more the woods grow even more dangerous with roaming gangs of bandits and orcs forcing the lumberjacks to work in larger groups for mutual protection. Through years of dealing with these hardships Eriador's Woodsmen have grown accustomed to either fighting back or hiding depending on the situation. Although far from being warriors these men are strong and resilient and, as it turns out, chopping wooden logs isn't all that different from chopping orc necks and limbs.

REQUIRES FOREST REGION.




Merchant Cavalry

Merchant_Cavalry Info
Soldiers70
Melee Attack4
Charge Bonus5
Weapon TypeMelee
Total Defense15
Armour12
Defence Skill0
Shield3
Hitpoints1
Recruitment Cost965
Upkeep350

Merchants are among the few people in Eriador who venture beyond its borders. Travelling north seeking to barter with the dwarves or south to obtain commodities from Rohan and Gondor, either way the merchants find their routes brimming with danger. Learning to accept this unfortunate fact of life the traders travel in groups and hire bands of mercenaries to thicken their ranks. These merchant-men are not true warriors and they are far more likely to flee the field of battle than Breeland militia fighting for their homes. Although they are poor warriors, their money and connections allows them to equip the heaviest armour fielded by the Mayor of Bree and so these men can be tough to bring down. Depending on wealth and distance travelled merchants are either mounted or on foot. They often operate as part-time militia lending their purchased weapons and skills to the defence of their towns and families.




Merchant Infantry

Merchant_Infantry Info
Soldiers125
Melee Attack7
Charge Bonus8
Weapon TypeMelee
Total Defense20
Armour14
Defence Skill6
Shield0
Hitpoints1
Recruitment Cost1120
Upkeep410

The prevalence of merchants and caravans in the Bree-land has led to the council taking the decision to have a centralised merchant guard force that can assist the lesser trained merchant guards. This large and well trained force operates from key locations within the Bree-land and is able to protect key checkpoints and to rush to the aid of the merchants at short notice. Their ranks are filled with ex-merchant guards who retain their formidable, dwarven-crafted, armour but they are then trained rigorously by the men of the Greenway Guard. This combination of heavy armour and battle skill makes the Infantry one of Bree’s finest fighting forces.

The wield a weapon rarely seen outside of the Mountain Halls: mighty pole hammers. These weapons are designed to help the Infantry deal with threats from the ground and atop a mount. Overall, the Merchant Infantry are Bree’s best hope to survive should the Dúnedain fall to the shadow.




Merchant Militia

Merchant_Militia Info
Soldiers175
Melee Attack4
Charge Bonus5
Weapon TypeMelee
Total Defense15
Armour12
Defence Skill0
Shield3
Hitpoints1
Recruitment Cost800
Upkeep320

Merchants are among the few people in Eriador who venture beyond its borders. Travelling north seeking to barter with the dwarves or south to obtain commodities from Rohan and Gondor, either way the merchants find their routes brimming with danger. Learning to accept this unfortunate fact of life the traders travel in groups and hire bands of mercenaries to thicken their ranks. These merchant-men are not true warriors and they are far more likely to flee the field of battle than Breeland militia fighting for their homes. Although they are poor warriors, their money and connections allows them to equip the heaviest armour fielded by the Mayor of Bree and so these men can be tough to bring down. Depending on wealth and distance travelled merchants are either mounted or on foot. They often operate as part-time militia lending their purchased weapons and skills to the defence of their towns and families.




Shire Bounders

Hobbit_Archers Info
Soldiers62
Ranged Attack2
Secondary Attack3
Charge Bonus2
Weapon TypeMissile
Total Defense3
Armour1
Defence Skill2
Shield0
Hitpoints1
Recruitment Cost385
Upkeep155

While the Shire is a relatively peaceful place, there is still need of some form of defence and enforcement of the law. The body responsible for this enforcement and defence is known simply as the "Watch". The head of this force holds the title of "First Shirriff" and beneath him twelve deputy Shirriffs. Beneath each of these deputies are the Bounders. These Bounders are Responsible for patrolling the borders and ensuring nobody can simply wander into the Shire uninvited. To the local hobbits, this is known as 'beating the bounds'. They can be commonly recognized by a special feather in the hap and a cudgel by their side. While they often spend more time enjoying solemn walks with a pipe hanging from their mouth than cracking skulls, even Hobbits are not beyond enjoying one too many pints and causing a ruckass outside the Green Dragon. Do not be fooled however, for what they lack in size and strength, they more than make up for in heart, for there are few who value their peace and quiet more than a Hobbit of the Shire.

REQUIRES HOBBIT REGION




Watchmen Axeguard

Watchmen_Axeguard_Regiment Info
Soldiers150
Melee Attack6
Charge Bonus5
Weapon TypeMelee
Total Defense12
Armour6
Defence Skill2
Shield4
Hitpoints1
Recruitment Cost810
Upkeep340

The lands surrounding Bree do not have a formal military, however, they do have cohorts of men who defend the Bree-land from any danger. These men most commonly fight in the ranks of Breeland Militia but if a division gains a wealth of experience and proves its loyalty to the Mayor of Bree, it can become elevated to to the status of Watchmen; the closest thing that Bree has to a formal military. Breeland militia are just that, a militia unit, drafted in times of need, they tend not to venture very far from Bree and rarely are seen in the territories frequented by the Dúnedain. The Watchmen are different. They are experienced militia who are given a greater degree of protection, but this comes with a price. These cohorts patrol the very borders of the Bree-land, away from their homes and families. If the Dúnedain cannot turn or route an invasion then the Watchmen are ready; ever vigilant and willing to die to protect the peaceful Bree-land. The Axeguard are the shock force of the Watchmen. They can decimate unaware enemies with their devastating charge and they are not daunted by the orcs of the North or those of the Misty Mountains. These men wield heavy one-handed axes and are protected by strong armour and march to battle with strong Breeland shields.




Watchmen Bowguard

Watchmen_Longbow_Regiment Info
Soldiers150
Ranged Attack4
Secondary Attack5
Charge Bonus2
Weapon TypeMissile
Total Defense11
Armour6
Defence Skill5
Shield0
Hitpoints1
Recruitment Cost750
Upkeep330

The lands surrounding Bree do not have a formal military, however, they do have cohorts of men who defend the Bree-land from any danger. These men most commonly fight in the ranks of Breeland Militia but if a division gains a wealth of experience and proves its loyalty to the Mayor of Bree, it can become elevated to to the status of Watchmen; the closest thing that Bree has to a formal military. Breeland militia are just that, a militia unit, drafted in times of need, they tend not to venture very far from Bree and rarely are seen in the territories frequented by the Dúnedain. The Watchmen are different. They are experienced militia who are given a greater degree of protection, but this comes with a price. These cohorts patrol the very borders of the Bree-land, away from their homes and families. If the Dúnedain cannot turn or route an invasion then the Watchmen are ready; ever vigilant and willing to die to protect the peaceful Bree-land. The longbow regiment is the final side of the triangle of the Watchmen. They are often used to ambush the enemy before the swords and axes mop up those that do not fall. With no shield for protection, they are far more susceptible to morale shocks and heavy losses but if left unchecked, they will mow down many a stray orc.




Watchmen Swordguard

Watchmen_Sword_Regiment Info
Soldiers150
Melee Attack9
Charge Bonus5
Weapon TypeMelee
Total Defense14
Armour6
Defence Skill4
Shield4
Hitpoints1
Recruitment Cost790
Upkeep320

The lands surrounding Bree do not have a formal military, however, they do have cohorts of men who defend the Bree-land from any danger. These men most commonly fight in the ranks of Breeland Militia but if a division gains a wealth of experience and proves its loyalty to the Mayor of Bree, it can become elevated to to the status of Watchmen; the closest thing that Bree has to a formal military. Breeland militia are just that, a militia unit, drafted in times of need, they tend not to venture very far from Bree and rarely are seen in the territories frequented by the Dúnedain. The Watchmen are different. They are experienced militia who are given a greater degree of protection, but this comes with a price. These cohorts patrol the very borders of the Bree-land, away from their homes and families. If the Dúnedain cannot turn or route an invasion then the Watchmen are ready; ever vigilant and willing to die to protect the peaceful Bree-land. The swordsmen are the defensive division of the Watchmen, armed with strong swords and wearing improved armour over their brother cohorts, inspired by the men of Dale. With their strong Bree-land shields they are a good medium force who excel at holding back charges and lasting in the frantic maelstrom of melee combat.




Trappermen

Woodland_Hunters Info
Soldiers125
Ranged Attack5
Secondary Attack2
Charge Bonus2
Weapon TypeMissile
Total Defense3
Armour1
Defence Skill2
Shield0
Hitpoints1
Recruitment Cost425
Upkeep155

Farming and cattle breeding in Eriador isn't as bountiful or reliable so as to remove the need for hunting and Eriador has enough game to ensure the continuation of this practice. Much of the region consists of smaller villages and settlements where civilization hasn't quite settled yet and many of its people seek life among the trees wishing to be independent and self-sufficient. Accomplished stalkers, they roam the forests and hills in search of game animals but alas, in these unfortunate times, the hunter often becomes the hunted. In such situations, they must employ all of their cunning and skill with the hunting bow to survive.

REQUIRES FOREST REGION