“'Till shade is gone, till
water is gone,
into the Shadow with teeth
bared,
screaming defiance with the
last breath,
to spit in Sightblinder's
eye on the last Day.”
- Aiel oath
THE WASTE
Any study of the Aiel
people is by its very nature a study of the land east of the Dragonwall, known
as the Aiel Waste. The people are
defined by the land from which they came, and it shapes their beliefs and their
lives. Amongst the Aiel it is known as
the Three Fold Land, since they believe it is first a shaping stone to make
them; second, a testing ground to prove their worth; and third, a punishment
for their sin, although what this sin is seems to have been forgotten over
time.
The Waste itself is a harsh desert,
practically waterless and apparently uninhabitable. Even the Trollocs refer to it as Djevik K'Shar - 'The Dying Ground' (though whether this is because
of the conditions in the Waste, or its inhabitants, is unclear). Yet the Aiel
manage to survive, and even thrive here. There is no doubting that the rugged
Waste has made the Aiel the people that they are today.
JI'E'TOH
Despite the
harshness of the land in which the Aiel dwell, they have developed a highly
complex society since they arrived and settled in the Waste. Central to this society is a complex code of
honour and obligation known as ji'e'toh.
This code is all encompassing, providing many different paths for an Aiel to
gain honour, as well as many different ways for an Aiel to be shamed.
As an example, the least honour is gained
in combat by swiftly killing a foe, since anyone can kill. The most honour is
gained by touching an armed living enemy without causing him or her any harm,
since this act takes the greatest skill and bravery to successfully pull off.
Perhaps the most important aspect of ji'e'toh, however, is the concept of
obligation (known as toh). Aiel take
honour extremely seriously in everything they do, and any obligation,
irrespective of how small or how large, must be repaid in full. As evidence of
just how important toh is to Aiel
society, an Aiel will willingly accept shame if it is necessary to fulfill an
obligation.
WARRIORS
Aiel are famed
throughout the known world as fierce warriors - perhaps the most deadly on the
entire continent. To the people west of the Dragonwall, known to the Aiel as
Wetlanders, and almost universally despised for the decadence and weakness, the
Aiel are objects of both fear and awe.
The Aiel method of warfare is very different
to that common amongst Wetlanders. For one, Aiel wear very little armour
(leather being as far as they will stretch) in order to allow themselves the
freedom of movement they put to such great use in combat. Their weapons of
choice are the short spear and buckler, since no Aiel would ever consider
wielding a sword.
Perhaps the most unusual aspect of the
Aiel warriors is the way in which they veil their faces before killing. All
Aiel warriors, without exception, wear a black veil around their necks, and
will pull it up before they begin to fight. It from this habit that the phrase
'acting like a black-faced Aiel' came into being in the lands west of the
Dragonwall. It is used to describe anyone that is acting particularly
belligerent or violent.
Each Aiel warrior becomes a member of one
of the various warrior societies. Each
of these societies emphasises a particular style of combat, and there is a
great deal of (usually friendly) competition between warriors of different
societies. Perhaps the most noteworthy
of the Aiel warrior societies is the Maidens of the Spear, a society consisting
exclusively of women.
SPECIAL RULES
No Swords: Aiel society forbids the use
of swords so strictly that most will not even touch such a weapon. Consequently,
Aiel may NEVER wield a sword. This is a hard and fast rule that cannot be bent
in any way.
The Best Among Us: Aiel value fighting skill
greatly, following those who show themselves the best warriors. An Aiel
warband's Leader will be the Veteran with the highest experience points. If two
Heroes have equal experience, then the warrior with the highest Leadership
characteristic will be the leader. If there is still a tie, roll off to
determine who is the Leader. Note that the leader of a warband can change
between battles - Aiel are naturally quite competitive.
Gai'shain: See the short section
entitled 'Gai'shain' later in this warband for full rules on what to do if the
Aiel ever capture an enemy warrior.
Choice of Warriors
An Aiel warband
must include a minimum of three models. You have 500 gold marks to recruit your
initial warband. The maximum number of warriors in the warband may never exceed
10.
Veterans: Your warband must include at
least one Veteran, and may include up to three.
Spears: Your warband may include any number of
Spears, up to its maximum size.
New Spears: Your warband may include up
to four New Spears.
Veterans start with 15 experience.
Henchmen start with 0 experience.
Aiel equipment listThe following list is used
by Aiel warbands to pick their weapons: |
|
|
Hand-to-hand Combat Weapons Knife ............................... 1st free/2 gm Aiel spear ........................ 10 gm Missile
Weapons Throwing knives ............. 15 gm Short bow ....................... 5 gm Bow ................................ 10 gm |
Armour Leather* .......................... 5 gm Buckler ............................ 5 gm * Treat as toughened
leathers |
Aiel skill table
|
Aiel taken prisoner by other
Aiel in battle are referred to as gai'shain. These prisoners are
required by ji'e'toh to serve their captors for one year and one day,
touching no weapon and doing no violence during this time. To represent this
unique treatment of captives, any Aiel captured by another Aiel warband are
taken gai'shain. There is no chance for the Aiel who have lost this
warrior to retake him (they wouldn't think of it - it would cause shame to the
one captured).
The captors may sell a gai'shain's weapons, but may not keep them. Each gai'shain kept by an Aiel warband increases the maximum size of that band by +1, since the services of the gai'shain make it possible for greater numbers of Aiel to move about. On the down side, however, each gai'shain must be kept in good health, and so adds one to the size of the warband when calculating profits after a battle. For example, an Aiel warband of 10 warriors with 1 gai'shain would count as having 11 warriors when rolling on the income chart. Any warband may send their gai'shain back to their sept rather than keeping them - they loose any benefits for the gai'shain if they do this, but do not have to pay their upkeep either.
Wetlanders captured by Aiel may be disposed of in the usual fashions
(i.e. ransomed, sent back to the sept for money or killed) since they are not
practitioners of ji'e'toh and therefore cannot be taken gai'shain.
There are two exceptions to this rule: firstly, all captured Cairhienin must be
killed (the Aiel have an special hatred for these people, who they call
Treekillers). Secondly if you are playing Shaido Aiel, who have rejected
tradition completely, you may take any warriors from any enemy warband gai'shain.
If you take a Wetlander captive like this, there is nothing to stop their old
warband from liberating them (with an appropriate scenario), since Wetlanders
are not bound by ji'e'toh.
Heroes
90
gold marks to hire
Given the reputation that he average
Aiel warrior has, it is hardly surprising that Aiel Veterans are greatly
feared. Having faced many battles and
defeated many foes, they are truly a force to be reckoned with. Almost nothing
can stand in their way once they have decided on a course of action.
|
Profile |
M
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Veteran |
5 |
5 |
3 |
4 |
4 |
1 |
4 |
2 |
8 |
Weapons/Armour: Aiel Veterans may
be equipped with weapons and armour chosen from the Aiel Equipment list.
SPECIAL RULES
Society: All Veterans must
have one Society Trait, chosen from the appropriate list. This Trait is
included in the cost of the Veteran.
Leader: The Leader of an
Aiel warband is determined as described in the special rule ‘The Best Among
Us’.
Henchmen
60
gold marks to hire
The average Aiel warrior has
seen many battles and defeated many foes.
Known collectively as the Spears, the bulk of any Aiel force will be
made up of these fine, dedicated and determined warriors.
|
Profile |
M
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Spear |
5 |
4 |
3 |
4 |
4 |
1 |
4 |
1 |
8 |
Weapons/Armour: Spears may be
equipped with weapons and armour chosen from the Aiel Equipment list.
SPECIAL
RULES
Society: Aiel Spears may
take a Society Trait if they wish for an additional +5 gm. Note that all
members of a Henchmen group must have the same Society Trait.
30
gold marks to hire
Even the might Spears of the
Aiel were beginners once. Though the New Spears may not have the experience and
skill of their superiors, they are just as determined, and quickly pick up the
skills they need to survive in a land as harsh as the Waste.
|
Profile |
M
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
New Spear |
5 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Weapons/Armour: New Spears may be
equipped with weapons and armour chosen from the Aiel Equipment list.
SPECIAL
RULES
Society: New Spears must
take a Society Trait as their final experience upgrade only instead of a
skill/stat increase.
AIEL MARTIAL ARTS
The Aiel has patiently mastered the martial arts - in hand-to-hand combat he can fight with his bare hands without any penalties and counts as having two weapons (i.e. +1 Attack). In addition, an Aiel with this skill will cause a critical hit on a To Wound roll of 5-6 instead of just 6.
RUNNING SHOT
The Aiel's agility allows him
to run and shoot in the same turn, although he suffers an additional -1 to-hit
penalty on top of any others.
EXCELLENT EYESIGHT
Aiel make superb
trackers, and this warrior is a fine example. The Aiel can spot Hidden enemies from twice as far away as
other warriors (i.e. twice his Initiative in inches).
CAMOUFLAGE
EXPERT
This Aiel is adept
at concealing himself from an enemy. Any enemy warrior attempting to detect
this Aiel when he/she is Hidden must
halve his Initiative before measuring the distance.
FIRST
AID
A warrior with
this skill knows how to patch up fallen comrades. After a game, if a warrior
with this skill survived, one other Aiel may re-roll his/her result on the
Serious Injuries Chart. The second result stands, even if it is worse than the
first.
BUCKLER EXPERT
A warrior with
this skill may make an extra attack in close combat using his/her buckler. For
the purposes of this attack, treat the buckler as if it were a dagger.
Aiel Veterans must join one
of the following Warrior Societies. Aiel Spears may choose one if they wish,
paying an additional 5gm for the privilege. Aiel may only ever be a member of
one Society (once you have joined a Society, you are a member for life).
Membership in these Societies grants special abilities, given below. Note that
you may only join a Warrior Society when you are first recruited - Spears
cannot pay the 5 gm later in a campaign to gain the benefits of one of these
Societies. The only exceptions to this
rule are New Spears, who gain a Society Trait when they reach their final
experience upgrade (i.e. when their henchman experience track is completely
filled) instead of a new skill/stat increase.
If a New Spear is raised to Hero status before that, then the Society
Trait must be chosen at the point they are promoted.
STONE DOGS
Stone Dogs are immune to All Alone tests. They form the stoic rear guard of Aiel fighting
formations, and are used to fighting without support.
RED SHIELDS
Red Shields are the closest
the Aiel have to a police force. Roll 2D6 for each enemy hero taken out of
action by a Red Shield during the previous game. On a 11-12, the Red Shield
automatically captures this warrior (in addition to any other injuries he may
have suffered).
MAIDENS OF THE SPEAR
The Maidens are an
exclusively female Society, known for their martial prowess. All Maidens
automatically gain the Excellent Eyesight skill (see above).
BLACK EYES
Aiel Black Eyes
train in the use of the short bow – the favoured Aiel ranged weapon. When using
this weapon, a Black Eye gains +1BS.
THUNDER
WALKERS
Thunder Walkers
learn to use their bucklers in a method similar to the way Wetlanders use
shields. When wearing a buckler, a Thunder Walker gains +1 to his armour save.
WATER
SEEKERS
The survival
experts of the Aiel, Water Seekers may re-roll their results on the Serious
Injury Chart after a game once. The second roll stands.
TRUE BLOODS
All True Bloods
gain access to the Academic Skill list. They're the 'educated warriors' of the
Aiel.
NIGHT SPEARS
Night Spears train
to fight at night, and so they may charge enemies that they can't see if they
are within 6" instead of the usual 4".
KNIFE HANDS
Emphasising
unarmed combat techniques over the traditional spear and buckler, Knife Hands
suffer no penalties for fighting barehanded. A Knife Hand without any weapons
does not get an extra Attack as if he had two weapons - only the Aiel Martial
Arts skill can do that.
BROTHERS OF THE EAGLE
It is the Brothers
of the Eagle who serve as sentries, and so they are especially good at
defending a spot. Provided they stood still in their previous turn, they gain
+1 Attack if charged.
DAWN RUNNERS
Dawn Runners
function as messengers, and so automatically gain a +1 Movement bonus (taking
their movement value up to 6").
MOUNTAIN DANCERS
The Mountain Dancers watch and explore the Dragonwall, and so are at home in rocky terrain. They count as having a free rope and hook (i.e. they can re-roll failed initiative tests when climbing).