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Their druidic religion can be savage to outsiders, demanding human sacrifice as a matter of course. Their traditional method of warfare involving fighting from light, highly manoeuvrable chariots can also put fear into many enemies. The noise alone is enough to scare many into flight. All in all, from their island home the Britons have much to feel confident about. They are a vibrant people, with a tradition of bravery in warfare and Gods who will aid and protect them. Protected by the moat of the sea from invasion, they can gaze out towards the mainland, and plan their conquests...
Buildings
Warrior"s Hold:
A Warrior"s Hold is the place where lesser men gather to do a leader"s bidding. Without his say-so nothing happens, making this the heart of the village. This is where workers are called in time of war, and where orders are issued for new buildings in times of peace. By sword-right, the Warrior"s Hold is the largest and most "magnificent" construction amid the surrounding squalor.
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High King"s Hall:
The High King"s Hall is needed for a barbarian settlement to reach its full potential. The home of a truly mighty leader draws to it all the skilled artisans and traders needed to make a successful town in its shadow. This is a splendid building: richly carved and the most magnificent in any otherwise-squalid barbarian settlement. It is the wealth of the King and his people given a solid shape, intended to overawe visitors and lesser men alike. It is here that all important decisions are made, and woe betide any who defy the rulings made within its walls!
Wooden Palisade:
A wall of logs around a settlement gives a comforting sense of security, but it cannot delay attackers for very long. It"s enough to keep livestock from straying at night. That said, a Wooden Palisade like this is cheap and easy to erect - even for an unskilled workforce. It will help create a feeling of community, somewhere people can live, work and prosper.
Wooden Wall:
A rough Wooden Wall is a better defence than a palisade of stakes, but it is still not much of an obstacle to organised attackers. It will delay an enemy force breaking into the settlement, and so is a good barrier against surprise raids. More organised attackers will, however, break the wall down sooner rather than later. The wall also keeps locals and their property safe at night and gives a sense of permanence to a town. These walls are easy to construct, even with an unskilled workforce.
Meeting Hall:
A Meeting Hall gives older warriors somewhere to pass on their skills to the next generation of fighters. These warriors have chosen to defend their homes, loved ones and the tribe, but they may not be as "professional" as paid soldiers. Their hall has some creature comforts and a plentiful supply of ale, but these men are here to learn the skills of war and defend the state, not just to enjoy themselves! The Meeting Hall can be improved as the settlement grows.
Hall of Heroes:
The Hall of Heroes is a place where warriors gather to carouse until senseless, boast about their exploits and (hopefully) pass on warfare skills in between the carousing (carousing is like drinking, except it involves singing rude songs, spilling drinks and occasionally killing someone for a bit of a laugh). In this manly setting, warriors learn their skills, boast of bravery and plan future conquests!
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Warlord"s Stables:
A Warlord"s Stables produces superior horses, required for advanced horsemen. It also includes training yards where sophisticated horsemanship skills can be passed on, creating a cavalry elite. In addition, horses will not willingly charge towards men, and they also need schooling before they can be used in war. This building cannot be further upgraded.
Practice Range:
Learning to skirmish effectively requires an open space where lightly armed and armoured warriors can safely practise with missile weapons. There are also the tactics of movement and disengagement to be passed on, all of which need space - by contrast a swordsman can be taught wherever there is enough room to swing a blade!
Archery Range:
Archery is a skill that takes time and patience to perfect. The strength to use a bow is only acquired through long hours of practice. Most recruits know how to use a bow from hunting, but this is different from using a bow in battle. An Archery Range gives the space for bowmen to develop their skills and group tactics. Skilled craftsmen are also to be found here, capable of making larger weapons too.
Trader:
The Trader sells some local produce to other settlements increasing - in a small way - the wealth of the community. Trade carries risks, but it is an excellent way of increasing wealth, because settlements and nations flourish when they are mutually supporting, not attempting to be entirely self sufficient. Trade can, of course, be taxed. It can also be improved when this building is upgraded.
Great Market:
Trade flourishes where it is encouraged. The Great Market is a meeting place as much as a trading centre, and almost anything can be bought here, when the price is right. In the hustle and bustle of this busy market anything and everything is for sale, even a man"s secrets - or his sudden death! Trade can, of course, be taxed.
Blacksmith:
A Blacksmith provides superior quality weaponry for any warriors from this settlement. His skills in metalworking are exceptional, far beyond those of ordinary smiths who make agricultural implements. He is an important man in the community, as good weapons are always valued by the men who have to use them. A Blacksmith who can make a strong sword that won"t break or bend in combat is a great asset to his people.
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Port:
A Port brings trade and wealth to a settlement, and allows the construction of simple ships. Access to the sea is vital for all long distance trade. The sea-lanes are the true highways of the world, and carrying goods by ship is the only way to move them cheaply enough to make a profit. Indeed, it is the only way to send a cargo to a customer! Militarily, ports are important because they have the men and equipment needed to build a fleet.
Shipwright:
A Shipwright can build the warships needed for a strong fleet, while the improved port facilities allow more goods to be landed at and forwarded from the settlement. As a port grows wealth flows into the town, and all manner of goods become available to the people. Militarily, the improvements in ship-building usually lead to better ship-handling and tactics.
Land Clearance:
An improvement on slash-and-burn farming around a settlement, Land Clearances allow a surplus of food and encourage growth. Subsistence farming, where people can only just feed themselves and their families, does not free people to do anything more than scrabble for a living. However, if agriculture improves even marginally, there will be growth in a settlement. This kind of farming can be upgraded as the settlement grows.
Communal Farming:
Once slash-and-burn agriculture has worn out the land, one response is for farming communities to organise, and work collectively. Communal Farming produces a surplus through minor economies of scale: tools and resources are pooled, and everyone works as a team to gather the harvest. Individual failures are minimised by these methods.
Mines:
Mines are needed to exploit the natural wealth of a province, although the dangerous underground work costs the lives of many slaves. Most mines are not very deep, as they are dug by backbreaking labour and follow the richest seams of ore into hillsides (drift mining), rather than having vertical mine shafts. Where gold and silver are to be found, mining is sure to be a priority of the land"s overlords.
Tavern:
Drink! Drink! Drink! Life is short! The Tavern fire is warm! There are heroic stories to tell! Let everyone hear how great it is to be one of our people! A Tavern is the perfect place for everyone to enjoy themselves, and let worries be drowned in ale and mead. Any man who leaves without a smile on his face and an urge to empty his bladder hasn"t really been drinking like a true warrior! A Tavern can be replaced as the settlement grows in size and stature.
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Shrine To Brigantia:
This Shrine is dedicated to Brigantia, the British tribal Goddess of the Brigantes, one of the important tribal kingdoms. She is a goddess of war, healing and water. Brigantia also has some responsibilities for prosperity and fertility among her people. Religion also makes a people feel happy and content to know that the Gods are honoured. The Shrine can be improved as the settlement grows in size and importance.
Sacred Grove of Brigantia:
This Sacred Grove is dedicated to Brigantia, the British tribal Goddess of the Brigantes, one of the important tribal kingdoms. She is a goddess of war, healing and water. Brigantia also has some responsibilities for prosperity and fertility among her people. Religion also makes a people feel happy and content to know that the Gods are properly honoured. The Sacred Grove can be improved as the settlement grows in size and importance.
Sacred Circle of Brigantia:
This Sacred Circle is dedicated to Brigantia, the British tribal Goddess of the Brigantes, one of the important tribal kingdoms. She is a goddess of war, healing and water. Brigantia also has some responsibilities for prosperity and fertility among her people. Religion also makes a people feel happy and content to know that the Gods are lavishly honoured.
Shrine to Britannia:
This Shrine is dedicated to Britannia, the British deified personification of their homeland. She brings riches to her devoted followers. Religion also makes a people feel happy and content to know that the Gods are honoured. The Shrine can be improved as the settlement grows in size and importance.
Sacred Circle of Britannia:
This Sacred Circle is dedicated to Britannia, the British deified personification of their homeland. She brings riches to her devoted followers. Religion also makes a people feel happy and content to know that the Gods are lavishly honoured.
Shrine to Andrasta:
This Shrine is dedicated to Andrasta, the "Invincible One", the British goddess of War and patron of the Iceni tribe. Human sacrifices to Andrasta are not unknown. Religion also makes a people feel happy and content to know that the Gods are honoured. The Shrine can be improved as the settlement grows in size and importance.
Sacred Grove of Andrasta:
This Sacred Grove is dedicated to Andrasta, the "Invincible One", the British goddess of War and patron of the Iceni tribe. Human sacrifices to Andrasta are not unknown. Religion also makes a people feel happy and content to know that the Gods are properly honoured. The Sacred Grove can be improved as the settlement grows in size and importance.
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Units
Peasants:
Peasants are reluctant warriors, but barbarian peasants are better fighters than most: hard lives produce hard men. Numbers are useful in all armies, and forcing peasants to fight is one way of getting lots of men in the field quickly and cheaply. They have little tactical sense, and even less willingness to fight - they would rather be defending their own homes than be dragged to a battle they neither care about nor understand. They are, however, experts at reading the land and hiding when there is cover.
Slingers:
A sling is a deceptively simple weapon: a slinger can bring down the strongest man with a single shot. These slingers can send a hail of bullets towards the enemy, and target their shots for maximum damage. After all, they will have been hunting with slings since boyhood. Slingers should not be allowed to get into melee combat, as their lack of armour and their relative lack of equipment - just a knife or short sword and a shield - will soon lead to them being cut to pieces. Used to kill enemies from a distance, they are superb missile warriors.
Head Hurlers:
In battle, head hurlers throw the heads of fallen foes coated with quicklime. These missiles are both dangerous and loathsome. Head hurlers combine the practical and the macabre in equal measure - they collect the heads of fallen enemies and preserve these by dipping them in quicklime. The limed heads are used as disgusting missiles in battle, flung into enemy ranks at surprisingly long range. As missiles the heads are heavy enough to cause injuries (and have an undoubted impact on morale) but it is the lime that really does the damage, causing nasty burns. Head Hurlers also carry swords for use in close combat should this be necessary. Head hurlers, however, also show little regard for their own danger and are not above rushing into combat without orders.
Swordsmen:
Swordsmen are steadfast and aggressive warriors, the "infantry of the line" for barbarian warlords. They are not very disciplined at times, as their sense of honour and bravery can make them eager to get into any fray, but they are uniformly superb swordsmen. They are equipped with good swords and large shields. Every warlord worth the name makes sure he has a couple of warbands of these hard men under his command.
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Woad Warriors:
Religion and magic are powerful reasons for bravery. Woad warriors are brave fighters - and mad. They disdain armour and most clothing, preferring to paint themselves with intricate and stylised magical designs in woad (a blue dye) to deflect enemy blows and missiles. The patterns created can be elaborate and almost inhuman, and are supposed to be unnerving for enemies unused to such practices. Belief in magic also armours the woad warriors against fear, and makes them savage, dangerous and not-quite-controllable fighters. Woad warriors carry only blades and shields but it is a foolish commander indeed who underestimates their impact in battle!
Druids:
Druids are spiritual leaders with practical fighting skills who instill confidence in nearby friendly warriors. They have a religious zeal that gives them great courage and their mere presence fills nearby believers with confidence. Positioned just behind the battle line druids can also form a powerful reserve, ready to join the fray at a crucial moment. Equipped with sickle-shaped swords and small shields, the mail-clad druids are excellent fighters. Their good war gear is a reflection of their status as teachers, judges, soothsayers and the focal point of religion and magic among their people. As Celtic cultures lack a written form, they are also the memory of the tribe as well, remembering all the important facts of tribal history. Historically, the Romans despised and then targeted these men because they practiced particularly savage forms of human sacrifice and because of their cultural importance. When a tribe"s history was wiped out, it became a little easier to bend the people to the will of Rome.
Warhounds:
Warhounds are bred for a savage nature and great size, but then hunting men is only a little more dangerous than hunting wild boar! The beasts are muscular and powerful. Originally bred for hunting large prey, they are now trained to hunt and attack men. Warhounds are usually unleashed on an enemy to break a line and unnerve opponents. Few men are able to stand steadily in the face of a snarling and partially-starved beast. The dogs are trained to bite and hold on, dragging down their human targets, and hamstringing horses. Their handlers are brave, foolhardy and not easily intimidated: many have fingers, hands or even chunks of limbs missing!
Heavy Chariots:
Heavy chariots are an elite in British armies ridden into battle by tribal nobles. They are shock troops, relying on speed and shock to break enemy formations. Every man carries a fine sword, and is equipped with a good mail coat and a shield, while his chariot is pulled by two horses. They perform the same function as heavy cavalry, charging home to cause casualties before wheeling away to launch a fresh attack. Any infantry foolish enough to stand in the way are ridden down, hacked to pieces by the rider! However, like many barbarians they can sometimes let greed for personal honour and glory lead them into attacking without orders.
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Boats:
These vessels are seaworthy, but small, craft capable of carrying a small cargo or a few men along coastal routes. Like other ships of the time these craft use sail when cruising and oar-powers when in combat. This type of boat represents the various flat-bottomed Celtic curachs, the sea-worthy Germanic narrow boats, and African byblos ships, for example. Most barbarians lack the "civilized" ship-building skills of the Greeks, Carthaginians and Romans, but within their limitations these are sturdy craft. The almost-instinctive seamanship of their crews helps them travel surprisingly long distances without danger.
Large Boats:
Large boats are battle-worthy craft, with crews large enough to fight boarding actions when required. These boats are not a match, however, for ships of more "civilized" peoples. These ships, however, have better sea keeping qualities than many craft developed for the relatively calm waters of the Mediterranean. They can carry large cargoes - or raiding parties - across many trackless miles of sea.
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출처:
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첫댓글 번역해주시면 감사..^^;
정확히 갈리아 아닌가요? 프랑스까지 잇던 켈트족 말입니다.
짐마차와 똥개가 인상적...(그래도 마차가 잇다니..헐..-_-이집트꺼 만큼은 아니라고해도 강력할것 같군여! 갈리아가 로마군한테 많이 진게...'방어'를 불명예를 여겻다고 하던데..온리공격..-_-역시 호전적이나 공격적 민족은 망하기쉽상인가..-_-a그 좋은 철기기기술에도 다 벗고 싸우니..에잉..-_-)
맨마지막 스샷 마치 칼든놈이 마차모는놈 죽이려는것 같군요..-_-배신인가..
밑에서 3번째 스샷에서는 투명의자 벌을 받는군요 ...-_-(줄이라도 좀 추가해 놓지,.)
The Britons are very similar to the Gauls 젤 위에있는 문장으로 보아 따로 갈리아도 있고 브리튼도 있는거 같네요 아 그리고 위에 Chosen Spearman 조선도 "Chosen" 이라고 쓰지 않나요? 아니면 골라진 창병인가?
클랜에서 선택된 무사라는 뜻의 초슨 이군요.
choose-chose-chosen
아아... 게르만, 갈리아, 다키아, 스키타이, 파르티아, 아르메니아, 그리스, 마케도니아, 이베리아, 카르타고, 셀루키드, 폰투스도 어서 나왔으면~
머,,,머리를 들고있다는...ㅡ.ㅡ^^
뭔가 저 잘린 머리들은... 근데 머리를 든 병사들은 그 머리 이외엔 무기가 없다는 것이.. 아마도... 잘린 머리가 무기 일듯 추측합니다.... 굉장히 위협적인 무기로서... 저 병사들 자주 애용해야겠구만
브리튼은 킹아더의 지역인데