National Forces

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The National Forces list is used to represent warbands from Mayene, Tear, Illian, and Andor.  As a nation warband you must decide which of the elite military formations you will be playing as.  Warbands from these nations contain basically the same troops, but have unique histories, appearance and character.  Generally, aside from Captain General the highest official rank in each of these elite formations is Captain. This is usually followed by Senior Lieutenant, Lieutenant, and Under-Lieutenant.  In general there is no set size for the formation commanded by any particular rank. The generic term for a unit of infantry of any size is a “company” and in any case it is usually given the name of the lord or officer commanding. 

 

 

The Mayener Winged Guards


 

 

“I will see Mayene and all its ships burn before one Tairen lord sets foot in my city.”

- Berelain sur Paendrag, First of Mayene

 

 

MAYENE

                                                                                    

Mayene rests on the end of a peninsula in the Sea of Storms, hemmed in by the looming bulk of Tear to the west and the Drowned Lands to the north.  It is actually an independent city-state, rather than a nation, though Tear claims it as a province despite Mayene’s protests.  What fragile independence Mayeners have is maintained through their one major asset, the secret oilfish shoals.  The lamp oil produced from the oilfish here rivals that from the olive groves of Tear, Illian, and Tarabon.  That oil is a major source of Mayene’s wealth and her fragile independence.  Despite Tear’s provincial claim, no Tairen knows where the oilfish shoals are located, and the Mayeners are determined to keep it that way.

 

RULERS OF MAYENE

 

The ruling family of Mayene claims to be descended from Artur Hawkwing, and uses the Paendrag name.  The man or woman who rules Mayene is styled “the First,” which once meant the first lord or lady.  Originally there was also a single “second” lord or lady, but over the last four hundred years the tradition changed so that several lords and ladies held the title at once.  On some occasions there have been as many as nine second lords and ladies.

 

THE MILITARY

 

Because of the constant threat from Tairen assassins, all high lords and ladies are trained in basic self-defense, so that they need not rely solely on their personal guards for protection.  The city-state itself is protected by the Mayener Winged Guards, the First’s personal guard.  The Winged Guards wear red-painted breastplates and rimmed pot-like helmets that cover the napes of their necks. They have wings on the sides of their crimson helmets.  A Lieutenant of the Winged Guards has a red plume on his helmet.

 

 

SIGIL

A golden hawk in flight; the Golden Hawk.

 

BANNER

A Golden Hawk in flight on a field of blue. Sometimes called Paendrag’s Banner by Mayeners.  Fringed in gold if flown when the First is present.

 

CAPITAL CITY

Mayene.

 

 


The Tear Defenders


 

 

“Whoever holds the Stone of Tear is Lord of Tear, city and nation.”

- Tairen saying

 

 

TEAR

                                                                                    

The nation of Tear lies just east of Illian and contains the greatest port on the Sea of Storms.  This port is located well above the mouth of the River Erinin, and is guarded by the ancient fortress known as the Stone of Tear. Unlike other major ports, however, Tear’s is not easily accessible to the ocean.  It is protected by the winding maze of waterways within the vast delta at the mouth of the Erinin known as the Fingers of the Dragon. 

     The expanse of land between the Sea and the city of Tear on the Erinin is large enough to support several towns, but the Tairen Lords will not allow even the smallest village to stand between the city of Tear and the sea lest that village become competition for the capital.  All prime locations are secured for the Lords, and towns are taxed with increasing building taxes as they grow, preventing any town but Tear from growing large. The town of Godan was allowed to remain on the Bay of Remara only because of its strategic importance overlooking Mayene.

 

HIGH LORDS OF TEAR

 

Unlike most other nations, Tear has no one ruler, no King or Queen.  A council known as the High Lords of Tear rule together as a body.  The members of this council must all be of a particular rank, but there is no fixed number of lords on the council; the membership has varied from as many as twenty to as few as six.  All decisions are presented to the people as unanimous.  The Lords of the Land – all the lesser Tairen Lords – then participate in carrying out the edicts of the High Lords.

     The High Lords rule from the Stone of Tear, a massive fortress that dominates the city of Tear like a small mountain.  The Stone is believed to be the oldest stronghold of mankind.  It was built sometime or shortly after the Breaking of the World, and was made using the One Power.  Flows of Earth, Air and Fire were used to draw stone from every corner of the world and fuse it together into a single massive structure without seam or joint or mortar. The Stone has been attacked and besieged over a hundred times, but had never fallen until the Dragon Reborn and a few hundred Aiel took it in a single night.  Deep within the center of the stronghold is the great vaulted chamber known as the Heart of the Stone.  There, amid polished redstone columns and golden lamps, is the place where the great sa’angreal sword Callandor hung in its glittering crystal splendor until the Dragon Reborn claimed it. 

     Before the Dragon Reborn came all channeling was outlawed in Tear, though, unlike in Amadicia, Aes Sedai were tolerated so long as they did not channel.  Telling or possessing a copy of the Prophesies of the Dragon resulted in imprisonment.  Whether this was because of the fact that Tear’s fate was a part of the Prophecy, or simply a long rooted distrust of all things connected to the Power, is unknown.  Girls with the ability to channel are still sent off to Tar Valon the same day they are discovered, and are discouraged from returning.

 

THE TEAR DEFENDERS

 

The city is protected by the Defenders of the Stone, an elite military unit that is housed in the Stone, but it is said by the poor of Tear that they are only there to protect the rich.  Only Tairens are accepted into the Defenders, and officers are usually of noble birth.

     The uniform of the Defenders consists of a black coat with padded sleeves striped black-and-gold with black cuffs, a burnished breastplate, and a rimmed helmet with a faceguard of steel bars.  Lieutenants wear one white plume and a single line of black braid on white cuffs and Under-Lieutenants wear one short black plume and plain white cuffs.

 

 

SIGIL

Three white crescent moons arranged diagonally; the Moons; the Crescent Moons.

 

BANNER

Three white Crescent Moons slanting across a field half red, half gold.

 

CAPITAL CITY

Tear.

Symbols include the Stone of Tear.

 

 


The Illianer Companions


 

 

“You may have any palace you wish, so long as it is not larger than mine.”

- Fateful words of the first king of Illian

 

 

ILLIAN

                                                                                    

Illian is a powerful nation on the Sea of Storms bordering the weaker nations of Altara and Murandy.  Wealthy from sea-, land-, and river-borne trade, Illian protected the weaker Altara during the Whitecloak War to insure that the nation would remain a buffer between Illian and Amadicia.

 

RULE OF THREE

 

In Illian the King is not the sole political leader of the nation.  He is “advised” by a council of lords, known as the Council of Nine.  Historically these nine lords usually end up contending with the ruler for power.  The King’s power is further weakened by the presence of a second “advisory” body, known as the Assemblage.  Chosen by and from Illian’s merchants and ship owners, they too end up contending for power more than often than giving useful advice to either the Council of Nine or the King.  The result is that no one group or person actually controls Illian’s destiny.  There is always a three way battle over any task or legislation.  According to others it creates needless confusion and delays any useful action.

     Within the capital city of Illian the King’s Palace and the Great Hall of the Council, both Ogier-built, bear witness to this struggle that is as old as Illian.  The two huge white palaces are built at either end of the marble-columned Square of Tammuz, Illian’s great central square, and each appears identical to the other in every way, with columned walks, airy balconies, slender towers and purple roofs.  But there is one subtle difference.  The first king of Illian told the first Council that they could have any palace they wished, so long as it was not larger than his.  The result: their palace was built as a precise copy of the King’s, but two feet smaller in every measurement.

     To this day the Council of Nine and the King duel with each other, and the Assemblage contends with both.  Fortunately this leaves most Illianers free to live their lives as they wish.

 

THE GREAT HUNT OF THE HORN

 

Long ago, according to legend, the Horn of Valere was hidden to keep it safe until it was needed in the Last Battle.  The Horn is much more than a musical instrument, for it can call back dead heroes from the grave to fight against the Shadow.  On it is the inscription Tia mi aven Moridin isainde vadin, in the Old Tongue: The grave is no bar to my call.  Prophecy states that it will be found in time for the Last Battle.  Between the end of the Trolloc Wars and the beginning of the War of the Hundred Years, a Hunt was called.  Many heroes searched for the Horn, and though none found it, their stories became legends that are now part of the Great Hunt of the Horn, a bardic cycle that takes several days to tell in its entirety. 

     Almost four hundred years after the last hunt, a new hunt was called in Illian on the Feast of Teven.  Hunters gathered from every nation of the world to seek the Horn.  The city celebrated their coming adventures with a grand carnival of costumes and fireworks, song, dance, and the telling of legends.  The Hunters were sworn to their quest and sent forth from Illian with much pomp and circumstance.  No one has yet returned the Horn to Illian.

 

THE COMPANIONS

 

The elite military formation of Illian, the Companions provide a bodyguard for the King of Illian and guard key points around the nation.  Unlike most other such elite formations, foreigners (excepting Tairens, Altarans and Murandians) are not only welcome, they can rise even to the highest rank, as can commoners, which also is unusual.  The uniform of the Companions consists of a green coat, a breastplate worked with the Nine Bees of Illian, and a conical helmet with a faceguard of steel bars.  Lieutenants wear two yellow rings on their cuffs, and two thin green plumes, Under-Lieutenants one yellow ring and a single green plume.

 

 

SIGIL

Nine golden bees arranged in a diamond; the Golden Bees.

 

BANNER

Nine Golden Bees on a field of dark green.  Fringed in gold where the sovereign is present.

 

CAPITAL CITY

Illian.

Symbols include the Laurel Crown.

 

 

The Queen’s Guard of Andor


 

 

“Forward the White Lion of Andor!”

- Battle cry of the Queen’s Guard

 

 

HISTORY

                                                                                     

The largest nation of the land, Andor is also one of the oldest.  Its sovereignty dates from Artur Hawkwing’s death, on the onset of the War of the Hundred Years, before which it was a province under Hawkwing’s governor Endara Casalain.  The Royal Line can actually trace its rule of the area to a time before Hawkwing, for Endara was the daughter of Joal Ramedar, the last King of Aldeshar before Hawkwing’s conquest.  Upon the death of the High King, the governor’s daughter Ishara joined with his greatest general, Souran Maravaile, to take control of the province from her mother and make it a nation.  Ishara became the first Queen of Andor, and the blood of her line has been decisive in determining all subsequent successions.

     Ishara knew that to survive as a nation Andor would need a strong military presence as well as powerful allies.  Some say that this motivated her to marry Souran Maravaile, for he was Hawkwing’s finest general and a brilliant military strategist.  To gain the White Tower’s goodwill after the siege of Tar Valon at the time of Hawkwing’s death, Ishara sent her eldest daughter to study in the Tower and gained an Aes Sedai advisor named Ballair.  She was the first ruler to have an Aes Sedai advisor.

 

SUCCESSION

 

The most widely known tradition of Andor is that only a queen may sit upon the Lion Throne and wear the Rose Crown, never a king.  The eldest daughter is named Daughter-Heir.  By law she is first sent to the Tower to study, then ascends the throne upon her mother’s death or retirement.  Her eldest brother, styled the First Prince of the Sword, is sworn to protect and defend his sister with his life.  The First Prince is trained from childhood to command the Queen’s armies in times of war and to be her military advisor.

 

NATIONAL STABILITY

 

Andor is a large and wealthy realm reaching from the Mountains of Mist to the River Erinin, though the decrease in population has prevented her Queens from exercising their control of lands west of the River Manetherendrelle for several generations.  Exports such as wool, precious metals and ironwork, tabac, and grain give Andor a healthy economy; the Andoran mark is more highly valued and has more weight in gold than “equivalent” coins of other nations.

     Andor’s success is also due in large part to the strength of her army, made up primarily of the Queen’s Guard. The country has always been subject to pressure from the Children of the Light, possibly to do with Andor’s relationship with the White Tower, and Andor and Cairhien have been at war more times than any two nations except Tear and Illian.

 

THE QUEEN’S GUARD

 

When Andor goes to war, the Guard is commanded by the First prince of the Sword, but the Queen often rides with them as well.  In peacetime the Guard is responsible for upholding the Queen’s law and keeping the peace.  The people of Andor are usually fair-skinned, often with blue eyes and blonde hair.  The uniforms of the Queen’s Guard include a red undercoat, gleaming mail armour, and a brilliant red cloak.  Long white collars hang over the armour, and white cuffs gleam at the wrist. Their helmets are conical with bared visors, and the lances they carry when mounted have thin red streamers fluttering from their tips.  An Andor Lieutenant wears one gold knot on his left shoulder.  An Andor Under-Lieutenant wears one silver knot on his left shoulder.

 

 

SIGIL

A rampant white lion; the White Lion.

 

BANNER

A white lion rampant on a field of red.

 

CAPITAL CITY

Caemlyn.

Symbols include the Lion Throne and the Rose Crown of Andor.



Choice of Warriors

 

All nation 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.

 

Lieutenant: Each country warband must have one Lieutenant.  No more, no less!

 

Under-Lieutenant: Your warband may include up to one Under-Lieutenant.

 

File Leaders:  Your warband may include up to three File Leaders.

 

Soldiers: Any number of models may be Soldiers.

 

Marksmen: Your warband may include up to five Marksmen.

 

Starting experience

 

A Lieutenant starts with 20 experience.

 

An Under-Lieutenant starts with 12 experience.

 

File Leaders start with 8 experience.

 

Henchmen start with 0 experience.


 

 

National Forces skill table

 

 

Combat

Shooting

Academic

Strength

Speed

Lieutenant

X

 

X

X

X

Under-Lieutenant

X

 

 

X

X

File Leader

X

 

 

X

X

 

 

National Forces equipment lists

The following lists are used by all nation warbands to pick their weapons:

 

SOLDIER EQUIPMENT LIST

This list is for all Heroes and Soldiers.

 

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 Marksmen only.

 

Hand-to-hand Combat Weapons

Dagger .............................  1st free/2 gm

Sword ..............................  10 gm

Axe .................................... 5 gm

 

Missile Weapons

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

 


1 Lieutenant

 

65 gold marks to hire

A Lieutenant is the most highly trained officer available to any nation warband.  In times of crisis they are known to be capable leaders with the respect of their fellow soldiers.  Lieutenants usually lead a small but skilled company of troops to battle.

 

Profile

M

WS

BS

S

T

W

I

A

Ld

Lieutenant

4

4

4

3

3

1

4

1

8

 

Weapons/Armour: A Lieutenant can choose equipment from the Soldier Equipment list.

 

SPECIAL RULES

Leader: Any warrior within 6” of the Lieutenant may use his Leadership characteristic when taking Leadership tests.

 

Sword Forms: A Lieutenant may choose three sword forms when hired and may choose additional sword forms instead of a new skill. See sword forms rules for details.

 

0-1 Under-Lieutenant

 

45 gold marks to hire

Under-Lieutenants are the second in command of a nation warband.  Though not as highly skilled at fighting or in leadership respects compared to the Lieutenant, Under-Lieutenants can still prove themselves as more than capable warriors in the heat of battle. 

 

Profile

M

WS

BS

S

T

W

I

A

Ld

Under-Lieutenant

4

4

3

3

3

1

3

1

8

 

Weapons/Armour: An Under-Lieutenant can choose equipment from the Soldier Equipment list.

 

SPECIAL RULES

Sword Forms: An Under-Lieutenant may choose three sword forms when hired and may choose additional sword forms instead of a new skill. See sword forms rules for details.

 

0-3 File Leaders

 

40 gold marks to hire

File Leaders are the veteran Soldiers of a nation warband.  They may have been awarded this title for some brave or commendable act or succeeding against the odds on the battlefield.  File Leaders are usually appointed by a Lieutenant although it is not completely unknown for an Under-Lieutenant to perform this task. Veteran Soldiers can be picked out from other Soldiers as they are more experienced in the ways of war and are more skilled with the weapons they carry.

 

Profile

M

WS

BS

S

T

W

I

A

Ld

File Leader

4

4

3

3

3

1

3

1

8

 

Weapons/Armour: File Leaders can choose equipment from the Soldier Equipment list.


 

Henchmen

(Bought in groups of 1-5)


 

Soldiers

 

25 gold marks to hire

Soldiers are the main driving force behind any nation warband.  They have usually undertaken years of training in the ways of war by some of the most skilled warriors known. 

 

Profile

M

WS

BS

S

T

W

I

A

Ld

Soldier

4

3

3

3

3

1

3

1

7

 

Weapons/Armour: Soldiers can choose equipment from the Soldier Equipment list.

 
0-5 Marksmen

 

25 gold marks to hire

Marksmen differ from other Soldiers 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.

 

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