The Nobles’ Armsmen list is used
to represent warbands consisting of hired soldiers under the control of nobles from
Murandy, Altara, Cairhien, Arad Doman and Tarabon. As an Armsmen warband player you must decide in which country
your hiring noble resides. People from
each these countries have their own unique histories, appearance and
character. The usual hierarchy of an
Armsmen warband consists of a leading hired soldier (known as a Sword-Captain)
who controls the noble’s forces in battle, and a lower member of the hiring
noble’s house (known as a Minor Noble) stays with the hired force to ensure
they carry out their orders and to distribute gold and equipment to the
troops. In general there is no set size
for these types of formations - however they generally all follow the same
pattern of the richer the hiring noble, the larger their Armsmen force. Armsmen forces are mostly given the name of
their hiring noble’s house.
Murandy
“Trust no one but yourself,
and yourself not too much.”
- Lugarder saying
MURANDY
Just north of
Altara and south of Andor lies the nation of Murandy. The people of Murandy do not respect the political identity of
their nation as much as they respect their local nobility. King Roedran officially rules Murandy, but
the actual political power is divided between the all but independent lords and
ladies who rule their own little patches of land. The king seldom has any real control over events in the capital
city, much less the rest of the country.
Many believe that the only reason Murandians tolerate a ruler at all is
to provide a deterrent against annexation by neighboring nations, for their
lack of national cohesion does not stop the people of Murandy from being
extremely suspicious of outsiders. Most
see every foreign action as part of a plot.
Andorans are particularly despised, primarily due to a long history of
disputes along their common border, although, close to the border the two
people are almost indistinguishable except by dress.
LUGARD
Located in the heart of Murandy, on the banks of the River Storn, the city of Lugard is both capital and trade center for the nation. Indeed, trade keeps Lugard alive. Regardless of political disagreements or distrust, freight wagons of every shape and size and nation crowd the large bare patches of ground set aside for them within the city. Stables, horse lots, and inns outnumber houses and shops, and constant heavy traffic moves through the streets carrying goods to and from Andor, Illian, Ghealdan, Altara, and Arad Doman.
Lugard’s commercial
reputation, though well earned, is tarnished by its equally well-earned
reputation for thievery and licentiousness.
Lugarders view any outsider as a fair mark for theft or con game. The very appearance of the city gives off an
aura of disrepute. Its tall grey
perimeter walls have tumbled down in many places to no more than a small token
fence and a pile of rubble. Most of the
broad streets are unpaved, and even the paved streets are very dusty. The grey stone buildings with their
bright-coloured tile roofs are always covered with a dull haze of dirt. Jagged unkept stone walls crisscross the
haphazard layout of the city, marking divisions claimed by feuding nobles over
the years. More than once Lugard has
actually been divided among such nobles like a poorly carved roast.
SIGIL
A red bull; the Red Bull.
BANNER
The
Red Bull on a field vertically striped blue and white; three blue and two
white. Fringed in red when flown where
the sovereign is present.
CAPITAL
CITY
Lugard.
Altara
“Lean back on your knife
and let your tongue go free.”
- Common Altaran saying
ALTARA
Altara faces the Sea of Storms, wedged between the more powerful nations of Illian and Amadicia, with northern borders touching Murandy, Andor, and Ghealdan. It is unified only in name. Most of the inhabitants prefer to identify themselves as belonging to a particular town or as being the subjects of a particular lord or lady, rather than a subject of the Queen or a citizen of Altara. Even the nobles seem to care little for their nation, seldom paying taxes or offering more than lip service to the Crown.
THE
UNSTEADY THRONE
The Throne of Winds is slightly more than a prize to be taken by the most powerful noble, although many powerful nobles have scorned to take it when given the opportunity. In the thousand years since Hawkwing’s death, only one house, House Todande, has held the throne for as much as five generations, and when they lost it their fall was so complete that the House has become subservient to all others. No other House has been able to put more than two consecutive rulers on the throne.
Altara has a kind of
national character. Her people,
especially the women, are fierce and bold.
They are extremely polite, yet quick to answer an insult with steel. Highborn or low, man or woman, all are equal
on the dueling ground. This is most
evident in the capital city Ebou Dar, center of Altaran culture and commerce.
DUELING
The
Ebou Dari pride themselves on the ferocity of their women, and on their courage
in a duel. Very few men or women reach
adulthood without having fought in at least one duel, and those few are
ostracized for being cowardly. While in
many parts of the world men fight duels over women, only in Ebou Dar is it also
common for women to fight duels over men.
In both cases the “prize” agrees to go with the winner. Married women are less likely to be
challenged than unmarried ones, and widows who reject another marriage least of
all. Most Ebou Dari women who survive
to marry consider dueling scars to be a type of beauty mark. Altaran women claim that they will only harm
a man if they themselves are harmed, threatened or wronged, but by the law the
death of a man at the hands of a woman is justified unless proven
otherwise.
APPEARANCE
Altarans can often be
recognized by their dark hair, dark eyes, and olive complexion, but those from
Ebou Dar are also easily recognizable by their distinctive attire. In parts of Altara, especially Ebou Dar, it
is the custom for a married or widowed woman to wear a “Marriage Knife” hanging
hilt down from a choker around her neck.
When a couple marries, the man gives the woman the knife as part of the
ceremony. He then requests that she use
it to kill him should he ever displease her.
High ladies and those of wealth wear a marriage knife of gold and
jewels. Commoners wear one of brass set
with coloured glass.
The necklines of commoners are cut very narrow and deep, while
for nobles the bodice has a round or oval cutout, allowing those with marriage
knives to show them to best advantage, and those without to show that they are
available. Large hoop earrings are worn
by most women and some men. Men and
women alike wear curved daggers through their belts or sashes, and often carry
a work knife as well.
The trademark of an Ebou Dari man is his long, elaborate
vest. These vests are often as brightly
coloured as a tinker’s clothes, and are worn alone or over pale shirts with
wide sleeves. Sometimes the wealthy add
a decorative silk coat slung about the shoulders, since it is deliberately too
small to be worn conventionally. This
“cape” is held with a chain of silver or gold strung between the narrow
embroidered lapels. When the cape is
worn a long narrow sword is usually carried in addition to the standard
dagger. Both men and women adorn their
hands with rings.
SIGIL
Two
golden leopards, one above the other; the Golden Leopards; the Leopards.
BANNER
The
Golden Leopards on a field checked four-by-four in red and blue; red is next to
the staff on the topmost row.
CAPITAL
CITY
Ebou
Dar.
Symbols
include the Throne of Winds.
Cairhien
“Take what you want and pay
for it.”
- Saying in Cairhien
HISTORY
Cairhien became an
independent nation at the end of the War of the Hundred Years. Her rulers at one time laid claim to a swath
of land from Shienar to the River Erinin to the Spine of the World. Now the land they control covers less than
half that area.
In 566 NE, the Aiel granted Cairhienin merchants the exclusive right to travel the Silk Path from the Jangai Pass through the Aiel Waste. At the same time they gave her king the Avendoraldera, the only known sapling of the Tree of Life. The nation grew fat on the trade that lay beyond the Aiel Waste, but the good fortune was short-lived. The Aiel War of 976-978 NE brought havoc to Cairhien and the rest of the land. The Aiel burned the city, only her libraries untouched, and took from Cairhien its right to use the Silk Path.
Cairhien’s fertile farmland had produced more than enough to feed her people, but after the war farmers and refugees from the land along the Dragonwall swarmed for protection to the walls of the larger cities, leaving their lands untended. With the farms lying fallow, the king was forced to rely on the goodwill of neighbours and their shipments of grain to feed the people.
THE
GAME OF HOUSES
The key to understanding Cairhien’s volatile history lies in the nature of its people. As a whole they are stern and unyielding, preferring the world around them to adhere to strictly ordered aesthetics rather than natural chaos. Yet they thrive on the complexities of subtle political intrigue, using the art of misdirection and hidden meanings to gain power and status. For a Cairhienin, nothing is as it seems; everything has a deeper meaning, a hidden motive. It was the nobles of Cairhien who took the style of intrigue created by the White Tower, gave it their own twist, and made it into what is now known as Daes Dae’mar, the dangerous and often deadly Game of Houses.
It is Daes Dae’mar
that is believed to be responsible for most of Cairhien’s disastrous
failures. It is now known that the
First Aiel War, as the Cairhien call it, was a direct result of King Laman
Damodred’s attempt to play the Game. He
destroyed the Aiel gift to gain position by making a throne from the tree that
would be unique in all the world, never guessing that it would ultimately cost
him his life. All members of noble
Houses are involved in the politics of the Game from birth, and all must learn
the art of misdirection and subtlety.
As a result, every aspect of dress, behavior, and even architecture is
very carefully ordered. Nothing about
the Cairhienin nobility is ever spontaneous.
THE FEAST OF LIGHTS
The only time the
Cairhienin reserve breaks is during the celebration of the Feast of
Lights. For two days all propriety is
gone, as are all social barriers between nobles and commoners. The Cairhienin seem determined to make up
for a year of careful etiquette with two days of wild abandon. One of the tenets of the holiday is that any
man can kiss any woman and any woman any man.
As a result it is common to see nobles and commoners sporting together
in various states of undress. Music and
dancing will often fill the streets.
At the end of the Feast, everyone returns
to their own class and resumes the mask of reserve, with no repercussions for
anything that might have occurred during the holiday, and no acknowledgment
that anything did occur.
THE ARMSMEN
The
Cairhienin people are shorter and more pale-skinned than Andorans, though with
darker hair, and the dark colours they prefer contrast with their fair
skin. The military of Cairhien wear
coats of black or dark blue or green.
Officers wear slashes of rank across their coats much as nobles do, but
they shave the front of the head and often dust it with white powder, leaving
the hair hanging long at the back. Both
officers and soldiers wear plain armour, with bell-shaped helmets and
gauntlets. Until the Shaido War, the
nobles who commanded the soldiers did not shave their heads, leaving that to
the common-born, but after it many nobles who had “seen the wolf” took up the
practice. Regular soldiers wear their
hair cut short in a basic bowl cut. The
Cairhienin use short banners called Con that are harnessed to their backs to
mark officers’ personal retainers.
SIGIL
A many-rayed golden rising sun; the Rising Sun.
BANNER
A many-rayed golden sun rising on a field of blue.
CAPITAL
CITY
Cairhien.
Symbols
include the Sun Throne.
Arad Doman
“A man who trades with a
Domani needs three sets of wits.”
- Warning against foolishness
ARAD DOMAN
Arad Doman lies between the Mountains of Mist and the Aryth Ocean, just north of the Almoth Plain. Though the plain is officially unclaimed, Arad Doman has long maneuvered for control of it against Tarabon. The Domani believe they are descendants of those who made the Tree of Life, but it is the Domani women that are legendary. Copper-skinned and exceedingly graceful, they are said to be able to twist a man around their wrist with a look, and imprison his heart with a single smile. The clothes they wear are considered scandalous by most other standards. Their dresses cover their bodies from neck to toes, but are barely opaque and cling to every curve, revealing nothing while hinting at everything. Only the women of the Sea Folk move with more sensual grace than the Domani, and no other woman can compare to a Domani when it comes to practicing the art of seduction, which mothers begin teaching daughters in girlhood. Most Domani merchants are women, and the nation owes its wealth to their success. Few men will come off the victor in trade with a Domani woman, but they often consider losing worth the experience.
The capital of Arad Doman is Bandar Eban, also their trade center. Though the Domani do not like to travel the sea, Domani merchants carry on major trade with the Sea Folk, and then disperse the goods to inland consumers. They also trade heavily with Tarabon and Saldaea.
APPEARANCE
Domani men are recognizable by their long, thin
mustaches and earrings. Both men and
women of nobility wear jewelry engraved or embossed with the symbols of their
House. As much as women are known for
their beauty, the men are known for their temper. It has been suggested that it is dealing with Domani women which
gives them such a temper. Others say
that it is eating with sursa (two thin sticks held in one hand used to
pick up slivers of food).
SIGIL
A
silver hand grasping a silver sword by the blade, point down; the Sword and
Hand.
BANNER
The
Sword and Hand on a field of four green and three blue horizontal stripes.
CAPITAL
CITY
Bandar
Eban.
Tarabon
“The best secret to reveal
is the face behind a lady’s veil, the most deadly is that of an Illuminator’s
spark.”
- Saying in Tanchico
TARABON
Tarabon, a sizable
nation on the Aryth Ocean, lies just south of the disputed Almoth Plain. Taraboners call themselves the Tree of Man,
and claim descent from rulers and nobles of the Age of Legends. In the years when Almoth lived, it was even
rumored that Tarabon actually held either a branch or a living sapling of Avendesora. Their banner was designed originally to
celebrate that fact and their claimed heritage, with its blue sky, black earth,
and the spreading Tree of Life to join them.
Once a great trading nation, Tarabon was a major source of fine rugs, dyes, fireworks, and other luxury items, but the nation has recently fallen on hard times that threaten to destroy its commerce.
KING,
PANARCH AND ASSEMBLY
Tarabon is nominally ruled jointly by a king and panarch, who are both elected by the Assembly of Lords. The King and the Panarch are equal in authority. The Panarch collects taxes, customs, and duties, controls the Civil Watch, and oversees the lower courts. Her personal guard is the Panarch’s Legion. The King is responsible for spending the collected revenue properly, controls the army, and oversees the High Court. His personal guard is the King’s Life Guard. The only major political duty of the Assembly of Lords is the election of both King and Panarch.
TANCHICO
Tarabon’s
capital city may be one of the oldest surviving cities on the continent. Tarabon’s historians claim that part of the Panarch’s
Palace was built as far back as the Age of Legends. They cite a wall bearing an ancient frieze depicting animals no
living man has ever seen, as well as the numerous skeletons of these animals on
display there. While doubtful, this
antiquity would help substantiate their claim as descendants of that Age’s
nobility. There is no doubt that the
Panarch’s Palace, seated atop one of Tanchico’s loftier hills, is a wondrous
construct. Its central hall is lined
with rows of white columns and lit from tiny carvings in the wall just below
the ceiling and contains a grand display of all types of ancient artifacts,
unmatched anywhere. The exhibit
includes priceless cuendillar figures, rare sculptures, and even an angreal. It is open to the public, noble and commoner
alike, three days a month as well as on feastdays.
Larger than Tear and possibly Caemlyn,
Tanchico is spread over the steep hills embracing Tanchico Bay at the mouth of
the River Andahar. This great harbor is
usually crowded with ships of all kinds.
Three separate peninsulas jut into the harbor, the Verana to the east,
the Maseta in the center, and the Calpene nearest the sea. These peninsulas are guarded by a dozen
fortresses that surround the harbor.
Each of the peninsulas has a “circle” or assembly area among its
buildings. The smallest of these, the
Great Circle on the Calpene peninsula, can hold thousands of people to watch
horse races or displays of illuminations.
The largest arena is the King’s Circle, located on the Maseta. The Panarch’s Circle is slightly smaller
than the King’s Circle and is located on the Verana, as is the Panarch’s
Palace.
Due to the recent trouble, the area on
the Calpene near the Great Circle has become a haunt for homeless
refugees. All the shops in the area
have permanently closed. Cutthroats and
thieves have always been a part of the city, but now they nearly rule the
streets. Nobles’ bodyguards have become
a necessity.
Claimants to the throne are a constant
threat to the fragile balance of power.
The heads of those who are caught are placed on spikes above Traitors’
Steps on the Maseta, but there is no certainty that such measures will help
this old city, or Tarabon, survive.
THE GUILD OF ILLUMINATORS
The Guild of Illuminators holds the secret to producing illuminations, or airborne fireworks displays. The group founded their first chapter house in Tanchico, and later went on to establish one in Cairhien as well, though both have now been lost. They usually serve lords and kings by providing great entertainments of illuminations, but also sell lesser fireworks to others.
Illuminators protect their secrets at all
cost, even unto murder. No one not born
into the guild is allowed access to their knowledge. Each chapter house - none are known to exist at present - is run
by a Mistress or Master of the House who is answerable to the guild for
anything that happens within the house.
APPEARANCE
In Tarabon it is considered impolite to completely reveal
one’s face except when eating or drinking.
As a result, both men and women wear a transparent veil across the
face. When anonymity is required, they
may even don a mask to completely hide the features.
Taraboner men often sport facial hair under the veil in the form of a
thick mustache, and wear a dark cylindrical cap on their thick dark hair. Both lords and commoners wear baggy white
trousers and coats embroidered with scrollwork on the shoulders, though the
lords’ coats are usually of finer material and their much more elaborate
embroidery is often gold. Loose-fitting
shirts with embroidered chests are worn under the coats. Occasionally the trousers are embroidered as
well.
Noblewomen veil their faces, but they do not believe in hiding their
figures. Most wear clinging gowns of
thin silk that are almost as revealing as those worn by Domani women. Peasant women also prefer thin fabric,
though their dresses are usually made of drab wool, quite coarse in comparison
to their betters’.
Household servants wear wool, but of a
finer quality than that available to most peasants, with the sigil of the House
embroidered on the breast.
SIGIL
A
golden tree with a thick bole and spreading branches balanced by roots below;
the Tree; the Golden Tree.
BANNER
The
Golden Tree on a field vertically striped red and white; four red and three
white.
CAPITAL
CITY
Tanchico.
Symbols
include the Throne of Light.
Choice of Warriors
All Armsmen
warbands 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 15.
Sword-Captain: Each Armsmen warband must
have one Sword-Captain. No more, no
less!
Minor Noble: Your warband must include
one Minor Noble. No more, no less!
Veteran Armsmen: Your warband may include up to three Veteran Armsmen.
Armsmen: Any number of models may be
Armsmen.
Marksmen: Your warband may include up
to five Marksmen.
A Sword-Captain starts with 20
experience.
A Minor Noble
starts with 4 experience.
Veteran Armsmen start with 8 experience.
Henchmen start with 0 experience.
Nobles’ Armsmen skill table
|
Nobles’ Armsmen equipment listsThe following lists are used by
all Armsmen warbands to pick their weapons:
|
|
|
ARMSMAN EQUIPMENT LIST This list is
for all Heroes and Armsmen. Hand-to-hand Combat Weapons Dagger ............................. 1st free/2 gm Sword .............................. 10 gm Double-handed weapon .. 15 gm Spear ............................... 10 gm Axe
.................................... 5 gm Halberd ........................... 10 gm Lance*..............................
40 gm Armour Toughened leathers
........... 5 gm Light armour ................... 20 gm Helmet ............................ 10 gm Heavy
armour*................. 50 gm Barding*...........................
80 gm Mount Horse ................................40 gm Warhorse ......................... 80 gm |
MARKSMAN
EQUIPMENT LIST This list is for Minor
Nobles and Marksmen. Hand-to-hand Combat Weapons Dagger ............................. 1st free/2 gm Sword .............................. 10 gm Axe
.................................... 5 gm Missile Weapons Throwing knives
.............. 15 gm Crossbow ........................ 25 gm Bow ................................ 10 gm Armour Toughened leathers
........... 5 gm Light armour ................... 20 gm Helmet ............................ 10 gm Items marked with a * can
only be bought by mounted warriors. |
Heroes
65 gold
marks to hire
In most lands, noblemen and
women do not personally lead their Armsmen to battle under normal
circumstances. Instead, they hire a
professional soldier, almost always a commoner, who is responsible for both the
training and leading their Armsmen.
This soldier is called a Sword-Captain.
|
Profile |
M
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Sword-Captain |
4 |
4 |
4 |
3 |
3 |
1 |
4 |
1 |
8 |
Weapons/Armour: A Sword-Captain
can choose equipment from the Armsman Equipment list.
SPECIAL RULES
Leader: Any warrior
within 6” of the Sword-Captain may use his Leadership characteristic when
taking Leadership tests.
Sword
Forms: A Sword-Captain may choose three sword forms when hired and may choose
additional sword forms instead of a new skill. See sword forms rules for
details.
50
gold marks to hire
Minor Nobles are usually relations of the hiring noble. Their job is to stay with the hired force to ensure they carry out their orders and to distribute gold and equipment to the troops. They are usually forced into this task through family disagreements or if they are seen as a challenge to the hiring noble’s position as head of the house. Alternatively, they are young foolish nobles who seek adventures and treasures.
|
Profile |
M
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Minor Noble |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Weapons/Armour: A Minor Noble can
choose equipment from the Armsman Equipment list and the Marksman Equipment
list.
SPECIAL RULES
Sword Forms: Most Nobles consider themselves expert swordsmen, but in truth they only manage to handle a sword slightly better than the average soldier. Nobles usually pick up a few tricks when practicing their sword techniques. To represent this, a Minor Noble may choose a single sword form when hired and may choose additional sword forms instead of a new skill. See sword forms rules for details.
35
gold marks to hire
These men are the loyal
veterans of a noble’s forces. They may
have been awarded this title for some brave or commendable act, succeeding
against the odds on the battlefield or by showing great loyalty in their hiring
noble times of need. Veteran Armsmen
can be picked out from other Armsmen as they are more experienced in war and
are more skilled with the weapons they carry.
|
Profile |
M
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Veteran Armsman |
4 |
4 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Weapons/Armour: Veteran Armsmen
can choose equipment from the Armsman Equipment list.
Henchmen
(Bought in groups of 1-5)
25
gold marks to hire
Armsmen are soldiers who owe allegiance or fealty to a particular lord or lady. They are the main driving force behind any noble’s warband, and have usually had extensive training in the ways of war by the Sword-Captain hired by that noble.
|
Profile |
M
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Armsman |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Weapons/Armour:
Armsmen
can choose equipment from the Armsman Equipment list.
25
gold marks to hire
Marksmen differ from other Armsmen in that they have been specially trained to use missile weapons. They position themselves on the battlefield to make best use of their ranged weapons, but aren’t afraid to engage any that slip through the lines.
|
Profile |
M
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Marksman |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Weapons/Armour: Marksmen can
choose equipment from the Marksman Equipment list.