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A WHEEL OF TIME COMMUNITY

Old WT History


claireducky

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Stuff that might be useful for history purposes in Timelines.

 

WT staff Circa 2002

 

 

 

The Hall of the Sitters

 

Red Ajah Bhanta Kairina Zania

Yellow Ajah Shannadin Meara al_Jade Erina

Gray Ajah Deanne Serinia Almindhra Dhasara

Brown Ajah Kaylie Terra Poluna

White Ajah Quatilina Radishi Taeadra Aelwhin Kerridar

Green Ajah Nymphia Mandi Taya Gille

Blue Ajah Kamarile Kartos Tilana

 

 

Head Puddings The Amyrlin Seat

Kathana Justinia Trevalaer

the_amyrlin_seat@dragonmount.com The Keeper of the Chronicles

Muirenn The Mistress of Novices

Sabine Ross

wtmistressofnovices@yahoo.com

Ajah Heads Head of the Red Ajah

Kathrina DeVir Head of the Green Ajah

Lanfir Leah Marithsen

lanfir@yahoo.com Head of the Blue Ajah

Julannah Damodred Head of the Yellow Ajah

Soraya Tarkanah

maryMcClelland@hotmail.com Head of the Brown Ajah

Karana Majin

msfabian1@yahoo.com Head of the Gray Ajah

Marce Dalfor Head of the White Ajah

Lylana Head of the Black Ajah

Julannah Damodred Head of the Plaid Ajah

Darren Brightail

Titled Postions

Head of the Welcoming Committee

Almindhra Dhasara

Advisor to the Queen of Andor

Belina Solaris

Mistress of the Library

Raeyn Priya Saethyr (co)

Eniara (co)

Mistress of the Infirmary

Carrain

Mistress of Artifacts

-Vacant-

Official Pool Boy of the White Tower

Seggie

Official Bartender and Red Ajah Love Slave

Ender

 

 

Edited by claireducky
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Yeah I'm just a nut for archiving stuff.

 

Weaves List, circa 2003. There are a few on here not on our current list

 

 

 

This is a listing of all the Weaves used by the White Tower, and how to use them

 

- Rain Cloud - Create a sphere of Air, add Spirit to the sphere, then place a thread of Water inside. Use a small amount of Fire underneath to simulate natural rainfall.Air: 1, Fire: 1, Spirit: 1

- Candle Fire - Wrap a single thread of Fire around a candle's wick, can be tied off or made to float in the air Fire: 1

- Light Sphere - Create a sphere of Air, then add Fire and Spirit. Usually is tied off afterwards Air: 2, Spirit: 1, Fire: 1

- Silence Ward - Create a dome of Air and Spirit around yourself or someone else, cutting off sound completely Air: 2, Spirit: 2

- Alarm Ward - Air, Spirit, and light Earth in a dome, alerts Aes Sedai when someone passes through it Air: 2, Spirit: 2, Earth: 1

- Spirit Barrier - Heavy Spirit woven in a dome around someone Spirit: 2

- Winds - Air and slight amounts of Water, creates winds/breezes according to amount used Air: 2, Water: 2

- Weave Severing - Spirit made into a blade, used to cut Weaves Spirit: 2-3

- Heal Fatigue - Spirit, Water, and Air, draws the tiredness from someone into one's self Air: 2, Spirit: 2, Water: 2

- Mirror of Mists - Thick threads of Fire, Water, Spirit and Air, woven around someone to alter size/appearance Air: 3, Fire: 3, Water: 3, Spirit: 4

- Minor Healing - More Spirit, Water, and Air used than in erasing fatigue Air: 3, Water: 3, Spirit: 3

- Linking - Not really a Weave, slight amounts of Spirit used to combine multiple channeler's power Spirit: 2

- Shielding - Heavy threads of Spirit woven around a channeler, cutting them from the Source Spirit: 4

- Storm Lightning - A thin thread of Earth or Water as a guideline, then Air, Fire and Spirit to form the actual lightning Air: 4, Fire: 4, Earth or Water: 2, Spirit: 4

- Elemental Blades - Varies with the prefered Elements used, Water and Air formed to a sword's shape for ice, Fire for a sword of flame, Air and Spirit for a sword of air, all five Elements for a blade of light energy Varies with element used, All: 4-5

- Channel Lightning - All five Elements in mass quantity, using yourself as a sort of conductor rod, creates lightning instead of calling it down Air: 4, Fire: 4, Earth: 3, Water: 3, Spirit: 3

 

------- Battle Weaves --------

Note that use of any of the more powerful Weaves in the folowing lists requires either mine or Karana's permission, but she will always have final say.

- Fire -

1) Fireballs - Basic attack, a sphere of Air and Fire, moderate range, damage varies with user's strength in Fire, some channelers are capable of creating a fireball as large as a horse. Air: 2, Fire: 2 Skill: 10

2) Flame Aura - Similar to Mirror of Mists, Air and Fire is woven around the user's body or part of their body. This creates a shield of fire around the channeler, so that no one will dare get too close. Clothes might be singed slightly afterwards. Air: 3, Fire: 4 Skill: 13

3) Flashfire - The channeler Weaves Fire and Air in a circle around themselves and any others in the vicinty, then releases the Weave and pushes it outwards. This creates a ring of fire around the user and their allies, and can catch many enemies on fire. Air: 4, Fire: 5 Skill: 12

4) Phantom Fire - the channeler uses slight amounts of Fire and Air to create hundreds of tiny, weak lights. This can be used as a simple distraction, or more Fire can be used to light people's clothes and hair on fire. A fun Weave, when used carefully. Air: 2, Fire: 2 Skill: 12

5) Flare Arrow - A Weave of Fire, Earth, and Air. The channeler Weaves the three elements into a rod-like shape, braiding them into the correct form, then hurls it at the enemy. This is more of an armor-piercing Fireball type Weave, used to punch through metal and walls. Air: 4, Earth: 3, Fire: 4 Skill: 12

6) Poof (You gotta get this one *LOL*) - The weakling's fireball. The channeler uses Fire and Air to make a toothpick sized rod, which is then flicked at someone's hair or clothes. Air: 1, Fire: 1 Skill: 8

7) Heat - A very simple trick. The channeler Weaves slight amounts of Fire around an object, and heats it up. If used in a cup of tea, it can be warmed anywhere from luke-warm to boiling, and can be thrown in someone's face (Ouch o_O), or can heat up someone's sword in their hands (Again, ouch >:) Fire: 3 Skill: 13

8) Heat Wave - A deadly Weave, using pure Fire. The channeler Weaves Fire throughout an area, warming it to deadly levels. This is incredibly draining, but also incredibly destructive. Fire: 7 Skill: 14

- Air -

Note: Air is usually not a strong element unless used in conjunction with another element. These are Weaves that use mostly or only Air, with a few other elements in some.

1) Gust - A Weave of pure Air, but requires a strength of at least 4 to use, anything else is weak. The channeler Weaves Air and slight Water, then shoves the Weave at an opponent. Mostly used to buy time or distract. Air: 4, Water: 2 Skill: 12

2) That Little Thing Aes Sedai Use All the Time - The channeler Weaves Air, then whips someone with it. This can have other uses as well, but we only really see people thwacking each other with them :) This same Weave could be used to knock something small off a table, to push small objects around, or even throw dirt up into someone's face, all you need is some creativity. Air: 2 Skill: 12

3) Binding - The simple action of wrapping Air around someone to bind them and keep them from moving. This uses pure Air, and can also be used to gag someone. Air: 3 Skill: 12

4) Pressure - Requires a fair strength in Air, anywhere from 3 to 5. The channeler Weaves a large amount of Air around the opponent, then wraps them in it, tightening the Weave greatly, causing them to slowly suffocate. This can also be used as an interrogation tactic. Air: 3 Skill: 13

5) Crush - Similar to the Pressure Weave, this requires an Air strength of at least 5. The channeler Weaves Air like with the Pressure Weave, but instead of just cutting off air flow, they crush the target with Air. This is also like Binding in that it uses strictly Air, but is instead an attack Weave. Air: 5 Skill: 13

6) Tornado - Requires a strength of at least 8 in Air. The user creates a tornado using threads of Air woven together, then spun around, creating the deadly and powerful winds. Like the Lava Flow Weave, this is extremely draining, and requires a skill of at least 13 at the least, which could still prove dangerous. The channeler IS capable of controlling where the tornado goes, but only with a skill of 14+, otherwise they create the Weave and let it go in a certain direction. Air: 8 Skill: 14

- Earth -

1) Spike - A Weave of pure Earth, which requires at least a strength of 3. The channeler Weaves Earth into a spike or sharp rod, then throws it like a javelin. Weapon score might come into effect for this Weave. Earth: 3 Skill: 12

2) Quake - Requires at least a strength of 3 to make minor tremors. The channeler Weaves Earth into the ground, spreading the threads in a circular pattern around themselves. They then "flick" the threads, causing the ground around them to give a sudden kick, usually knocking people to the ground. This is a great diversion. Earth: 3 Skill: 12

3) Cantrips - A simpler Weave, the channeler Weaves Earth into the ground, then brings it up into spikes. The size of the spikes vary with the strength in Earth. Smaller spikes (Strength 1-2) can go into a person's foot, which hurts pretty bad, Strength 3-4 can go through a person's foot (Ouchies), or 5+ can actually cause the spikes to go through the person's body, if used at the right moment. Earth: Varies with size Skill: 12

4) Encasement - Requires a strength of 5 and skill of 12-13. The channeler Weaves Earth into the ground, then brings it up and around the target, encasing them in solid earth/stone/etc. This Weave can be VERY draining. Earth: 6 Skill: 13

5) Earth Projectiles - No other element is as capable of creating solid weapons as Earth is. Earth can be used to create swords, spears, or even sharp discs, which can then be thrown at someone, or hurled at them with Air. These Weaves are the choice methods of attack for channelers strong in Earth (Geo). Earth: 3-4, depending on the type of created Skill: 12

6) Pit Trap - Requires at least a 3 in Earth. The channeler Weaves Earth into the ground, then pulls it down on itself, creating large holes (Size and depth varies with strength and amount used). This can be used to buy time, and opponents may or may not break something when they fall. If used in conjunction with the Cantrip Weave, the user can create a deadly trap for enemies. When they fall into the hole, the fall on the spikes and impale themselves (Lovely thought, niet?). Earth: 3-4, depending on depth Skill: 12

7) Ripple - As seen in the Eye of the World. Requires a strength of at least 7 (Or angreal, as shown by Moiraine *LOL*), but also requires a skill of 13+. The channeler Weaves great amounts of Earth into the ground, then pushes it outwards. This creates great ripples in the ground, capable of killing weaker foes. The channeler can also create deep gaps in the ground to catch enemies inside, then slam the it closed. This is very draining, and is hard to use to it's fullest. Earth: 7 Skill: 14

- Water -

Note: Not normally thought of as an attack element, Water has a few well deserved applications. This element is strongest in it's natural environment (I.E.: Rivers, lakes, oceans, on a boat, etc.)

1) Fog - A simple trick that requires a strength of three in both Water and Air. The channeler Weaves Water and Air into the atmosphere around them, making it somewhat thin and spread out, then adds a tiny amount of Fire to warm it, creating fog. The amount of fog can be easily altered. Air: 3, Water: 3, can be more depending on the amount of area covered with fog Skill: 12

2) Drown - Requires a strength of at least 3. The channeler Weaves a field of Water around their opponent's head or body, completely incasing them, effectively cutting of their air. The target ultimately drowns (Dur :P) Water: 3 Skill: 13

3) Boil - The channeler Weaves Water into the person's body, then uses Fire to boil it inside of them. This can be used lightly as an interrogation method as well. Water: 2, Fire: 2 Skill: 14

4) Whirpool - Required strength varies with amount used. This Weave is meant for sea combat. The channeler Weaves Water into the ocean/river, then causes it to pull in on itself. Person sized targets only need a strength of 3-4, small boats a 5-6, and large boats a 7-8. With a 9-10 strength, the channeler could quite possibly sink a Sea Folk ship or Seanchan war ship. Strength varies with whirlpool size Skill: 13

4) Fire Spout - As seen in book 2, requires a stength of 4+ in Water, and optionally a 4+ in Fire. The channeler Weaves large amounts of Water into the ocean/river, then cause it to explode upwards in a cylinder, creating a Water spout. In the book, the Damane used Fire in their Weave for some reason, I thought to mention that. Water: 4, Fire: 4 (Optional) Skill: 13

5) Wave - A strength of at least 5 is required. The channeler Weaves large amounts of Water into a large body of water, then pushes it towards a target. As the strength in Water increases, so does the size of the wave. A person with a strength of 10 could possibly cause a tidal wave in towns near the ocean. Depending on the size and amount put into the wave, this Weave can be very draining. Water: Minimum of 5, size varies with strength Skill: 14

- Spirit -

Note: The element few would expect to be able to put out any attack Weaves, it is possible to make a dangerous Weave with this element, it just requires a good amount of creativity.

1) Spirit Bomb - A Ward type attack Weave, requires a strength of 4 in Spirit. The channeler Weaves a sphere of almost any size (Usually small, around tennis ball size), then adds an element on the inside of that sphere. They then add a small amount of Air to it, attaching the threads to the sphere. What this does is it creates a proximity mine. If anything steps into the field of Air, the sphere explodes, releasing the element inside. Earth can be used to create shrapnel, Fire to burn or light them on fire, Water to spray them, etc. Spirit: 4, Air: 3, any other at a strength of 3 Skill: 12

2) Static Field - A Ward used by myself during a prank, this requires average strength in Fire, Air, and Spirit. The channeler Weaves a field of spirit and Air, then adds Fire to it. This creates a field of static that zaps anyone when they step into it, and can be tied off to be a continuing annoyance. If the channeler was to add a huge amount of the three elements (Strength 5 with all three elements), they could possibly kill someone if they stepped into it, electrocuting them to death. Air: 3, Fire: 3, Spirit: 3, more if made stronger Skill: 12

3) Illusion - I put this Weave in this section, because it uses alot more Spirit than any other element. This Weave requires varrying amounts of strength, depending on the circumstances. The channeler uses Spirit and other elements to create illusions. If the channeler was to use Water, Air, and Spirit, they could create a transparent dragon out of mist. This isn't used as an attack persay, but more of a decoy or intimidation device. Of course, if you were to create that same dragon, then create a Fireball Weave and have it shoot from the illusion's mouth, THEN you'd have a great way to distract AND attack your oppenents. This can be very draining though. Spirit: 5, other elements vary to 3-5 Skill: 14

 

 

 

Weaves as written by Karana, 2001:

 

 

 

FIREBALL Fireball is a concentrated weave of fire. It explodes on impact against anything but water.

LIGHTNING Can also be STORM LIGHTNING. Lightning is called from the clouds and aimed at the desired target. STORM LIGHTNING is less draining since the potential for lightning is already present.

GLOBE OF LIGHT (F,A) Creates a sphere of light. This weave is simple and lasts as long as desired.

BALEFIRE Balefire is a stream of light that travels through everything, even through walls. Anything the light touches is loosened from the Pattern. Most objects and victims disappear as if they never existed. Balefire first gathers its power and then releases it; the longer the gathering, the more powerful the stream.

SEEKER (F,A) An explosive projectile is created that targets its victims, gathering speed as it hunts the target down. Unless countered, it explodes on impact.

DART (F,A) This focus of the One Power creates a weak burst of energy. Although a single charge may not necessarily inflict much damage, multiple darts can be sprayed at a victim in a short time.

TRACER (F,A) When you hide an object, this weave will help you, or others that you want to find it, by making a trail leading to the object.

EXPLOSIONS (F,E) Instant explosions. This effect can also be set into a WARD, which will explode when someone, or something, triggers it.

SPINNING EARTHFIRE (F,E) Same as ROLLING RINGS OF EARTH AND FIRE. Effect is to create expanding ripples of exploding Earth.

DELVING(ORES) This weave allows the user to find ores, minerals and water underground.

SHIELD (E,F,S,A,W) Protects the user from the respected element, by creating a SHIELD around the weaver.

EXPLOSIONS (E,F) Instant explosions. This effect can also be set into a WARD, which will explode when someone, or something, triggers it.

SPINNING EARTHFIRE (E,F) Same as ROLLING RINGS OF EARTH AND FIRE. Effect is to create expanding ripples of exploding Earth.

TREMORS This weave creates a violent tremor on any surface it touches.

EARTH SINGING The ability to cause earthquakes and other tectonic activity is a weave, the sheer area that can be affected is dependent on strength in the Talent.

ALIGNING THE MATRIX Altering the properties of materials. Molecular manipulation. Talent is required for any real success.

SEVERING This weave forever cuts off a channeler from the True Source. That person loses their ability to channel, although they are still able to sense the Source.

SHIELDING This weave creates a temporary barrier between a channeler and the Source. Depending on the various skill and strength levels, it is occasionally possible to break free of a Shield.

CUTTING FLOWS Countering weaves from another channeler.

BONDING Creates a bond between an Aes Sedai and her Warder, giving the Warder faster healing, recuperation and greater stamina. The Aes Sedai gains a protector, and both gain the ability to sense the other's thoughts.

DREAMWARD Shielding dreams from invasion.

HEALING Some degree of Talent is required for any true effectiveness with Healing. Those strong in Healing are capable of the more complex Healings, and can Heal almost anything. These people are rare.

MIRROR OF MISTS Illusions, greater skill can even make one invisible, called FOLDING LIGHT.

MILKING TEARS A simpler version of COMPULSION; the stronger the Talent, the greater the shift in emotional state can be achieved. Must be strong to cause complete opposite shifts, eg from happy to angry.

MASKING THE GLOW Females mask their ability to channel.

SKIMMING A less strenuous version of TRAVELING, it requires less strength in the One Power. Both are weaves that enable the channeler to travel long distances in a short amount of time.

AIR PULSE Creates a small, quick pulse of air in front of the channeler at a very short range. If the blast of air strikes someone, the weave hits like a hammer, inflicting significant damage.

SEEKER (A,F) An explosive projectile is created that targets its victims, gathering speed as it hunts the target down. Unless countered, it explodes on impact.

LIGHT SPHERE (A,F) Creates a sphere of light, from as small as the palm of a hand, to large enough for a whole party of people. PERSONAL SHIELD Creates a personal shield around the channeler. It protects from any blunt or missile attacks, but after time the shield can be damaged and lose effectiveness.

VOICE MANIPULATION Sound effects, eavesdropping, and voice amplification.

FOLDING LIGHT Major form of ILLUSION. Makes the channeler invisible.

WEAVING WINDS Used to affect the weather, the actual amount of air that can be affected is dependent on strength in the Talent. Also called CLOUD DANCING.

ELEMENTAL CONTROL Simple elemental things like drying items or putting out fires.

STORM LIGHTNING Easier to produce, since the potential for LIGHTNING already exists in the clouds.

SHIELD (W,A,S,E,F) Protects the channeler from the respective weaves and/or elements.

HEALING Curing disease, illness or wounds.

FREEZE Freezes any objects or persons.

REFLECT (W,A,S,E,F) Reflects any attacks, except balefire, back towards the attacker.

WEAVING WINDS Weather control. Should be used cautiously as it can affect weather across the whole region.

 

Edited by claireducky
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