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Jagen Sedai

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Posts posted by Jagen Sedai

  1. How Channeling Works

     

    The "magic" system that is the One Power in The Wheel of Time works very uniquely, with certain rules in place. This post will be a list of rules for channeling, how the One Power works physically, and what can and cannot be done with the Power.

     

    The One Power, which comes from the True Source that turns the Wheel of Time, is composed of five elements: Air, Earth, Fire, Spirit, and Water. These are called the Five Powers. Wielding the One Power to create affects is referred to as weaving these powers into flows, which together make up any one particular weave. A weave is what Aes Sedai want to do to create a desired effect.

     

    Embracing Saidar

    Learning to embrace saidar takes training. Wilders might unconsciously touch the One Power, but in general they do not know what they are doing, and often develop blocks, which do not allow them to touch the Source at all.

    Female channelers can tell when other women are touching the Source; a white glowing aura appears around their body, only visible to those trained to touch saidar. The ability can also be sensed in any woman capable of channeling, whether they are wilders or Aes Sedai.

    When a female channeler embraces saidar, a soft, white glow of surrounds them. This glow can only be seen by other women who know how to channel and have done so a few times on their own.

    Male channelers cannot see the glow but can sense when a woman is holding the One Power, though he cannot pinpoint the source (or who it is channeling). On the other side, women cannot sense men holding the Source.

     

     

    Strength and Skill

    Strength refers to how much of the One Power a particular channeler can embrace and channel. There are a total of 72 possible levels, but Aes Sedai levels fall within a 33-level bracket. Anyone below those 33 levels cannot become Aes Sedai. As for the levels above, that will be explained in a post further below.

    Strength is relevant when it comes to a few factors concerning being a channeler:

    • The soft, white glow of saidar that surrounds the person is brighter the more of the One Power that is held at that moment.

    • Channeling even just a few flows of the One Power, one can reveal themselves to another trained channeler a hundred paces or more away, depending on her strength and sensitivity. A weaker channeler cannot sense another as far as a stronger channeler can.

    • While men tend to be stronger in the One Power than women, women are often more dexterous and skillful at handling the flows. This means, in a battle of the One Power, a man does not always have the advantage simply because he is stronger.

    • Usually, the stronger the channeler, the more threads one can form and manipulate, and at a higher dexterity. For example, in Knife of Dreams, a powerful Aes Sedai is seen easily weaving more than a dozen threads simultaneously, however a very weak character, too weak to even become an Accepted, is seen struggling to weave a single faint thread.

    • Usually, the strongest can learn a new weave with greater ease than the weakest, for example it is enough for the very strongest and learned to have seen the composing of a new weave only once in order to learn how to reproduce it; for strong-to-upper medium strength Aes Sedai, it is enough to see it formed a few times; alternatively, it may take the weakest channelers years of study in order to learn a new weave. This is proved also by the period necessary to gain the shawl in the White Tower: strong Aes Sedai, such as Elaida, Moiraine or Siuan, spent only three years as novices and three as Accepted in training to learn the very complex weaves required for passing the test for the shawl; medium-high ranking Aes Sedai usually take a dozen years (6+6), average Aes Sedai twenty years (10+10), while the weakest Aes Sedai, such as Elin Warrel, remained in training almost thirty years before she was able to gain the shawl.

    • Usually, the strongest channelers, having more ability and proficiency in making weaves, are more skilled in all uses of the One Power, so they also have a propensity for studying and experimenting with it, are more intuitive with its use, and are able to invent new weaves or rediscover those that were considered "lost".

     

    Healing

    • Some Aes Sedai can Heal better than others, while some cannot Heal at all. Healing is an actual Talent that, when discovered in a channeler, she is often directed or encouraged to join the Yellow Ajah, whose primary purpose is healing. All Aes Sedai who can Heal have the Talent to do so, and it's the most common Talent among Aes Sedai. That said, some are still stronger in the ability than others.
    • The Talent for Healing is independent of one's strength in the One Power; a channeler who cannot channel as much as another might still be a better healer.
    • Healing cannot be done on ones' self; that is, only another can Heal a person with the One Power, as its impossible to direct a weave into your own body.

     

    Linking

    The ability of channelers to combine their flows of the One Power in a circle. While the combined flow is not as great as the sum total of the individual flows, it is directed by the person who leads the link and can be used much more precisely and to far greater effect than the individual flows can be.

    Men cannot not link their abilities without the presence of a woman or women in the circle. Up to thirteen women can link without the presence of a man. With the addition of one man, the circle could increase to twenty-six women. Two men could take the circle up to thirty-four women, and so on until the limit of six men and sixty-six women was reached.

    There are links that include more men and fewer women, but except in the linking of one man and one woman, one woman and two men, or of course, two men and two women, there always have to be at least one more woman in the circle than there are men. In most circles, either a man or a woman could control the link, but a man has to control in the circle of seventy-two as well as in mixed circles of fewer than thirteen.

    Although men were in general stronger in the Power than women, the strongest circles were those which contained as near as possible to equal numbers of men and women.

    Entering a link is normally a voluntary act, requiring at least acquiescence, but under certain circumstances, a sufficient circle already formed can bring another woman forcibly into the circle as long as no man was part of it. Insofar as is known, a man cannot be forced into a circle, no matter how large.

     

    Caveats and Impossibilities

    There are some things channelers cannot do, as well as caveats to channeling.

    • Strength is not always a factor in what one can do; for example, women can make bridges with air further than a man stronger than her in the Power.
    • The simple act of picking something up is one of the hardest things in channeling, but a strong channeler can lift at least three times her own weight.

    • One cannot lift themselves with the One Power, but can lift others, though it takes much strength and skill to do so.
    • One cannot Heal themselves.
    • Men and women cannot see each other channeling, so one could never learn a weave from another.
    • Channelers cannot close their eyes while channeling as they must see the flows, but once a weave is completed it is possible to look away from it and still hold it.
    • A weave is learned by watching other channelers make it; seeing a weave only after it has been completed does nothing for learning it.


    Other Notes

    Among the advantages to being able to channel is a heightened resistance to disease. The stronger one is in the One Power, the more the resistance one has. There is a resistance to bodily deterioration also, as from the effects of aging. For someone who can channel, old age is youthful and vigorous, lacking the aches and pains normal to those who cannot. Aes Sedai life expectancy is around 300 years old.

     

    Aes Sedai can be identified by having an ageless face; this usually happens a few years after taking the oaths. They are the only channelers known to have this "ageless" look.

  2. That sounds like a cool character, @thehumantrashcan!

    It's up to you if your Wolfkin trainer is an NPC you can use or if you rather have another person do that.

    Anything you have an idea for, feel free to submit a bio for that character. ?

    In general I want people to be able to not just RP with others but to feel comfortable using NPCs if they have to, as well. That way they have options to write ?

     

    Hm yeah at the moment I don't have other ideas really, except for another Aes Sedai--though I might like to write as her before she gets to the Tower, on the Retro RP board, to flesh her out before I play her as a full sister.

  3. Name: Jagen Halin
    Age: 70 (as of 998 NE)
    Place of birth: Tanchico, Tarabon

     

    Physical Description: Jagen is 5'7 tall with dark blue eyes and long, red hair in a multitude of beaded braids, and a doll-like face. In Taraboner fashion, she more often than not wears a transparent veil across her face and dresses from her home country. Her eyes have a certain brightness to them that bespeaks  a curious personality.

    Personality: Jagen shows little sympathy for those who breach protocol, laws, customs or generally cause trouble. She dislikes to see people whine or act illogical, especially anyone training in the Tower. Jagen almost chose the White Ajah, but decided on Red in her last two years as Accepted. She is strong-willed and confident. Above all, she despises Darkfriends. Despite her usually strict attitude, she likes to teach classes, but Ajah priorities always come first for her. She is a woman of tradition, always dressed in red Taraboner dresses, or red-accented ones. She always wears her Aes Sedai ring, but often wears her shawl, too, even when it's not needed (like most Reds). She's a woman of pride and station.

     

    Character History

    Jagen Halin was born in 928 NE in Tanchico, Tarabon. She grew up just outside the capital on a farm, where she helped her mother weave rugs and step-father grow ice peppers. At age sixteen she started working in the Panarch's Palace as a servant, mainly to get away from the farm, but also to earn coin. The main driver behind this move was her stepfather, Darin, whom she discovered having a secret meeting with another man who turned out to be a Darkfriend. She soon put together he was one as well. At first too scared to warn her mother, she went to the city to work. She did keep visiting the farm to see her mother and sister, but on a particular visit home, it was to find them and her step father murdered. She fled again to the city and stayed in the palace. While working in there, a visiting Aes Sedai of the Gray Ajah, Vera Cadsanome, sensed the ability to channel in Jagen as she was serving the Sister and the Panarch drinks. After the Sister's business was concluded, she brought Jagen to the Tower. This was perfect for Jagen since she wanted to get as far away as she could from where she was now. Jagen was 16 at the time and was enrolled in the novice book in 944 NE. She was fascinated with the ability to channel, and the move was perfect for her to join the White Tower, achieving her goal to move up to a higher station in the world.

     

    White Tower Life

    At the Tower, Jagen paid swift attention to her studies. She got in trouble enough for speaking her mind perhaps a little too directly, whether she thought she was being polite or not; a few other times, if another novice made her angry in a situation she felt was unjustified, she found various ways to get back at them, including rubbing itchoak in dresses, using the Power to make chair legs weak (and have the person consequently fall on the floor) and even once dunking a girl's head in sink water after being insulted. While her anger got the best of her in rivaling situations, the Taraboner was overall a good student; she was not one for silly pranks nor straying from her tasks. She spent five years as a novice and in 949 NE passed the Three Arches test, spending four years as Accepted. Jagen was raised Aes Sedai in 953 NE.

    There were a few Ajahs which interested Jagen when she was Accepted, but Red took the cake. She had little interest in being cooped up in the library, though she loves books, learning and teaching, so no Brown for her. She was very close to choosing White, but felt she did not need to be part of them to pursue her own interests. With the Red, Jagen felt she not only had some versatility, but also one of the most worthy, and challenging, causes of the Tower. The idea of men channeling also frightens her. At first joining the Tower, she knew she wanted to gentle them all, for the world's safety and their own. Joining the Red would also allow Jagen to travel far and wide in her pursuits. And though hard to convey otherwise, joining the Red had always felt 'right' for her. As soon as she was raised, Jagen's enthusiasm was set to begin working for her Ajah's goals. She is one of the strongest women in the Power at the White Tower, and a hard woman deeply set in her duty.

    Being a bookworm herself, while in the Tower she spends a lot of time in or around the Library (without the obligations of the Browns). She has a history of teaching novices and Accepted when she is there for a long period of time. Her specialty area of study is observing the Heavens. She has been known to visit a shop in Tar Valon run by a Sea Folk man who makes lenses, and she has built telescopes and shared some of her observations with other curious sisters. She has also used her telescopes in lessons.

    For casual hobbies, Jagen has and sometimes plays a cello. She has a few acquaintances in the White and Brown Ajahs. For companionship outside of other Sisters, she also has animals she cares for; two horses and an owl she adopted after it was found injured on one of her rides.

    Jagen has also been known to leave the Tower often as well, either for Ajah duties or simply on trips to find girls to bring to the Tower. She is determined to see the novice quarters fill up.
     

  4. Character Development Threads

     

    These threads should be done for every character you have. Posted on this board, they will serve two purposes: First, each should include a small but detailed "Local Bio" at the top that tells us about your character and what others around them would know or perceive about them (for example, personality, general views, past actions, etc.). This is applicable to characters who have spent months or years or even decades in basically the same locale or have a reputation with a certain organization. Since biographies of characters will not include their time in the roleplay and how they have developed since their biography was approved, this fixes that problem.

     

    Second, the threads will help keep track of RPs any one particular character was involved with; ideally, all the RPs you've done should be linked on this thread. Why? Because it's fun to read other people's stories and learn about their character! More practically speaking, though, they help you to keep track of what you have done over a long period of time, and fellow club members may desire to know what's been going on both in term of RP activcity and ICly (even if thy can't use some of that information ICly) We also can learn better about your character this way.

    Each character should have their own thread, though there need only be one post per thread. The post can be edited to add in new RPs as they are completed.

     

    The desired format is below:

     

    Quote

     

    Character as an [Position/Rank/Title Here]:

    [Blurb here; what other people would know about your character].
     

    Role-play History

    Arranged from oldest on bottom to newest at the top (in terms of IC timeline).

     

    2021

    • RP Title/Link Here
    • RP Title/Link Here

    2020

    • RP Title/Link Here

     

    •  

     

    If you have any questions on CDTs, please do post below!

  5. I'm definitely bringing my Red, Jagen, over ^^

    And when the time comes, I'd like to play an Aiel Maiden too, I'm thinking. We'll see. ^^

     

    Hm! I wonder what type of military character you can play? Tower guard? Illianer Companion? Andoran Queen's Guard? Or even... a Whitecloak?!

    So many choices! XD

  6. THE ONE POWER

    :ajahwhite_by_drowelfmorwen-dc43fss::dragonsfang_by_drowelfmorwen-dc43fsd:

     

    There are several posts in this thread covering all relevant topics to the One Power and channeling. Please be sure to read them all if you need a refresher or to understand how it all works!

     

    The True Source is a mystical force set in place by the Creator to eternally fuel the turning of the Wheel of Time. The One Power can be drawn from the True Source by gifted individuals called channelers. The One Power is composed of five elemental flows: Air, Earth, Fire, Spirit, and Water. Wielding the One Power to create affects is referred to as weaving the flows, while particular strength with individual flows is called an affinity. These flows are called the Five Powers.

    The One Power itself is divided into two halves which constantly struggle against one another to turn the Wheel. The female half, saidar, can only be wielded by women and the male half, saidin, can only be wielded by men. From just before the Breaking of the World, a taint, caused by the Dark One’s backlash from the Sealing of the Bore, causes madness in any male who uses it extensively. 

    A female channeler opens herself to the One Power, submitting herself to saidar’s will, to embrace it and channel. Channeling is directing the One Power and weaving is the act of taking the flows (either one, some or all five elements) and forming them into a weave to create the desired "magical" effect.

    Women also tend to be stronger in channeling Water and Air, while men are better with Fire and Earth. Spirit is often equal among both.

     

    Wilders - Those with the Spark Inborn

    While the Aes Sedai consider any channeler not trained by Aes Sedai to be a wilder, in reality a wilder is any channeler who does not have a mentor or organization to teach her to use the One Power, but has the spark of channeling born in her; that is, she will channel when she reaches the age to do so whether she wants to or not. Wilders lead a potentially dangerous life, assuming they even survive their first channeling experiences. In the Westlands, the ability to channel is kept secret if possible. Otherwise, the discovery is met as the local culture deems appropriate. This means gentling if the wilder is a male or a trip to the White Tower for training if the wilder is a female.

    Wilders are often frowned upon by modern Aes Sedai for messing with the One Power before coming for training, and they often have blocks due to this. Blocks literally block a channeler from touching the Source under certain circumstances; for example, only being able to embrace the Source with one's eyes closed (in which one cannot channel because they cannot see what they're doing), or when angry or when touching water. Blocks are unique to the wilder.

    In other cultures, such as the Aiel or Sea Folk, wilders are unknown as a concept as their fellow channelers will find and train them quickly.

     

    Learners

    Other women who do not innately have the spark to channel, but can learn to do so, only find out if they are guided by those who can already channel. If the ability to learn to channel is discovered, she remains at the White Tower to train. These women are not looked down upon like wilders are, as they took a more "proper route" to channeling. These women often have an easier time training at the Tower.

     

    ONE POWER SCORES

     

    The One Power scoring in the books is a little complicated, but for our purposes in the White Tower there is only a scale of 33 levels that are important: the numbering beginning at 13 and ending at 45.

    In the White Tower, women below strength 46(34) cannot become Aes Sedai. Therefore, the weakest Sister in the books is at level 45(33).

    Thus, Aes Sedai OP levels are 13-45, so we use 1-33 to simplify that. All OP scores will have both numbers. This is because channelers of other cultures, and men, can go beyond these levels, and very, very few Aes Sedai are stronger than 13(1).

    Thus, all PC Aes Sedai at our RP will be within this 33-level range.

    Any non-Aes Sedai PCs can request having a lower OP score; otherwise, you'll be given a number from the normal 13(1)-45(33) range.

     

     

    Strength Scores for Characters

     

    OP Strength Scores will be assigned upon biography approval for each channeling character independently. Scoring will functionally work as follows:

     

    • Players of new AS characters can chose to be of average/upper strength, in which case a score from 15(3) to 28(16) will be randomly chosen by rolling dice. 28(16) is the average strength of a sister.
    • Players of new AS characters can ask for a completely random score, which is also chose by dice. The scale then goes from 13(1) to 45(33).
    • Players of new channelers who are not Aes Sedai can ask to be of averaging strength, which is also chose by dice. The scale then goes from 28(16) to 50(38).
    • Players of new channelers who are not Aes Sedai can ask for a completely random score, which is also chose by dice. The scale then goes from 13(1) to 72(60). Time to toss the dice!
    • Older players bringing their Aes Sedai/Wise Ones/Etc from the older Legacy PSW RP can keep their scores if they wish, or ask for a re-roll based on the options above. Scores will then be converted to the book canon scale that applies to our WT RP -- 13(1)-45(33).
      • The Legacy RP OP scores are flipped. Thus, 33 was the strongest strength score for a PC; under the new system, it is now 13(1). So, a character with a score of strength 28 will now have their strength listed as 18(6) and someone with a score of 21 will become 25(13), etc. Please keep this in mind when you see your updated score!
  7. The Legacy RP Club of DM, which was until recently our only RP club, has run over many years and iterations and that means many beloved characters have been created and played in that time. Characters who have been played already in the Dragon Reborn Portal Stone World are more than welcome to come here.

     

    There are only a couple things to keep in mind:

     

    • Please resubmit a character bio to the new bio board for record and organization purposes, but also state that your character is from the PSW and show it by linking to your original bio as well as a post that shows your current rank so you can keep it (Aes Sedai, etc). You'll get automatic approval.
    • Keep in mind our RP begins on the night of Winternight, 998 NE, the same as The Eye of the World, and this is a whole new roleplay (its own PSW). This means anything that happened to your character in the DR-PSW has not happened here unless you want to keep something for character-development reasons, but it must fit this new setting.
    • Channelers and Warriors get to keep their OP Scores and Weapon Scores. OP scores will be converted to the cannon system of OP scoring, instead of the system we used before. You also get to keep your rank as an Aes Sedai, Wise One, etc.

     

    Please do feel free to ask questions here!

  8. :: THE WHITE TOWER ::

     

    The White Tower is the home of Aes Sedai, the fully-trained users of the One Power, and it is the most influential organization in the known world. Before becoming Aes Sedai, women begin their journey as novices, the first level of apprenticeship. Typically they'll spend anywhere from 5-10 years in this rank, depending on various factors; those who are more powerful or learn more quickly tend to go through training the fastest. Once they're deemed skilled enough, novices are allowed to go through a rigorous test known informally as the Three Arches. If they pass, they become Accepted. Again, apprentices spend about 5-10 years at this rank before being allowed to "test for the shawl" -- that is, become Aes Sedai. If they pass, they are now considered a Sister.

     

    New Aes Sedai chose to join an Ajah, one of seven, a group separated by common ideals and goals and with an emphasis on certain fields of expertise. These Ajahs are represented by colors: Red, Green, Gray, Brown, Yellow, Blue and White. The new sister gets a fringed shawl with the fringe being the color of her chosen Ajah, with the white Flame of Tar Valon on the back of it.

    Three sisters from each Ajah are chosen to represent their Ajah in the Hall of the Tower, called Sitters, the central ruling body and council of the Aes Sedai, responsible for making policy and implementing the Amyrlin Seat's decrees. The Amyrlin Seat is the leader of all Aes Sedai, and she is elected for life. She is officially considered to belong to no Ajah and all Ajahs simultaneously, and wears a seven-color striped stole to show this. The Keeper of the Chronicles is second to the Amyrlin Seat, although the only real power gained with the title is that which the Amyrlin chooses to give her; she is mainly a secretary to the Amyrlin and assists in her duties.

    Each Ajah also has an Ajah Head, but no one outside of that Ajah will know who is the Head of another Ajah.

     

    The Amyrlin, Keeper, Sitters and Ajah Heads are all NPCs (Non-Player Characters). The Amyrlin and Keeper will be played by the Admin in charge of the White Tower, or another person appointed by that Admin on a temporary basis as needed for RP.

    All Sisters, Accepted and Novices will be listed here with a link to their Biography and Character Development Thread included.

     

    Amyrlin & Keeper of the Chronicles

    Sanian Eguilera - Amyrlin (Raised from the Blue) - [Bio (Below)] NPC

    Belina Matoun - Keeper of the Chronicles - [Bio (Below)] NPC

     

     

    Sitters of the Hall

    :ajahred_by_drowelfmorwen-dc43fsu:

    :ajahgreen_by_drowelfmorwen-dc43ft0:

    :ajahgray_by_drowelfmorwen-dc43ft4:

    :ajahbrown_by_drowelfmorwen-dc43ft9:

    :ajahyellow_by_drowelfmorwen-dc43fsk:

    :ajahblue_by_drowelfmorwen-dc43fte:

    :ajahwhite_by_drowelfmorwen-dc43fss:

     

    Ajah Heads

     

     

    Aes Sedai (Sisters)

     

    :ajahgreen_by_drowelfmorwen-dc43ft0: Calia Luin [Bio] :: [CDT] :: OP Score: 16(4)

    :ajahblue_by_drowelfmorwen-dc43fte: Katrani Tawada [Bio] :: [CDT] :: OP Score: 18(6)

    :ajahred_by_drowelfmorwen-dc43fsu: Jagen Halin :: [Bio] :: [CDT] :: OP Score: 13(1)

    :ajahbrown_by_drowelfmorwen-dc43ft9: Josanda Avriny :: [Bio] :: [CDT] :: OP Score: 31(19)

     

    Accepted

     

    Diamanda din Urein [Bio] :: [CDT] :: OP Score: 29(17)

     

    Novices

    Thayletta Luin [Bio] :: [CDT] :: OP Score: TBD

     

     

    Note:

    To understand scoring, please see this thread.

  9. WHITE TOWER LAYOUT

     

    white_tower_floorplan_dragonmount_by_dro

     

     

    Discrepancies and "Fixes":

     

    While Jordan stated more than once that Ajah quarters were in the upper half of the Tower, in The Gathering Storm (co-written by BS), two Ajah quarters are listed as being on the third and sixth floors. It seems as if this information slipped through the editing process, as the third floor holds the traditional Amyrlin's study and would not share the floor with one of the Ajahs, and doing so is never mentioned.

     

    Orange text will be used to denote contradictory information from the books while purple text will be used to denote where I am choosing to "fix" it; for example, the White Ajah quarters will be on the 23rd floor (where it probably is supposed to go), not the third floor.

     

    Spoiler

    I will add that the bubble of evil that moves the Tower around is not implied at fault when this information is listed for the White Ajah quarters. In the case of the Yellow; "The second kitchen moved to the sixth level last night, moving an entire section of the Yellow Ajah quarters into the basement." (tGS25)

     

    This "fix" of contradictory information for RP purposes and therefore cannot be confirmed be accurate, because I'm making it up, but I have done so with a fairly educated (and logical as I can do) guess.

     

    Lastly, the Brown Ajah quarters are listed as being on both the 21st and 22nd floor. We know one floor is not enough to house an entire Ajah. Also, since no other floors are mentioned, nor can 7 Ajahs take 3 floors each without running out of floors, we can safely assume all Ajahs have two floors each. It is also safe to assume that the Brown Ajah have the lowest-placed quarters.

  10. The White Tower

    :ajahwhite_by_drowelfmorwen-dc43fss:

    The purpose of this post is to be a reference of what the White Tower looks like--every bit of information available from all printed sources. This way we have an on-board, hopefully easily-organized reference. Enjoy!

    Anything with quotes is a direct quote from one of the main books; however, for simplicity I am not including where I got it because I didn't bother to record it when I pulled the quote.

     

     

    A Note on Discrepancies & "Fixes": Please read the post below this one on the orange and purple text used here.


     

    The Central Tower & Square

    • The central portion of the White Tower has forty levels, and is close to six hundred feet tall.

      • Ceilings range from fifteen feet on the lower levels to twelve feet on the upper.

      • It is about two hundred feet in diameter at the top, and slightly larger at the base; the roof of the central portion is flat with a waist-high railing. It once held a garden but now is only used for observation.

      • There is mention of an outer ring corridor, and sisters walked "along one of the main corridors that spiraled gently through the Tower." There are at lease two main corridors, then, one outer and one inner, that both spiral up the entire main Tower, with criss-crossing corridors connecting those.

    • "The White Tower rose from the center of the city, a thick bone-white shaft climbing almost a hundred spans into the sky and visible for miles. It was the first thing anyone approaching the city saw, long before they could make out the city itself."

    • The front of the Tower faces a great public square, emphasizing the deep broad steps and massive doors of the main entrance. A stone wall, punctuated with columns and rails, encloses the perimeter of the grounds. The square is bordered by public buildings, many of which are Ogier-designed and Ogier-built.

    • The western gate to the White Tower is the Sunset Gate, with gilded suns high in the thick timbers which are strapped with iron.

    • The southern gate to the White Tower grounds is Tarlomen's Gate.
    • A set of tall, bronze-studded gates leading from the Tower grounds is called the Alindrelle Gates.

     

     

    Click here for a simple visual map of the White Tower. This picture has been edited from its original source.

     

     

    Main Tower: The Lower Levels & Basements

    • Dining Halls: On the lowest [ground] floor of the White Tower. The novice dining hall is next to the main kitchen. The second dining hall a floor above has been closed for centuries and novices have not had to each in shifts since before the Trolloc Wars. Dining halls for Accepted and Aes Sedai are on other sides of the kitchen.

      • Accepted: "The dining hall most often used by Accepted lay on the lowest level of the Tower, a large room with stark white walls and a white-tiled floor, full of long, polished tables, and plain benches that could hold two women, or three at a pinch."

      • Aes Sedai: "...in the sisters’ main dining hall, where Accepted came only by rare invitation and novices only to serve at table. It was a spacious high-ceilinged room, colorful winter tapestries decorating the white walls, broad cornice gleaming under a weight of gold leaf. The square tables, their slender legs elegantly carved, were only large enough for four, and most spaced far apart for privacy of conversation, though today some were placed together to accommodate larger groups." The bright floor tiles are patterned of all the Ajah colors, and the tables have carved chairs instead of benches. Sisters can order what food they want to eat from servants.

    • Basements: A door on the ground level leads to a winding staircase spiraling down into the basements: "...down they climbed and down, past doors letting onto basements and subbasements, until they reached the very lowest level, below even where the Accepted were tested... Plain wooden doors lined the smooth stone walls, many with great lumps of rust for hinges and locks."

      • "Lamps on iron wall brackets lit the passages deep beneath the Tower... The few doors they passed were shut tight, some locked, some so cunningly worked that they remained unseen until [she] was right on top of them."

      • There are storerooms throughout the basements, including the ones that hold angreal and ter'angreal.

    • Aes Sedai Testing Chamber: The chamber of the oval ring and the test for the shawl is in the lowest level of the White Tower: "...down a narrow staircase that spiraled deep into the bedrock beneath the Tower,...The lofty passages Merean led her along, carved through the rock of the island, as wide as any in the Tower, were lit by lamps in iron brackets high on the pale walls, though many crossing corridors lay shrouded in darkness, or with only widely spaced lamps making small lonely pools of light. The smooth stone floor was free of any speck of dust. The way had been prepared for them. The air was cool and dry, and, beyond the faint scuff of their slippers, silent. Except for storerooms on the highest levels, these basements were seldom used, and everything was plain and unadorned. Dark wooden doors lined the corridors, all shut, and, as they went deeper, securely locked...On the very lowest level, Merean stopped before paired doors larger than any they had passed, as tall and wide as fortress gates, but polished to glistening and lacking iron straps. The Aes Sedai channeled, and flows of Air swung the doors open silently on well-oiled hinges... Moiraine followed her into a large, round, domed chamber ringed by stand-lamps. Their light, reflected from the polished white stone walls, dazzled after the comparative dimness of the passages.... her eyes went immediately to the object centered beneath the dome, a great oval ring, narrow at top and bottom, its rounded rim little thicker than her arm. Well above a span in height and perhaps a pace across at its widest, it glittered in the lamplight, now silver, now gold or green or blue or swirls of all, never the same for more than a moment, and—a seeming impossibility—it stood unsupported."
    • Accepted's Testing Chamber: "The hall was plain and undecorated, the pale rock through which it had been hewn smoothed but left otherwise untouched, and there was only one set of dark wooden doors, as tall and wide as fortress gates and as plain, although of smoothly finished and finely fitted planks, at the very end...., into a great, domed chamber... Lamps on tall stands illumined the chamber, and what sat centered under the dome. Three rounded, silver arches, just tall enough to walk under, sitting on a thick silver ring with their ends touching where they joined it."

     

    Main Tower: The Upper Levels

    • The Ajah quarters are in the upper half of the Tower: "... to climb the wide corridors that spiraled upward through the Tower... even with a climb halfway to the top... that took her to the Ajah quarters."
    • The Ajah quarters are identical in number of rooms and how they are laid out, but the details differ widely. They contain side corridors.

    • Sisters' Rooms: Each contain "a spacious bedchamber, a large sitting room, a dressing room, and a study, with fireplaces of carved marble ... The polished wall panels were bare, but patterned carpets, some fringed, from half a dozen countries lay on the blue-tiled* floors." (The tiles will match whatever Ajah quarters the room is in.) There are "lamps and mirrors in as many styles as there were lamps and mirrors, but nothing was chipped or cracked and every piece of wood or metal had been polished till it shone softly." Usually, only the Sitters and Ajah heads have windows or balconies. Sitters can demand rooms with not only full windows, but balconies as well. For regular sisters it is uncommon.

    • The Blue Ajah Quarters: "The Blue quarters held none of the flamboyance of the Green’s and Yellow’s, though they were not so plain as the Brown’s or the White’s. The brightly colored winter wall hangings along the main corridor were scenes of spring gardens and fields of wildflowers, brooks running over stones and birds in flight. The stand-lamps against the pale walls were gilded, but quite simple in decoration. Only the floor tiles, in every shade of blue from a pale morning sky to the deep violet of twilight and laid in a wavy pattern, gave any hint of grandeur."

    • The Green Ajah Quarters: "The impression of a full-sized sword was worked into each of the huge white floorstones of the Green Ajah quarters, swords in two dozen different styles, single-edged and double, curved and straight. Every door along the hallways was carved with a sword, point-up, gilded for the rooms of Sitters and silvered or lacquered for many others. The tapestries on the walls, between tall gilded stand-lamps on bases worked in the form of stacked halberds, were of martial scenes, charging horsemen and battles and famous last stands, alternating with ancient battle standards from lands long dead, many torn and stained and all preserved through the centuries by weaves of the One Power." Greens’ Warders often live in the same apartments as the sister, so many men are often seen in the Green Quarters. Kerene’s door bore a sword lacquered in red, gold and black.
    • The Red Ajah Quarters: "...[the] floor tiles, white with the teardrop Flame of Tar Valon in red... looking another way, those scarlet flames might be taken for red Dragon’s Fangs.... The door panels [of the Sitter's door] were carved with the Flame, too, lacquered the color of fresh blood." In tGS, the tiles are listed as red and charcoal colored; this may be possible as Ajah quarters have more than one floor.
    • The White Ajah Quarters: "...plain white floor tiles... The plain white walls, lined with silvered stand-mirrors, held only a few simple tapestries, images of snowcapped mountains, shady forests, stands of bamboo with sunlight slanting through them." It is stated as being on the third floor (tGS) of the Tower. For RP purposes, we'll be using the twenty-third floor.
    • The Brown Ajah Quarters: They are on the 21st and 22nd level of the Tower.
    • The Yellow Ajah Quarters: Flamboyant in decoration, it's located on the sixth floor of the Tower. For RP purposes, we'll be using the twenty-sixth floor.

     

     

    Mistress of Novices' Office

    • The study of the Mistress of Novices is near the novices’ quarters and one level below the Amyrlin’s study, on a wide hallway where the floor tiles were red and green and the runner blue.

    • It has a plain door between two bright wall hangings.

    • Unlike the Amyrlin’s study, it is rather small and quite plain, the walls paneled in dark wood, the furniture sturdy and completely unadorned for the most part. It has a tea-table, a writing table with a chair for the Mistress of Novices, a stool, a mirror and a narrow cabinet which held a strap, switch and slipper.

     

     

    Amyrlin's Antechamber & Study

    • The study is connected directly to the Amyrlin's personal chambers. It sits only a few levels up in the White Tower. The dark wood doors to the study have the Great Serpent on them, a pace across.
    • Her personal chambers also have their own door, "inlaid with gold in the shape of Avendesora." (ToM,27) It consists of a sitting room, a bedroom, and a smaller room.
    • "The corridors [outside the Amyrlin's rooms] were wide enough for a wagon to pass down easily, and taller than they were wide. Colorful tapestries hung on the walls, tapestries in a dozen styles, of floral designs and forest scenes, of heroic deeds and intricate patterns, some so old they looked as if they might break if handled. Their shoes made loud clicks on diamond-shaped floor tiles that repeated the colors of the seven Ajahs."
    • The antechamber of the Amyrlin Seat’s study is grand enough for any palace, though the chairs scattered about for those who might wait are plain.
    • The floor of the study is diamond-shaped polished redstone from the Mountains of Mist, the tall fireplace of golden Kandori marble and the walls are paneled in pale, oddly striped wood "marvelously hard as iron and carved in fantastic beasts and birds of unbelievable plumage, panels brought from the lands beyond the Aiel Waste by the Sea Folk before Artur Hawkwing was born."
    • Stone like glittering pearls frames "the tall, arched windows that let onto the balcony overlooking the Amyrlin’s private garden, the only stone like it known, salvaged from a nameless city swallowed by the Sea of Storms during the Breaking of the World."
    • The study holds items from when previous Amyrlins held the position. There is a chair, desk, bookshelves and end tables. The large desk holds a pair of bronze lamps  shaped like women holding their hands into the air, a burst of flame appearing in each set of palms.

     

     

    The Wings of the Tower - Novice & Accepted Quarters

    • Wings of the building extend to either side of the Tower Proper. These are about 150 feet tall, with lower ceilings and fifteen levels in each, and extend three hundred feet on either side. There is an East Wing and West Wing. These wings also have towers with conical tiled roofs.

    • One of the wings contains the novice quarters, which consists of a well (approximately sixty to seventy-five feet across) surrounding a courtyard, plus a second well in a part of the novice quarters that has come to be unused.

      • Note: A "well" in this case are an area that is outside but in the middle of a tower, and is lined with galleries (balconies). See here for a picture of a famous well.

    • Novice room doors are white, and lead onto the well, so a novice is outside when she leaves her room.

    • Accepted quarters, with a well surrounding a garden instead of a court, are in the other wing, and are a stack of galleries lower than the novices' quarters.

      • Accepted's rooms "had a real bed, not one built into the wall, two ladder-back armchairs instead of a stool, and a wardrobe for her clothes. The furnishings were all plain, suitable for a middling successful farmer’s house, but compared to the novices, the Accepted lived in luxury. There was even a small rug, woven with scrolls of yellow and red on blue." There is also a fireplace.

     

     

    Hall of the Tower

    • Tall, paired doors of dark wood each inlaid with a large silver Flame of Tar Valon open to a straight ramp of the same silver-streaked white stone that makes Tar Valon’s walls. The ramp lets into a large, circular room under a domed ceiling at least thirty paces high.
    • A raised platform runs around the outer edge of the room, fronted by steps except where this ramp and two others come out, spaced equally around the circle. Twenty-one chairs are set up on the platform in groupings of three, each triad painted and cushioned in the color of the Ajah that sits there.
    • The Flame of Tar Valon lays centered in the floor, surrounded by widening spirals of color, the colors of the seven Ajahs. At the opposite side of the room from where the ramp entered, the high-backed chair known as the Amyrlin Seat stands, heavy and ornately carved in vines and leaves, painted in the colors of all the Ajahs.

     

     

    The Great Library

    • The Great Library, standing apart from the White Tower, is made of pale stone heavily streaked with blue, looking like crashing waves frozen at their climax, and contains as many rooms as a palace. It is generally considered the largest and most complete library in the world. It is only partially open to outsiders. It is second only to the Tower itself in size.
    • The library is divided into twelve publicly acknowledged depositories as well as a thirteenth that is only accessible to the Amyrlin Seat, the Keeper of the Chronicles and the Sitters of the Hall of the Tower.
      • The Ninth Depository. A section of the Tower Library, one of twelve sections publicly known. The Ninth Depository was the smallest, although it was still a large chamber; it was the home of texts on various forms of arithmetic. It is a single, large oval chamber with a flattened dome ceiling and seven-colored floor tiles.
      • The Thirteenth Depository is a set of hidden records in the Great Library of Tar Valon. These contain secret histories open only to the Amyrlin Seat, the Keeper of the Chronicles, and the Sitters of the Hall. Not all Aes Sedai even know it really exists.
    • The White Tower library is the greatest in the world.
    • Many Brown Ajah sisters maintain personal rooms in the upper floors of the Library building.

     

     

    The Grounds

    • Practice Field for Warders and students: A large expanse of beaten earth, fifty by a hundred paces. There are wooden stands spaced at intervals around it, which hold quarterstaves and practice swords.
    • Stables: Horses belonging to novices are kept in the South Stable. The stable itself is three sprawling stories of gray stone, larger than the main stables of the Sun Palace, with a wide stone-paved stableyard in front of it.
    • Guardsmen Barracks: A long and low building of gray stone. It is by a wide, flagstone yard with a plain stone fountain in the middle. There are a few trees growing out of rimmed holes in the flagstones close by.

    • Most Warders keep rooms in the Guards’ barracks or even in the city, though Greens’ Warders often live in the same apartments as the sister.

    • Traitor's Court: It is a broad, open well with balconies and windows overlooking it; people even crowd on the rooftops to watch. The Traitor’s Court is used for only three purposes: executions, the stilling of an Aes Sedai, or the gentling of a man who could channel. All three take an order from the Amyrlin Seat: "Every Aes Sedai, except perhaps those she had left in the storeroom, every Accepted, every novice, even all the servants, would be gathered in the Traitor’s Court, according to custom, to watch the will of Tar Valon made fact... And the Warders would be ringing the courtyard against the possibility that someone might try to free the man to be gentled..."

    • Much of the Tower grounds are gardens full of trees; leatherleaf, paperbark and elms, one is called the Spring Garden.

    • There are open courts in the grounds.

    • Most paths are graveled.

     

     

    A Bit of History & Facts

    • The construction of the White Tower and Tar Valon began in 98 AB. It was not completed until 202 AB. Ogier stonemasons began building on the island of Tar Valon in 98 AB. The Tower was a collaboration between Aes Sedai designers and Ogier builders, with the One Power being employed to aid construction. The establishment of the Amyrlin Seat also took place at this time. By the time the Tower was completed, a hundred years later, the formal system of Ajahs and Sitters representing those Ajahs in the Hall of the Tower was in place.
    • The White Tower was made to accommodate four hundred novices, two hundred Accepted and three thousand Aes Sedai. During New Spring, "...only four hundred and twenty-three [Aes Sedai] were in residence with twice that number out in the world."
    • The White Tower has its own bank, the first established after the Breaking, where many Aes Sedai deposit their annual stipend, which amounts to 1,000 gold every year on the day they were raised Aes Sedai. Sisters may ask for more, but the Hall will question anyone who asks for too much or ask too often.
    • Time Units: Days are broken into segments; when a certain time is reached, chimes ring. In the White Tower, First Rise is very early morning, before dawn, followed by Second and Third Rise. High is around midmorning, and Midmorning chimes are also rung. Prime and Trine are in the afternoon. After supper comes Full, and Last meant that all novices were supposed to be quiet and in bed. Second Low occurs in the small hours of the morning.
  11. Tower Law & Customs

    :ajahwhite_by_drowelfmorwen-dc43fss:

     

    All of these laws and customs are cannon from the books. Among Aes Sedai, some customs and traditions are as strong as laws.

     

    Novices & Accepted

     

    Rules Regarding Novices

     

    • Novices may not leave the Tower grounds unless in the company of an Aes Sedai.

    • Novices must wear all-white dresses, belt pouches, stockings, and, when out-of-doors, cloaks.

    • Novices may not speak to Aes Sedai unless they are told to.

    • Novices must curtsy every time they pass an Aes Sedai.

    • Novices may not touch or use the One Power unless with an Accepted who is teaching classes or an Aes Sedai is present.

    • Novices may never attempt the weave of Healing.

     

    Rules Regarding Accepted

     

    • An Accepted's uniform consists of her Great Serpent ring, which she is to wear on the third finger of her left hand, and a dress different only from a novice's in that it is banded with the seven Ajah colors on the hem. A more formal version has the bands of color on the cuffs as well (which is the main dress we see in the books).

    • Accepted may wear non-white accessories (belt, slippers) and jewelry.

    • Accepted have their own rooms, and may even be given apartments.

    • Accepted are not allowed to bond Warders under any circumstances.

    • Accepted may not leave Tar Valon except on official business.

    • Accepted may not be seen to be hurrying unless necessary.

    • Accepted are responsible for arranging their own classes with Aes Sedai.

    • Accepted, when teaching other Accepted or novices, has the teacher status of Aes Sedai so long as the lesson lasts.

    • Accepted are responsible for deciding in which direction to take their studies.

    • Accepted are never to speak of what they experienced on their test for Accepted.

     

     

    Tower Matters

     

    Testing for Accepted:

    • The Test: The test requires a novice to pass through a ter’angreal composed of three arches of silvery metal. Three chances are offered to walk through the arches. The offer might be refused twice, but if it was refused the third time, the woman is put out of the Tower. Once the test begins, it must be completed by passing through each arch, to face one’s fears of what was, what is and what will be. A woman who refuses to complete her three journeys is to be put out of the Tower even if it is the first time she has a chance at the test.

    • Recommendation: Normally, a novice was recommended for testing by the Mistress of Novices. This recommendation had to be approved by the Amyrlin Seat, by a Sitter, or by three sisters. An approval by three sisters or one Sitter could be rejected by the Amyrlin, and she could only be overruled by the lesser consensus of the Hall. Even if the Mistress of Novices did not make such a recommendation, the testing could be ordered by the Amyrlin acting in conjunction with at least two Sitters, or by three Sitters, or by six sisters. A recommendation in this manner could be rejected by the Amyrlin or in various other ways. Thus, a recommendation by six sisters could be rejected by three Sitters, and a recommendation by three Sitters could be rejected if three others felt it unsafe or unwise. If the Amyrlin herself ordered the testing, she could be overruled by six Sitters.

     

    Testing for Aes Sedai: The conditions for becoming and being Aes Sedai are written in Tower law. However, as the Amyrlin can decree almost anything, it was accepted (very reluctantly) when one Amyrlin decreed four Accepted to be raised Aes Sedai due to special circumstances. However, all Aes Sedai must be bound by the Three Oaths.

     

    Bonding: Anyone below an Aes Sedai may not bond a Warder; it is not quite a stilling offense, but close to it. One Accepted who bonded a Warder was denied her testing, forced to pass the bond, and worked in the Tower kitchens for three years; upon her raising, the Amyrlin chose her Warder for her.

     

    Letters:

    • Letters that are "Sealed to the Flame" are only to be opened by the Amyrlin Seat. For anyone else to open them is accounted a crime as strong as assaulting the Amyrlin herself.

    • Letters and decrees that are "Sealed to the Hall" are only to be opened or known by Sitters of the Hall of the Tower.

    • Letters and decrees that are "Sealed to the Ring" can be opened or known by any full Aes Sedai.

    • Any letter that is not sealed can be known by any Tower initiate, even the newest novice.

     

    Trial & Punishment Matters:

    • An Amyrlin can decree any penance for any sister, including Sitters, short of stilling, right up to the most serious punishment of a public birching and/or exile.

    • Penance. A practice imposed on Aes Sedai as needed. While penance supposedly is in no way a punishment, it can be imposed on a sister as one just the same, by the Amyrlin, by the Hall, or by one’s own Ajah (and, in rare circumstances, another Ajah). Penance is divided into four sorts: Labor, Deprivation, Mortification of the Flesh and Mortification of the Spirit. For sisters, the last is much more likely to come in a self-imposed penance than one imposed by another agency. The belief among Aes Sedai, by and large, is that they have to maintain a proper and fitting balance between pride and humility. The purpose of penance, officially at least, was not so much to punish as it is to remind the sister of the proper balance and help her to restore it. The Hall usually imposes one of the first three. However, Mortification of the Flesh is prescribed under Tower law for certain offenses even by sisters. In most cases it is chosen when the penance has to be over quickly for some reason and it is seldom publicized.

    • Traitor's Court: The Traitor’s Court is used for only three purposes: executions, the stilling of an Aes Sedai, or the gentling of a man who could channel. All three take an order from the Amyrlin Seat.

      • It is custom that every Aes Sedai, Accepted, novice, and even the servants gather in the Traitor’s Court to watch the will of Tar Valon made fact. Warders ring the courtyard.

      • A channeled ward forms a shimmering gray dome over the Court for Tower privacy. It holds in sound.

    • Claiming to be Aes Sedai: A woman claiming to be Aes Sedai when one is not violates a Tower law that is enforced strictly, even against women who are not initiates of the Tower.

    • Gentling. It is Tower law that a man must be brought to Tar Valon and have a trial before he is gentled.

    • Stilling. The act, performed by Aes Sedai, of shutting off a woman who can channel from the One Power. In the Tower, stilling is the result of trial and sentence for a crime. Treason to the Tower is one example of a crime in which stilling would be the sentence.

    • Using the Chair of Remorse: A ter’angreal in the White Tower used for punishment and confession, this is used against thieves and other criminals caught in Tar Valon. The use of the chair on any initiate of the Tower is absolutely forbidden by law. It can, however, be used on a servant caught stealing, for example.

    • "Tower law was intricate, and sorting out the proper punishments and interpretations could be complicated." (tGS38)

    • If the Amyrlin names someone a Darkfriend without proof carries a maximum punishment of formal censure from the Hall and penance for a month. It is assumed this punishment is the same for any sister who accuses another.

    • A High Court: It is "no thing of minutes or even hours", and implies a long trial.

    • The Hall can choose when to sit for a matter, but it is not known if there is a time limit or window in which they must.

    • Before calling a witness forward, the following is intoned: "You have been called before the Hall of the Tower to relate what you have seen. I charge you to speak of these things without the evasion or holding back and to answer each question in complete fullness leaving out nothing. Say now that you will do so. Under the light and by your hope of the rebirth and salvation or suffer the consequences." The witness gives assurance and can begin giving her account.Witnesses are to address the Amyrlin seat when speaking.

    • Chair of Pardon: A title for the person who is defending the one on trial. In some instances, the Chair of Pardon faces the same penalty as the one she defended. It is stated that the Amyrlin (or maybe this was just Elaida) could name people to the Chair of Pardon.

     

     

    The Hall of the Tower & Legislation

    The highest council of Aes Sedai, serves as the legislature of the White Tower and the governing body of all Aes Sedai. It consists of three representatives, called Sitters, from each Ajah. An Ajah head may or may not also be a Sitter, but none outside her Ajah will know this. Most sisters wear the shawl for at least seventy years before becoming a Sitter, if chosen to do so.

     

    A Sitting of the Hall: The Hall can convene both formally and informally in a meeting known as a Sitting, during which the Hall may vote, discuss important information, or question people summoned to the Hall. There are special rules governing such a meeting:

    • Calling a Sitting

      • A formal sitting of the Hall is called by three Sitters who have the same question. This question must be addressed before any other during the sitting.

      • More than half (eleven) of the Sitters are needed for a formal sitting of the hall to commence. When an Amyrlin is raised it is agreed that all Sitters should to be present for a formal sitting.

      • By tradition, the two oldest Sitters reserve the right to sit in position closest to the Amyrlin's Seat. After that, seating is on a first come basis.

      • The three Sitters of each Ajah sit together, so it is the responsibility of the sister who arrives first to select a good position for her Ajah. Typically, the seats closest to the Amyrlin's are the best.

      • The youngest sitter speaks the phrases that open a formal sitting, though another sitter may override this privilege.

      • Every Sitter and the Amyrlin Seat have to be notified of a Sitting before it happens.

      • The Amyrlin can call for proceedings to be Sealed to the Flame, but if she gains no support in the move from the Hall, then the sitting will be open to all sisters.

    • Decorum During a Sitting

      • There is a prohibition on speeches.

      • Displays of anger are forbidden in the Hall.

      • Excepting exactly prescribed functions, channeling is forbidden inside the Hall.

      • By Ajah law, voting in the Hall may not be influenced by the Highest [of the Red Ajah]. Unknown if this applies in other Ajahs.

    • Amyrlin Seat

      • Inside the Hall, the Amyrlin is a little more than the first among equals, the Sitters holding more power there than outside the Hall. The balance must be just right; assuming complete equality, or assuming too much power, both can cause an Amyrlin to fail.

      • The Amyrlin does not need to be present at the start of the meeting, but when she arrives, The Keeper of the Chronicles must announce the Amyrlin before her entrance into the Hall of the Tower by declaring, "She comes! She comes! The Flame of Tar Valon, the Amyrlin Seat."

      • The Amyrlin can also leave during the meeting, but again, her exit must be ceremonially announced.

    • Keeper of the Chronicles

      • The Keeper of the Chronicles may not participate in discussions in the Hall.

      • She must stand during the sitting.

      • She may not enter the Hall without the Amyrlin Seat nor may the Amyrlin Seat enter without her.

     

    Greater Consensus: A unanimous vote of the Hall of the Tower. Generally this demands that every Sitter present has to stand, and that a minimum of eleven Sitters needs to be present; the presence of at least one Sitter from each Ajah is also required. If the removal of the Amyrlin or Keeper is at stake, the Ajah from which she was raised is not informed of the vote until after it is taken. It is also practice in the Hall for the Greater Consensus to be asked for after the Lesser Consensus has been achieved, for the sake of unity.

     

    Lesser Consensus: A vote that requires a quorum of eleven Sitters, but only two-thirds of those present need to stand for an item to pass. There was no requirement for all Ajahs to be represented in the lesser consensus except in the case of a declaration of war by the White Tower (One of several matters left to the lesser consensus which many might think would require the greater.)

     

    Decrees: While an Amyrlin's decrees have the force of law, many of her decrees can be overturned by the greater consensus. The Hall can overturn an Amyrlin’s decree, not merely let it die through lack of action. This requires the greater consensus. In most important cases she needs the Hall’s approval.

    If anything an Amyrlin decrees requires money to be carried out, the Hall has to vote the funds to finance it; this means the Hall can balk an Amyrlin.

     

    Declaring War: The Law of War is a Tower law stating that a question of war cannot be shelved; it must be answered before any question called after it. While the Amyrlin Seat can declare the Tower at war by decree, most ask that the Hall declare war. The lesser consensus is much easier to achieve than the greater, though either may work for a declaration of war. There is also a provision for the Hall taking up prosecution of war, though it requires the Amyrlin's assent.

     

    Unchairing: An Amyrlin has the authority to unchair any Sitter or all of them, but a wise Amyrlin does so extremely sparingly. An Ajah, in turn, can choose the same Sitter again as a rebuke to the Amyrlin. An Amyrlin who unchairs the entire Hall and has the same women all chosen again, or even a significant number of them, very likely will find that her real power as Amyrlin is at an end.

     

    Aes Sedai Trial Procedure: A court consisting of five Aes Sedai: three acting as judges, one acting as prosecutor sitting in the Seat of Rebuke, and one acting as defender sitting in the Seat of Pardon, all facing the accused.

     

    Tower Bank: Tower law requires equal representation of every Ajah in the Tower’s bank.

     

    Appointing & Deposing an Amyrlin: The leader of the Aes Sedai, the Amyrlin Seat is elected for life by the Hall of the Tower. The Amyrlin is, by law, the absolute power in the White Tower. In reality, however, her power always depends on how well she can lead, manage or intimidate the Hall. With almost supreme authority among the Aes Sedai, she is ranked socially as the equal of a king or queen.

    • Appointing: Most of the women suggested for Amyrlin Seat are put forward by Sitters, alone or in coalition, but it is possible for any six sisters to propose a candidate. Any candidate can only be voted upon formally three times; if, after three votes, she had not gained the greater consensus, she is out of the running until the next vote for Amyrlin arises. Any candidate who has the backing of three Sitters, or any six other sisters, can in effect demand that a vote be taken. When a candidate is proposed by non-Sitters, this in itself constitutes such a demand. However, if she fails on the third vote, she and her proposers are to be exiled to separate places for terms that could run from a few years to life, for such demands are considered disruptive and a source of contention.

      • An Amyrlin is supposed to grant indulgences and relief from penances on the day she assumes the stole and the staff.

      • A new Amyrlin chooses her own Keeper, and can choose a new Mistress of Novices if she wishes.

    • Deposing: Other than death or resigning the Amyrlin Seat, the only way an Amyrlin can be removed is to be deposed by the Hall. Choosing an Amyrlin requires the greater consensus. Although this could be done with a unanimous vote of eleven Sitters under the proper circumstances, tradition calls for all Sitters to be present. Deposing an Amyrlin also called for the greater consensus, but a truncated one; Tower law specifically states that the Sitters for the Ajah from which she was raised may not be present when the vote was taken. As well, it should be noted that the law is stated, ‘the Amyrlin Seat as Aes Sedai’—but nowhere is it said that it is necessary to be Aes Sedai to become Amyrlin.

      • When an Amyrlin dies or is deposed, until a new Amyrlin is raised, the Hall of the Tower reigns over the Tower; increasingly strict measures in the law exist to insure they do not dally too long.

     

    Appointing a Guardian: This is not knowledge outside of the Hall, and even inside the Hall not all Sitters may be aware of it.

    • A guardian is an Aes Sedai chosen to put watch over the Amyrlin Seat and who gives orders to her, originating in the Hall, which must be followed. As a step short of removing an Amyrlin, the greater consensus of the Hall, convened in secret, can in effect remove everything but the title from the offending Amyrlin, and place someone of their choosing and under their authority in what amounts to in loco parentis of the Amyrlin. The appointing of a guardian is done through one of the secret laws of the Tower (even revealing the existence of the law is prohibited) with the greater consensus. This law was created after an Amyrlin became incapacitated during the Trolloc Wars, and the Tower did not want to reveal their troubles to the outside world. Despite—or perhaps because of—the specific reasons the law was created, its wording is broad enough to allow this to be done to not only an Amyrlin who had become mentally or physically incapacitated, but to one who, in the opinion of the Hall is no longer capable of carrying out her duties properly.

     

    Appointing a Mistress of Novices:

    • The Mistress of Novices usually is appointed by the Amyrlin; there are cases of her being chosen by the Hall and forced on an Amyrlin, but not many. Although named by the Amyrlin, she does not serve at the Amyrlin’s pleasure any more than the Keeper does; she could only be removed by the greater consensus of the Hall except in the case of certain specific misdeeds, in which case only the lesser consensus was required.

    • With few exceptions, it requires at least the lesser consensus of the Hall to override the Mistress of Novices regarding almost anything to do with her charges. The authority of the Mistress of Novices over her charges is such, according to the law, that she can in some cases defy the Amyrlin Seat, anything below the lesser consensus of the Hall, or in some cases the greater, regarding them.

     

    Aes Sedai Ranking: Tower hierarchies are all the subtle and not-so-subtle distinctions as to who stood where with respect to whom; the ones known are listed below, in rank from top factor to bottom:

    • Strength in the Power

    • Total time as novice & Accepted.

    • Time spent as Accepted

    • Time spent as a novice

    • Age

    Deference: The degree of deference depended in large part on how far there was between the two women.

    • If the gap was very small, it amounted to little more than politeness.

    • If the gap is larger, the lower of the two was expected to stand when the other entered, etc.

    • If the gap is very wide, the lower of the two was expected to do as she was told by the higher; it wasn’t put in terms of obedience, but if a woman sufficiently higher than you asks you to make tea, then you make tea for her. And you don't fix a cup for yourself unless she invites you to one.

     

    Positions of Authority: This social hierarchy has no weight with regard to appointments and official duties—usually, at least—and if a woman who is lower is appointed to a position of authority, even those who stand above her socially are expected to obey if they are in the line of command.

     

    Sitter Rights

     

    • Sitters may use any ter’angreal they wish, with the proper procedures observed.

    • Sitters who are the oldest have the right to speak first in the Hall. The length of time one has served in her chair is also accounted for.

     

    Summoning to the Hall: The wording is the same for a trial and for a summons to become the Amyrlin Seat. One cannot refuse the summons for raising an Amyrlin. The format is below:

     

    1. First Sister: “[Person's Name], you are summoned before the Hall of the Tower.”

    2. Second Sister: “Ask not why you are summoned. It is yours to answer, not to question.”

    3. Third Sister: “Delay not in your coming. It is yours to obey in haste.”

    4. The three then speak in unison: “It is well to fear the summons of the Hall. It is well to obey in haste and humility, unasking. You are summoned to kneel before the Hall of the Tower and accept their judgment.”

  12. Under each section will be some information about that area and a bit on culture and appearance. This is just an introduction to the cultures of the Westlands.

     

    A Note About Race

     

    The text here mostly comes from the Wheel of Time RPG book. It is meant to be a guideline and short introduction to each culture in WoT. That said, the Westlands is fairly diverse in terms of race, and while many of the countries' descriptions might contain words like "pale skinned" or "light", this doesn't mean you have to have your character exactly look that way if you want to come from a particular setting. For example, Andor is listed as having mostly "light" skinned people, but the first ever queen of Andor was "as dark as one of the Sea Folk."

    Considering how the world changed during the Breaking, it's reasonable to believe many countries are, in fact, quite diverse even as certain traits show up primarily in one place. For example, a Saldaean woman who is described as having a copper skin tone, like those from Arad Doman, could be showing some mixed heritage between the two countries (and they are right next to each other).

    Other general "rules" about appearance, for example red hair being very rare outside of the Aiel, some Saldaeans and the current royal family in Andor, might be adhered to--you're unlikely to find someone from Tear or any of the south coastal countries with red hair. Cairhein folk are short and often described as the palest in the Westlands, while Sea Folk are the darkest, so it stands to reason any number of skin tones can be found throughout the other countries.

    Finally, people from the continent of Seanchan seem to be the most diverse at all and can take any skin/hair/eye color combination you can think of.

     

    ALTARA

    Much of Altaran culture and fame lies in its main city, the large port of Ebou Dar. While many call the residents of this city the Ebou Dari, the rest of Altara also has a vibrant and colorful presence in the Westlands. Renowned for their festivals as much for their dagger-dueling, Altarans tend to think of themselves as belonging to their region or city, not generally their kingdom.

    • Culture: Altarans are justly famous for the significance of daggers in their culture. Duels are commonplace, even to the death. A woman will even wear a necklace around her neck, with stones on the hilt to represent her children, and the color of the wrap indicates her marriage status. Different colors tell of the state of the child, whether they are alive or not, if they died in a duel, and other things. She is to stab the husband with it if he ever displeases her. Altarans have many festivals, including the Festival of the Birds, during which Ebou Dari natives will dress in feathered costumes and masks, and the Festival of Lanterns (which is not unique to them), during which fancy colorful paper lanterns are hung from windows, tree branches, and anything else that can hold lanterns. Indeed, Altarans know how to celebrate their holidays.
    • Appearance: Altarans have olive skin and dark hair and eyes. They are shorter in general than other Westlanders. Scars are considered beauty marks. To complement their olive skin, Altarans tend to favor light shades of clothes. The men often wear vests, and frequently without shirts, while the women wear snug dresses that show a lot of cleavage (and their marriage knives). Both men and women like jewelry, including rings and earrings.
    • Psychology: Though many consider them violent in their customs, Altarans, and specifically Ebou Dari people, are generally easy-going and friendly. They settle duels, but are generally respectful to each other and those from beyond their borders.

     

    AMADICIA

    Wedged between Altara and Tanchico, Amadicia is a kingdom with a relatively weak government that rules beside the influential Fortress of the Light, the headquarters of the Children of the Light. Despite their neighbors, they are a conservative people, with a love of simplicity and tradition. Amadicians do not trust channelers, and no channelers are allowed within their borders. This is most likely due to the influence of the Children of the Light.

    • Culture: Life is peaceful in Amadicia, despite the unmistakable presence of one of the most powerful independent military organizations in the Westlands. Their orderly lifestyle and strict laws make life safe for the common man, perhaps safer than anywhere else in the known world. Amadicians are proud of their traditions, and do everything they can to cling to them and keep them unchanged except when they are obviously beneficial. They have a tendency to distrust change done in the name of progress unless they can see plainly how it will improve their way of life. This is not to say that things never change, but rather that changes are done conservatively.
    • Appearance: Amadicians are of the typical Midlander build, which is what is considered average for the rest of the Westlands. Amadicians, however, have a tendency for stockiness among both men and women. They have light skin with dark, curly hair and eyes. Women and men both dress modestly. The women wear body-covering, long-sleeved dresses that extend to the ankles at the bottom and the neck at the top, and bonnets. The dresses and bonnets are decorated with velvet bows. The men wear knee-length coats and otherwise plain shirts and trousers. Colors are generally earth-tones, except in the case of the coats, which have a tendency to be somewhat more colorful.
    • Psychology: Amadicians strive to be in control of every aspect of their lives. They seek order and justice in all things, and can be content with simplicity and mediocrity as long as they can live comfortably and contribute to their community.

     

    ANDOR

    The largest kingdom in the midlands is among the most powerful in all the Westlands in virtually every way. Andor has a strong military, nobles who rule well, commoners who are proud of their nation, economic stability, and a culture rich with tradition and vibrancy. Generally considered the “average” that many others are compared to, Andorans are very versatile and reliable.

    • Culture: Andor is a secure nation, and this security grants Andorans the ability to pursue the trades and skills they want. The Queen’s Guard is among the best national militaries south of the Borderlands, and the people are generally happy and friendly. With its diverse land and people, individuals of nearly any specialty can be found somewhere within the borders of Andor. Andoran life is relatively simple and peaceful. Though there are many who may consider Andor less than friendly allies, their strong military presence and economic and cultural importance keeps would-be enemies at home. Andor is often considered to be the nation that is good at everything, best at nothing. While this is debatable in a general sense, individuals from Andor are just as likely to be significant people, or even heroes.
    • Appearance: Andorans tend to be light-to-medium toned in skin, with dark hair and dark eyes, though since they are in the midst of so many crossing routes and cultures, traits from many other lands can be found frequently. Most Andorans are of average height and weight. General appearances can vary from region to region, though in general, Andorans look similar to each other wherever in the country they are. Andorans dress moderately. While the nobles prefer silken clothes, commoners wear hardy, practical clothes made from wool, cotton, or other durable, reliable fabrics. Simply put, nobles and commoners alike dress for their lifestyles.
    • Psychology: Perhaps no single other kingdom in the Westlands has a more diverse people than Andor. Their unifying traits are their general patriotism, their sense of security, and their sense of significance, almost as though they are a part of something greater than themselves.

     

    ARAD DOMAN

    Arad Doman is a nation full of political and social strength. The Domani are outdone by no one when it comes to getting what they want or need, especially when they are trying to get what they want from a member of the opposite sex. Domani men and women--especially the women—are famous throughout the Westlands for their ability to seduce. Despite being an isolated nation, Arad Doman is a powerful land, with a strong military and a rich culture.

    • Culture: Domani women are raised to be seductive and attractive. They are taught from childhood by their mothers everything from attire to kissing techniques, all to men. Indeed, no women are considered more alluring than Domani women. Men are good at attraction as well, but they don’t have the same amount of fame that the women have. Luxuries and hedonistic endeavors are enjoyed to the fullest, perhaps more by Domani than by anyone else. Falconry, fine food and drink, gambling, plays and live music, sports, and many other things are enjoyed to the fullest by the Domani. They are good at what they do, and have a progressive, industrious culture, but they al fun.
    • Appearance: Domani skin tones tend to be coppery. They usually have dark hair and eyes, and are of average height. Most Domani are thin, but their lifestyles can bring some to portliness. Male Domani dress in shirts and trousers, made from fine material whenever possible. They often grow mustaches that are trimmed thin. Women often wear body-hugging dresses that cling to every curve and are often made from sheer material. This gives the impression of nudity while actually exposing very little.
    • Psychology: Domani live frivolous lives, and they are natural pleasure they are generally easy-going, enraged frenzies can happen at the slightest provocation, especially among the men. Domani are unpredictable, fiery, and seductive.

     

    ARAFEL
    Arafellins are a staunch, proud people, and protect the Westlands from the Blight just as much as their Borderlander neighbors. Though their pride is abundant, Arafellins are a humble nation, willing to do whatever it takes to do their duty, even if it means expending their lives for the cause.

    • Culture: Arafellins, perhaps more than any of the Borderlanders, love artistic endeavors as well as ones of battle. Though seen as rough and unsophisticated by some other cultures in the Westlands, Arafellin art is an expression of the souls of battle hardened warriors and gritty survivors. As Borderlanders, certainly their culture is in a state of constant readiness against raids from the Blight, and Arafellins are not outdone by their neighbors along the Blight’s borders. Their warriors prefer to wield two swords, both sheathed on their backs, and they fight with a mixture of grace, fortitude, and soulful passion as though each battle is a blessing, whether they die or not.
    • Appearance: Arafellins are fair-skinned and light-haired, and tall, typically with  broad shoulders and large muscles. They dress conservatively and practically, and both men and women wear their hair long. The distinguishing feature of Arafellin fashion is a fondness for bells, which may be worn by both men and women in their hair, on clothing or on boot cuffs and onto their horse’s mane or harness. The bells may be silver, brass or even gold. Men’s boots have turned down tops and may reach the thigh. Men will often braid their hair into two thick braids and wear silver bells on the ends. Women may wear bells in their hair whether it is braided or not. Occasionally they wear face veils of lace or of very sheer cloth.  (It is forbidden to hide your face inside any village, town or city in the Borderlands, as a protection against Fades. In Arafel and Kandor, unlike Shienar or Saldaea, these laws came to be modified to allow women to wear veils, though the veils were to be of lace or else transparent, making it clear that they did have eyes.)
    • Psychology: Arafellins love art and dutifully fight the Blight, but their vigilance and alertness is also legendary. Part of their success is seeing the danger coming before it arrives at their walls. Arafellin will go to extremes to meet what they consider a debt of honor; by and large, shame is worse than guilt, and is taken more seriously in the Borderlands than in the south.

     

    CAIRHIEN
    A vast kingdom that shares its name with its capital city, Cairhien is a kingdom rich with political maneuvering and national pride. Cairhienins from the nobility to the lowest commoners are masters of the Great Game, a system in which even the slightest gaffe can earn you a lifelong enemy. Though seen as unnecessarily frivolous by many, Cairhienins stand their own in military and intellectual endeavors as well. Cairhien even enjoyed a very good relationship with the Aiel before King Laman’s disastrous mistake of cutting their gift of an avendoraldera tree. Before that error, they were among the only people allowed to travel through the Aiel Waste. Since then, they are the most reviled people by the Aiel.

    • Culture: Daes Dae’mar is at the heart of everything Cairhienins do. Even among the commoners, the Great Game is essential to a person’s social, and sometimes their physical, standing. A person can rise and fall in their social ranking with the slightest maneuvers or mistakes. Despite their love of pomp, Cairhienins are typically very reserved and orderly. They will do virtually nothing without careful planning, partially as a result of their adherence to the Great Game. This makes Cairhienins very good at battle strategy, governance, city planning and creative learning.
    • Appearance: Cairhienins are, on average, the shortest people in the Westlands. They tend to have dark hair and eyes, and very pale skin. Among the nobility, features are graceful and soft, and are even so among the commoners when compared with commoners from other nations. Cairhienin attire among nobles includes dark clothes and lace with narrow, brightly colored horizontal sashes or bars of gold, silver, and scarlet, the number of which announces their rank in society. Their hair is dressed as elaborately as their lifestyles. Men and women wear it long, and the women curl it into a tower of beautiful locks.
    • Psychology: Cairhienins are master planners, and they demand to be in control of their own lives, which they desire to be orderly and full of comforts. Their accent is said to be "clipped".

     

    GHEALDAN

    The hilly, forested kingdom of Ghealdan lies between the easternmost parts of Andor and the kingdom of Amadicia. To the east are the Mountains of Mist. The Forest of Shadows can be found along the northern border, where nobody travels, and the Rivers Eldar, Boern, and Manatherendrelle run through it as well. Ghealdan is a land of mysteries and intrigue, and its people are diverse and hardy.

    • Culture: Ghealdan has a history of trouble with neighboring countries, and while they are not completely xenophobic, they do take steps to ensure they are well-defended if anyone does try to attack them. Their cities are walled, and they have a stout military renowned for its toughness and keen knowledge of the land. Communities in Ghealdan are centered around individual families, with men and women generally responsible as parents and raising their children well. Marriages are very happy occasions, as are other events throughout a child’s life, such as their completion of apprenticeship. The birth of a child is also an occasion celebrated throughout the community.
    • Appearance: Ghealdani men and women have a tendency for stockiness. They are generally of average height, though above-average weight. Skin tones range from slightly tanned to light, and hair and eyes are usually dark tones, typically brown. Hairstyles among men are diverse, but among women the popular style is pigtails held by curled ribbons. Ghealdani males favor dark coats with double rows of wooden buttons, and short, baggy trousers that extend to the knee-high, thick boots they wear. The women prefer practical dresses that are modest, with a lot of knit clothing and thick aprons.
    • Psychology: There is very little fear among the Ghealdani, though they do love their lifestyle and take many steps to protect themselves. They are passionate about their families and communities. A Ghealdani militia is a force to be reckoned with simply because they are tough and passionate, a difficult combination to overcome.

     

    ILLIAN

    Illian is a nation of freedom-loving people with a certain sense of adventure that permeates from them. There are perhaps no better seamen in the Westlands than the men from Illian. Meanwhile, on the land they will stand up to any threat, and with their balanced governance, they have very few enemies.

    • Culture: Illianers abhor tyranny, despite the fact that they are ruled by a king (though they do have other ruling bodies as well). To them, tyranny represents, among other things, an opposition of freedom, and few things are more important to Illianers than their freedoms. Illian is also the traditional starting place of the Great Hunt, which sees thousands of people from across the Westlands gather at the Square of Tammaz to begin their search for the Horn of Valere. It is a major port, and Illianers frequently see people from many different lands and nations in their communities.
    • Appearance: Illianers are slightly above typical average height and build, and they tend to be light-to-medium complexion and have dark hair and eyes. Both men and women are sturdily built, with a tendency for stockiness. Among both nobility and the common folk, men favor beards that leave their upper lip bare. Clothing for men is typically simply shirt and trousers, whereas for women it is dresses with low-cut necklines.
    • Psychology: From the founder of their kingdom, Illianers revere adventure and freedom to be among the loftiest of virtues and ideals. Their sense of adventure is unrivaled, while their love of freedom drives them. Illianers are a versatile people, and can be found in virtually any role

     

    KANDOR
    The Kandori are tough, strong, and earnest, and the minions of the Blight have extraordinary difficulty getting past their stalwart and often brutal guardians. Above the other Borderlander nations, Kandori love combat and beating up on  Shadowspawn creatures the most, though rarely to the point of doing it just for savagery sake.

    • Culture: The merchants of Kandor are among the best in the Westlands, especially considering their limitations in their tradable goods. With few marketable items, Kandori still manage to have a hefty presence in marketplaces all the way south even to the coastal towns, where they trade with merchants and even Sea Folk. Kandori seem to live in the moment, and can be raucous and loud when the time doesn’t warrant better behavior. Though their vigilance is high, they know how to rest when the time comes for resting, and be frivolous when times aren’t as gray as they sometimes are along the Blight.
    • Appearance: Kandori are light-skinned and of average height. Both men and women wear jewelry, especially earrings, and embroidered clothes that seem elegant for Borderland cultures. The men usually wear long, forked beard, though they are neat and well-groomed.
    • Psychology: Natives of Kandor know they will likely die in battle, so they try to live life to the fullest every day. They are also cunning, able to see strengths and, perhaps more importantly, weaknesses. Kandori don’t appreciate unearned frivolity, and can seem quite gruff in most scenarios, despite their sociability.

     

    MURANDY

    With a history of weak nobles and near-total xenophobia, Murandy is a kingdom renowned for its instability. The governing nobles are ever-changing, trade is nearly nonexistent, and people live in a state of virtually no confidence in those above them. Still, their self-reliance makes them stronger in many ways.

    • Culture: Murandians have more admiration for their local rulers than their national ones, and as such, local laws are generally enforced over those set forth by the national rulers. This makes it much more possible for the commoners to have a more say in what happens in their local area, but it creates a dangerously fragmented kingdom and makes it vulnerable to outside threats. It also creates very little national pride and the large cities, such as the capital city of Lugard, are run-down and dilapidated from lack of attention. Murandians are very aware of their political situation, and it can make many of them quite self-minded. To them, it is a matter of survival, and if survival means taking more than is owed to you, or disregarding rules entirely, then that is what they will do. With the country itself in constant jeopardy, stability must begin with oneself, according to many Murandians.
    • Appearance: Murandians are of average height and weight. They have light-colored skin and dark hair and eyes, like nearly all Westlanders. Male Murandians often grow mustaches and goatees, which they painstakingly curl and fashion. Men wear knee-length coats and high-crowned hats, and typical trousers and shirts that are common in the Midlands. Women wear modest dresses that are also typical, though they tend to be slightly higher up on the ankle. They wear colorful and often striped aprons. Bright scarves often adorn their heads.
    • Psychology: Murandians are not fatalist, but they have next to no confidence in the future of their nation. Most of them yearn for a strong government, but at the same time they do not respect it and admire the strong local governments that oversee them. Murandians have a tendency to be stubborn and licentious.

     

    SALDAEA
    Saldaeans are swift riders and swift killers of Blight creatures. Their range of the Blight is vast, so their coverage must equal the challenge. Among the Saldaeans, women fight alongside their men, and are equally capable in combat. Though they generally prefer light weapons such as short swords and daggers, they manage to inflict damage swiftly and beat the threats that come into their lands back.

    • Culture: The people of Saldaea enjoy feats of physical dexterity and balance. Men and women train themselves to be master horse riders and acrobats, not only for the benefits on the battlefield, but also to display and put on a show for those around them. Horsemanship is an important part of Saldaean culture. Above all else, however, Saldaeans take very seriously their responsibility to protect their portion of the border from the constant raids of the Shadowspawn abominations. Their duty is to keep the Blight back along mostly flat lands, except the lands to the far west along the coast, where they become treacherously rocky and mountainous. Still, the Saldaeans rise to the challenge with their ingenuity and bold fearlessness.
    • Appearance: Saldaeans have light to tanned skin and dark hair is generally worn at medium length, though combinations of green eyes and red hair seems to crop up often enough as well. All have almond-shaped eyes that are generally found to be exotic and even alluring, and Saldaean women particularly are found to be extremely attractive not only for their toughness, but also their ironic wiles. Women wear a very high-necked dress with long or wide sleeves and narrow skirts. Skirts reach just above the floor. Highborn women usually wear fine embroidery on their dress. They also carry feathered or lace fans since there is a language of fans in Saldaea. Soft boots are worn with riding dresses.
    • Psychology: Saldaeans are bold, willing to do daring things most wouldn’t even imagine to attempt. To them, risks are worth taking if the reward is great, and bravery is its own reward.

     

    SHIENAR

     

    The Shienarans are an extraordinarily proud warrior culture in the far eastern reach of the Borderlands. Every bit as vigilant and sturdy as the other Borderland kingdoms, these warriors do not fear the Shadowspawn they must fight so often along the Blight’s borders. Shienarans yearn for peace, though they know it won’t likely happen for a very long time.

    • Culture: Shienarans revere life and honor death. They admire peace, but master combat. A great deal of their cultural and general outlooks seem like an oxymoron to most other cultures, but Shienarans recognize the virtues of these things, and it causes their admiration of them to increase. Nobody, not visitors or natives, is allowed to wear a mask or hood within the walls of a city. Baths are taken publicly, which can be something of a shock to conservative and modest visitors. Above all else, Shienaran culture is a warrior one, and nobody is more important than the brave individuals that fight and die to protect all decent life from the ravaging forces of the Blight.
    • Appearance: Shienarans are tall, slightly shorter than Atha’an Miere, but taller than other Westlanders. They have light tan skin and dark eyes. Their dark hair is worn long, though the men often shave all parts of their head except the topmost part, which is tied into a topknot. Shienaran warriors wear breastplates and often wear two swords in battle. Men wear a high collared coat that reaches about mid-thigh, tight breeches, a shirt with wide sleeves and tight cuffs and knee high boots. Noblemen’s coats are of velvet or embroidered silk. The cloak may have a stiff standing collar. Lounging robes are worn when relaxing indoors. Women wear fairly modest belted dresses with medium to high necklines. Those of the wealthy are embroidered in flowers on the bodice or sleeves and perhaps also on the shoulders, but rarely on the skirts. The skirts may be slashed with a contrasting colour (a fashion popular among Aes Sedai). Noblewomen may have metal thread embroidery or pearls in the embroidery.
      • Note: RJ is on record as saying Shienarans appear ethnically Japanese but their culture is medieval European in nature. [Quoted on Theoryland]
    • Psychology: Shienarans are generally fearless, though they are considerably more careful and calculating in their ventures. They have a sense of duty that prevails most other things, and Shienarans who give their word will do everything in their power to fulfill it.

     

    TARABON

    In the southwestern corner of the Westlands lies the cultural and artistic kingdom of Tarabon, as well as its major port city Tanchico. Tarabon is a progressive kingdom with a great respect for historical artifacts and art in its many forms. Even though their location makes them the first nation to be conquered by the Seanchan invaders, their sense of culture helps them keep many of their traditions alive. Tanchico is one of the most important port cities in the Westlands, as it joins the west with the south in both culture and trade.

    • Culture: Taraboners have a very old culture, with a great deal of history. It is a society that spawns a high percentage of unique thinkers and great artists, from sculptors and painters to minstrels and actors. Many gleemen come from Tarabon, and the Illuminator’s Guild was started there. Taraboners seem to have an optimistic outlook on the world more frequently than other nations. These Taraboners see life as an opportunity to explore possibilities and pursue dreams, and their society certainly doesn’t discourage them.
    • Appearance: Taraboners have light to tan skin, and are of average height and build. They have hair ranging from light blonde to black, which the women wear in multitudes of small braids, and generally dark eyes. Male Taraboners often wear bushy mustaches and cylindrical hats, and prefer baggy shirts and pants. The women wear dresses similar in style to Domani dresses, which cling to the body, though they are certainly less showy than the ones worn by their Domani counterparts. Men and women alike wear semi-transparent veils that partially conceal their faces, leaving only their eyes in full view.
    • Psychology: Taraboners are generally optimistic and hopeful in their endeavors. They tend to aim high in their goals and don’t quit on their dreams easily

     

    TEAR

    Other than the White Tower, perhaps no other place is more well known and magnificent than the Stone of Tear. From nobles to commoners, Tairens strive for greatness in any endeavor that they do, and their beliefs are that there is nobody out there who has more potential than they do. Though many see them as arrogant, often it is simply confidence in themselves.

    • Culture: Tairens do not like channelers, yet ironically they have a constant reminder of the power of the One Power in the form of the Stone of Tear, which itself was created using the One Power, and the Prophecies of the Dragon include the Stone. Even though they do not like channelers, many Aes Sedai come from Tear. All throughout the Westlands, there is a notable difference between commoner and noble. Yet, in Tear this is particularly noticeable. Nobles elevate themselves to extraordinary heights while the commoners toil in astounding poverty in some parts of the kingdom. The nobles consider it their responsibility to use whatever means necessary to fulfill their demands, which, to many, includes protecting their people and even the entire world, starting at the Stone of Tear.
    • Appearance: Tairens are generally of average height and weight, and they have light to dark complexions among them. They have dark hair and eyes. Tairen noblemen wear elaborate clothes, including colorful coats with puffy, padded sleeves and embroidered sashes. The noblewomen wear long silk gowns that leave the shoulders and a fair amount of the chest bare. Commoners wear much more drab attire, with the men wearing snug-fitting coats, and the women often wearing aprons over plain-colored dresses. Commoners also often wear wide-brimmed, conical straw hats.
    • Psychology: With very rare exceptions, Tairens are, as a whole, very confident, sometimes even to the point of arrogance. Yet, Tairens see themselves as vessels of greatness, and they do what they can to fulfill what they believe their potential is.
  13.  

    [This text has been copied from a post by Taymist in our Legacy RP group.]

    PLEASE ENSURE ALL SIGNATURES AND AVATARS ARE WITHIN THE SIZE GUIDELINES!

    Signature and Avatar Requests

    Check out the Sig Requests and Sig Auctions boards. You can either post a request for someone to make you one to order, or enter the free auctions to win a design which will then be customised with your words.

    HERE


    Signature Rules

    1. The board software now automatically ensures rules are complied with.
    2. No links may be included. This is a spam prevention measure.
    3. Signature Pictures may be of the following dimentions: 600x150.
    4. Signature Pictures should contain no copyrighted material with out express permission from the artist.
    5. If you use a Signature Picture and Text, you may have no more than 2 lines of text in addition to your picture.

     


    Avatar Rules

    1. You can choose from our many avatars in our gallery with impunity.
    2. If you choose to link your avatar from your own site they must be no larger than 100x100.
    3. Avatars should contain no copyrighted material with out express permission from the artist.



    Avatar Gallery available

    1. If you would like to use a pre-made avatar for these forums, please click on the link to edit your profile, and then click "Show Gallery" (near the bottom of the page)

    2. You can select from several categories of avatars.

    Please read pinned announcement threads before posting on any board.

    If you see someone whose signature or avatar breaks these guidelines, please GENTLY remind them of the rules. If they don't change it, contact Staff.

  14. [This text has been copied from a post by Taymist in our Legacy RP group.]

     

    How do I Role Play?

    Our role play takes place on message boards located here in the forum. You will write a piece from your character's point of view, (third person, past tense being customary), and post it as a new thread or as a reply to an existing thread. Other players will then respond in turn, each posting pieces from their character's point of view. However, there are three key points of etiquette to be aware of before you start posting.


    1. PERMISSION. All characters must have a biography, or bio, which must be approved and cross checked before role play begins. You must, within reason, have specific permission for any special or remarkable skills, gifts or possessions. Your character must not, for example, wake up one morning and have a dramatic Foretelling unless you have been awarded the Foretelling Talent by an appropriate member of Staff. There are limits to this; if your character was raised as the literate son of a High Lord it would be reasonable for you to assume that he can read the Old Tongue; that same character is unlikely to have woodcraft or tracking skills which a common born character might have.

    2. MODERATION. A perfect character is considered flat and there is generally little interest in interacting with them. Nobody wants to play the less interesting henchman to your stunningly gorgeous, fabulously intelligent, super-powered legendary princess heroine. Your character will not be perfect! Just like an ordinary person, they will have strengths and weaknesses, good points, bad points, flaws and complexities. Sometimes they win, sometimes they lose. Sometimes they fail utterly at everything they turn their hand to. That's where the interest is in role play. Think hard about your character's flaws and play them.

    3. CONSENT.

    i) Ensure you have approval from your RCL, ACL, or other Staff member (e.g. MoN) where necessary, especially for "requirement" RP's such as classes or for inter-Group RP's.

    ii) Talk to other players before you start a plot involving them and make certain everyone is happy.

    iii) If an existing role play thread is marked in the title as "Open To All" or something similar, then you are welcome to join in. Most role plays are specific to certain characters, however, and you should not post on these unless invited to do so.

    iv) Never, ever kill another player's character without their permission. This is considered a huge breach of etiquette.

    v) Do not do something which would have a significant effect on other players' characters (such as describing an accident where they would be disabled or having them trapped in any way) without gaining their permission. Most players will be open to new possibilities. If you are having difficulty getting players to agree to your plot, and you feel they are being unreasonable, you can always turn to the Staff for help.

    vi) Your character may make observations or have reactions to what someone else does. However, you are not usually privy to the thoughts, feelings, dreams etc. of another player's character so do not try to write from their point of view without express permission.

    vii) If another player writes anything regarding your character that you feel is seriously flawed, contact them privately to discuss it, explain your reasons and request that they change it. Should they refuse to comply or you're unhappy with their response, approach a member of Staff for your RP Group and ask them to handle it.


    Grey's Rule / God Mode

    A very specific Role Play rule, and one that is named after a very old member of Dragonmount from around 2001-2. He used to play a giant of a character and wielded a massive sword which he used to simply cleave his way through combat. He fought frequently and was quite the berserker, getting himself into all sorts of situations where he would fight against a wide variety of odds. Sometimes he would win.

    Sometimes.

    At other times, including the moment where his character was killed, he would be clobbered or left just short of dead for his trouble. He threw his characters into all sorts of situations expecting to win, yet if he was ever alerted to the fact that he couldn’t do so, he would be willing to take the realistic consequences of having taken that course of action. So, in his honour, (because its a rare person who is willing to take it on the chin), we name this rule after him.

    If a character is doing something wildly improbable, such as attacking twenty armed soldiers, then unless there are very good reasons for why they should win, (the twenty soldiers are wounded and ill or a wall has been collapsed on them first, etc.), Admins reserve the right to enforce the realistic consequences of your actions. In this case, your character would be stabbed repeatedly, or perhaps if you’re very lucky the character will just be beaten to within an inch of their life and have to spend months healing. They may or may not regain full use of their limbs. As a player you’re trusted to do the right thing. If you do not, then the right thing can and will be enforced.

    So if you do something unrealistic, either do it incredibly well or be prepared for your character to face the consequences.

  15. [WIP]

     

    Each listed place is described in a post below with details on that area and its people. For the towns, more information can be found by looking it up, but beware of possible spoilers. Not all cities/towns will be listed for each country.

     

    Countries/Kingdoms:

    • Altara
      • Capital: Ebou Dar
      • Other Cities/Towns/Villages:
        • Malden
        • Coramen
        • Jurador
        • Mosra
        • Salidar
        • Runnien Crossing

     

    • Amadicia
      • Capital: Amador
      • Other Cities/Towns/Villages:
        • Abila
        • Almizar
        • Bellon,
        • Jeramel
        • Mardecin
        • Sienda

     

    • Andor
      • Capital: Caemlyn
      • Other Cities/Towns/Villages:
        • Aringill
        • Baerlon
        • Breen's Spring
        • The Two Rivers; it consists of the villages of Emond's Field, Deven Ride, Taren Ferry and Watch Hill.
        • Whitebridge

     

    • Arad Doman
      • Capital: Bandar Eban
      • Other Cities/Towns/Villages:
        • Darluna
        • Katar

     

    • Arafel
      • Capital: Shol Arbela
      • Other Cities/Towns/Villages:
        • Jakanda
        • Silverwall Keeps
        • Tifan's Well

     

    • Cairhien
      • Capital: Cairhein
      • Other Cities/Towns/Villages:
        • Eianrod

        • Jurene

        • Maerone

        • Morelle

        • Selean

        • Taien

        • Tremonsien

     

    • Ghealdan
      • Capital: Jehannah
      • Other Cities/Towns/Villages:
        • Bethal

        • Boannda

        • Cosamelle

        • Fyall

        • Jarra

        • Samara

        • Sidon

        • Tallan

        • Willar

    • Illian
      • Capital: Illian
      • Other Cities/Towns/Villages: Unknown

     

    • Kandor
      • Capital: Chachin
      • Other Cities/Towns/Villages:
        • Canluum
        • Manaka
        • Ravinda
        • South Mettler

     

    • Murandy
      • Capital: Lugard
      • Other Cities/Towns/Villages:
        • Hinderstap

        • Inishlinn

        • Mindea

        • Trustair

    • Saldaea
      • Capital: Maradon
      • Other Cities/Towns/Villages:
        • Irinjavar

        • Kayacun

        • Mehar

    • Shienar
      • Capital: Fal Moran
      • Other Cities/Towns/Villages:
        • Ankor Dail

        • Camron Caan

        • Fal Eisen

        • Fal Sion

        • Medo

        • Mos Shirare

    • Tarabon
      • Capital: Tanchico
      • Other Cities/Towns/Villages:
        • Alcruna

        • Elmora

        • Maracru

        • Nassad

        • Serana

    • Tear
      • Capital: Tear
      • Other Cities/Towns/Villages:
        • Godan

     

    Independent City States:

    • Far Madding
    • Mayene
    • Tar Valon

     

    Other:

    • Aiel (Three-Fold Land, "The Waste")
    • Atha'an Miere (Sea Folk Isles, the Oceans)
    • Seanchan

     

    MAP

     

    dev83ty-4fd9e2ad-2607-4d5d-b35b-f5e736dd

  16. Role-playing Rules and World Cannon to Keep in Mind for Biographies

    • To role-play and post on the In-Character boards, you must create a character by making a biography for them and submitting it on the biography board. Only after your character is approved may you begin role-playing.

     

    • You can ask to play a full rank Aes Sedai or Warder only if you have read the books up to finishing, or past The Great Hunt, and/or have previously RPed full-rank characters at DM. The reason for this is because people who play full rank characters must have a basic understanding of the Wheel of Time universe and its idiosyncrasies, as well as the White Tower (our most popular in-character group), and a fair grasp of both is obtained by the end of book two. Otherwise, you must go through a character apprenticeship period. [This rule may change before RP is opened.]

     

    • Characters in positions of great power will, at this time, not be allowed; for example, Princes/Princesses/Heirs/Heiresses, Queens/Kings, Panarchs, Sitters in the Hall or Ajah Heads, warrior society leaders (Aiel), Wavemistresses or Windfinders to Wavemistresses and above ranks (Sea Folk); officers or anyone above a file leader of the Children of the Light. Such positions will be taken by NPCs and TTPCs (see below for abbreviations and acronyms).
      • Aiel Wise Ones are allowed, but should start out as apprentices. If you want to play a full rank Wise One, please make the case for it. You should have at least read through to the end of book four (The Shadow Rising) to play a Wise One.

     

    • All roleplay is conducted in third-person point-of-view. Please look this up if you do not know the difference between first-person and third-person POV. (WoT, LotR, and Harry Potter are all examples of books written in third person perspective).

     

    • Please know that some nationalities' physical attributes are limited by their race; for example, Atha'an Miere are all dark of skin with black hair ("darker than Tairens") while Aiel all have either red, blonde, dirty blonde hair and blue, green or gray eyes, and are taller than other people in the world, Cairheinins are short and pale, etc. This information will also be included in our geography section.

      • Characters who have a parent from two different countries and therefore come from two different cultures are welcome, within the "realistic" confines of the WoT universe, and your physical appearance can reflect this. In other words, someone having a parent from Arafel and another from Arad Doman is realistic, whereas a half Aiel character would not be accepted.
      • Characters from Shara are not allowed.
      • Seanchan characters must be in Seanchan until the Forerunners arrive.
      • Sea Folk characters who leave their ships lose the rights to all earned ranks and are treated more lowly than deckhands by their own people as a result.
      • Children of the Light can come from any country in the Westlands, as can Aes Sedai and Warders. Sea Folk Aes Sedai will be extremely limited due to being so rare. Aiel cannot become Aes Sedai and non-Aiel cannot become Wise Ones. Non Sea Folk cannot join Sea Folk ships in any capacity.

     

    • Scores for One Power use will be randomly assigned to each character you make. That said, minimum scores will not go below a certain number for certain ranks. For example, Aes Sedai must have a OP score of at least 45(33) to even be tested for the shawl; thus, no Aes Sedai will be below this number.
      • OP Scores can be increased through certain types of RP; i.e., writing out your Aes Sedai's three-arches test and test for the shawl would each give a boost. If you begin as a novice or Accepted, this still applies. Certain types of RP for male/Aiel/Sea Folk/Seanchan channelers will be accepted as well.
      • Weapons Scores and Dreamwalking Scores will be based on RP and can be increased through various RP.
    • Scores for weapons have their own guidelines and can be viewed here.
    • Scores for dreamwalking are TBD.
  17. This post shows the format we are asking all character biographies to be in. This is so we can keep information clear and organized among many writers, and anyone can come quickly reference your bio when needed.

     

    Please read the reply post below this main one for further guidelines before submitting a biography.

     

    Biographies, as well as RP in general, are required to be written in the third-person point of view/ perspective. In other words, no "I" or "you"s that would be found in first-person.

    • Third-person written sentence example:
      • "Jagen embraced the One Power and lifted her hands as she began a weave."
      • A first-person PoV would read like this: "I embraced the One Power and lifted my hands as I began a weave." This is what we want to avoid, as popular fantasy series including the Wheel of Time are written in third-person perspective, with character internal thoughts written in first-person.

     

    Biographies must also contain proper punctuation and spelling to the best of your ability. Internet slang, abbreviations, constant run-on sentences, etc. will result in your bio failing to be approved.

     

    Characters cannot be named after major characters in the series, but you may possibly chose a more minor character name to use. Please ask upon submitting a biography.

     

    ***************************************************************************

    Title of Thread:

    Organization - Character Full Name - Specific Group and/or (Rank) (if Applicable)

     

    Organization will be what group (out of three) your character falls under generally:

    • The White Tower - For all Aes Sedai, Accepted, novice, and Warder characters.
    • The Freelanders - This is our most diverse group in that it covers all normal folk (townspeople, innkeepers, etc) as well as the following Specific Groups, of which you should always list one:
      • Children of the Light
      • Seanchan
      • Aiel
      • Tuatha'an (The Traveling People)
      • Atha'an Miere (Sea Folk)
      • Wolfkin
      • Westlander (This is for any character who lives in the Westlands as we know them who does not fall under the other groups).
    • The Shadow - Those freelander members who are Darkfriends will conduct all nefarious planning in the Shadow.
      • If you are a Shadow character, please also list your Specific Group as listed above.

     

    Some Bio Title examples:

    • White Tower - Theodrin Mercean - Aes Sedai
    • Freelanders - Setale Anin - Westlander (Innkeeper)
    • Freelanders - Linyn Kiumo - Seanchan (So'jhin)
    • Shadow - Uriel Septim - Westlander (Assassin Trainee)

     

    ***************************************************************************

     

    Name:

    [Full Character Name]
    Age:

    [Age in the current timeline / Character's current age]
    Place of birth:

    [City/Town, Country. If you don't have a small town name, you can make one up or list a general geographical reference; i.e., "southern Arad Doman." City and country names, as well as facts, are found in our Geography Information Thread.]

     

    Physical Description:[A full physical description so we know what your character looks like.]

     

    Personality:

    [Your character's personality. "A character’s personality is more than just a list of traits; it’s a complex web of interrelated characteristics that determines how a character thinks and operates, as well as how they perceive and interact with the world around them." (quoting the author Kristen Kieffer) Here you can also add things like hobbies and idiosyncrasies.]

     

    Character History:

    [This is when your character was younger and what lead them to where they are today.]

     

    Character Reputation

    [This is applicable to characters who have been in any area for a certain amount of time, ranging from between a month to many years. How is your character perceived by others? What rumors might others have heard about them? Are there past incidences your character might be known for? (i.e., your character might be known for how they like to dance all day or night at festivities, or for their pickiness about clothing or other such behaviors).]

     

    ****************************

     

    When biographies are approved, you'll get a reply saying so and the bio will be locked to prevent further edits.

     

    After you begin to RP, you can start a Character Development Thread, titled as such:

     

    Character Development Thread: [Character Full Name] [Organization/Group]

  18. Acronyms, Abbreviations & Terms

    [Copied from an original post by Taymist, edited slightly to fit our new RP Club]

     

    Please note: This list is not exhaustive. It is simply a general guide to some of the most commonly used abbreviations on Dragonmount and within the PSW.

    Admin
    - Administrator

    ACL - Assistant Club Leader
    AoL - Age of Legends
    AS - Aes Sedai and/or Amyrlin Seat
    Bio - Biography (history/background of any character)
    BotRH - Band of the Red Hand
    BT - Black Tower
    CotL - Children of the Light
    DM - Dragonmount
    DS - Dreamwalking Score
    ES - Experience Score
    FL - Freelanders (all the people with no specific home, such as merchants or nobles along with the smaller groups like The Kin, Ogier or Sea Folk)
    IC - In Character
    MAA - Master At Arms (for Warders, Tower Guard)
    Mod - Moderator. Usually has responsibility for a specific board or set of boards such as the Book Discussion Mods or the ToW Mod.
    MoN - Mistress of Novices
    NPC's (Non Player Character) - This refers to characters that do not require a bio and are only used to pad out an RP. By padding out I mean something along the lines of innkeepers/stable boys/merchants.... incidental people. There is no growth of these characters, they simply fulfill a purpose. Example, Bob (a PC) goes into an inn in Tar Valon and talks to the innkeeper, asking how to get an audience with the Amyrlin. The innkeeper replies and once the PC has the info he wants, the innkeeper's part is over.
    NSW (Non Specific Writer) - This refers to those characters/positions where continuity is required, and as such are owned by the RP Groups (not the bio author). As an example I would use the Ajah Heads in the WT and the Master at Arms of the Warders. Such positions will require a bio that is approved by the RCL and there is no time limit on how long this character can be RPed. They can also be played by anyone the ACL stipulates, although often they can be played by the same person for long periods. NSW and TTPC characters should always be filled by members of that RP Group and not by members of another RP Group. 
    OOC - Out of Character, i.e. posting as yourself
    PC (Player Character) - This refers to the players' own personal characters. The players have full authority, within their RP Group's rules, over these characters. Biographies for these characters need a bio approval by their RP Group's Bio Checker.

    RJ - Robert Jordan
    RP - Role-play (other variations: RPed/RP'd, RPing, RPer)
    SC - Seanchan
    ToW - Turnings of the Wheel. DM's open RP board which is not restricted to WoT topics.
    TTPC (Temporary Third Party Character) - This refers to characters that are created for specific RP's only but still require a bio. It will be the responsibility of the Bio Checker/ACL to monitor the people playing these characters, and to make sure they abide by the time limits (start and end date) that they have advised the Staff of in the bio for this character. Any deviation from the finish date, that is not authorized by Staff, should result in the player no longer being allowed to play a character.
    TV - Tar Valon
    WK - Wolfkin
    WoT - Wheel of Time
    WS - Weapon Score
    WT - White Tower
    WY - Warders' Yard

     

    You may also see or hear references to Orgs (Organisations) and OL's or to Divs (Divisions) and DL's. These were the old names for the Social Groups, RP Groups and their Leaders respectively. We have now changed again as of 2019 and the latest names are Clubs and CLs (Club Leaders).


    The Books

    EotW - The Eye of the World
    TGH - The Great Hunt
    TDR - The Dragon Reborn
    TSR - The Shadow Rising
    FH - The Fires of Heaven
    LoC - Lord of Chaos
    aCoS - A Crown of Swords
    PoD - The Path of Daggers
    WH - Winter's Heart
    CoT - Crossroads of Twilight
    KoD - Knife of Dreams
    TGS - The Gathering Storm

    ToM - Towers of Midnight

    AMoL - A Memory of Light

    NS - New Spring

  19. Board Organization

    We have two types of boards in the Roleplay (RP) Club. Out Of Character (OOC) where you're typing as yourself, and In Character (IC) where you actually write as your character and tell their story.

     

    Information Board

    In time all the information you need to begin role-playing in this Club will be here, in various topics (threads). You'll find information related to the world as well as practical RP information.

     

    Out of Character (OOC) Boards

     

    The OOC Boards are split up into 4 general groups:

    • General is for welcoming role-players, social talk, planning major RP plot-lines that will effect more than one group, as well as any RPs that involve more than one group.
    • Tar Valon is for anything that happens on the island of Tar Valon where the White Tower is, where Aes Sedai, Warders and Tower Guards make their home.
    • Freelanders is for RP planning that might expand all over the Westlands, the Aiel Waste (Three-Fold Land), Sea Folk Isles, and Seanchan. The Westlands are the term used for the 14 countries/kingdoms where the Wheel of Time takes place, and the land in between those places. Children of the Light (Whitecloaks), Aiel, Seanchan, Sea Folk (Atha'an Miere), Tuatha'an (the Traveling People), and Ogier will fall under this category.
    • Shadow is for Darkfriends who are up to nefarious planning.

     

    In-Character (IC) Boards

     

    • In Character - World of the Wheel of Time is for all In-Character posts, that is, where you actually flesh out the story in RP. It runs in what we call the current timeline.
    • In Character - Retro World is for any roleplays that take place before the current timeline that begins on Winternight, 998 NE. For example, if you want your character to be 30 years old, but you want to also do RPs of them younger (perhaps to flesh out your character), you'd use this board. This is the same with full rank characters (Aes Sedai, Warders, etc) who want to RP some of their apprenticeships.

     

    Biographies Board

     

    This board is for posting character biographies. People who wish to create a character will copy a pre-set format and fill it out, sort of like filling out a character sheet for table-top roleplay, but with only one number involved (your character's age).

    Once you get approval for your character's biography, you can begin posting. As of the moment of this writing, Jagen Sedai is your default bio approver.

    (Desired biography format will be posted soon)

  20. THIS IS A WORK IN PROGRESS.

    Thank you for your patience!

     

    Whether you are new to the world of The Wheel of Time, or a long-time reader, this thread will be full of information to help you get started in our roleplay world!

     

    Dragonmount Code of Conduct

     

    All WoT-NB RP Club members are required to go read the link below in its entirety.

    By the time your bio is approved, we will assume you have read this. Being ignorant of the CoC will NOT be acceptable as an excuse should you later break any of its rules.

    DM CODE OF CONDUCT (Updated August 2019)

     

    Role-play Club Staff for "WoT - A New Beginning"

    • Club Leader (CL): @Kathleen
    • Assistant Club Leader (ACL): @Jagen Sedai - This is your main point of contact for bio approvals, larger RP questions, issues/concerns, etc.
    • White Tower Lead: @Jagen Sedai
    • Freelanders Lead: @Cass
    • The Shadow Lead: @Arie
    • Other Staff Positions TBD

     

    Our Organizations

    We mainly have three organizations for characters as we begin in this RP world. Within the Freelanders, we also have Specific Groups, and their names will be used in your bio titles as per bio guidelines.

    • The White Tower - For Aes Sedai and Warder characters
    • The Freelanders - This is our most diverse group in that it covers all normal folk (townspeople, innkeepers, etc) as well as the following Specific Groups:
      • Children of the Light
      • Seanchan
      • Aiel
      • Tuatha'an (The Traveling People)
      • Atha'an Miere (Sea Folk)
      • Westlander (This is for any character who lives in the Westlands as we know them who does not fall under the other groups).
    • The Shadow - Those freelander members who are Darkfriends will conduct all nefarious planning in the Shadow.

     

    Role-playing Basic Rules

    • To role-play and post on the In-Character boards, you must create a character by making a biography for them and submitting it on the biography board. Only after your character is approved may you begin role-playing.
    • You can ask to play a full rank character (Aes Sedai, Warder) only if you have read the books up to finishing, or past The Great Hunt, and/or have previously RPed full-rank characters at DM. The reason for this is because people who play full rank characters must have a basic understanding of the Wheel of Time universe and its idiosyncrasies, as well as the White Tower (our most popular in-character group), and a fair grasp of both is obtained by the end of book two. Otherwise, you must go through a character apprenticeship period. [This rule may change before RP is opened.]
    • Characters in positions of great power will, at this time, not be allowed; for example, Princes/Princesses/Heirs/Heiresses, Queens/Kings, Panarchs, Sitters in the Hall or Ajah Heads, warrior society leaders (Aiel), Wavemistresses or Windfinders to Wavemistresses and above ranks (Sea Folk); officers or anyone above a file leader of the Children of the Light. Such positions will be taken by NPCs and TTPCs (see below for abbreviations and acronyms).
    • Characters from the books or show are not allowed. All characters must be your own creation.
    • All roleplay is conducted in third-person point-of-view. Please look this up if you do not know the difference between first-person and third-person POV. (WoT, LotR, and Harry Potter are all examples of books written in third person perspective).
    • Weapons Scores have their own system. Information will be posted soon.
    • Scores for abilities such as One Power use and dreamwalking will be randomly assigned to each character you make; you do not get to chose how skillful your character is in anything that can effect OP combat or being pitted against another channeling or dreamwalking PC. That said, minimum OP scores will not go below a certain number for certain ranks (for example, Aes Sedai must have a OP score of at least 45(33) to even be tested for the shawl; thus, no Aes Sedai will be below this number.
      • OP Scores can be increased through certain types of RP; i.e., writing out your Aes Sedai's three-arches test and test for the shawl would each give a boost. If you begin as a novice or Accepted, this still applies. Certain types of RP for male/Aiel/Sea Folk/Seanchan channelers will be accepted as well.
      • Dreamwalking Scores will be based on RP and can be increased through various RP.
    • If you're new to Roleplaying, please read the "How do I Roleplay?" section below.

     

    Main Storyline Characters and Events

    You might be asking, well, who's the Dragon Reborn? Doesn't the story kickoff with finding out who it is? Indeed, as our RP progresses news of the DR will spread, as well major events that take place. But our Dragon will be named something else entirely, and may be an entirely different person. Our version of "Moiraine" will likely be an NPC Aes Sedai, as the DR will also be an NPC--and other certain major characters you find in the books; we will have our own versions as needed. But events might happen a bit differently, and some might not happen at all. As the RP progresses, we'll be keeping an Official Timeline in place so you always know what's going on (though your character might not necessarily know).

     

    Similarities and Differences Between the RP Clubs

    This club is brand new. Our older club, the Legacy RP Club, has an on-going story that has been RPed for over 20 years. Relevant information will be copied over into this club--namely about DM rules, how to get started, etc -- but with essential differences. Please do make sure that if you're part of this RP club, to contact mods here and keep in mind our organization is going to be different than the Legacy RP.

    Our roleplay begins on the same day as the books do and the show does -- Winternight, in the year 998 NE.

     

    DM Signature & Avatar Rules

    Board Organization

    Board Acronyms, Abbreviations & Terms

    Biography Guidelines - This link takes you to the Bio Guidelines on the Biography Board.

     

    THE WORLD:

    Geography, Map & Cultures

    WoT Setting Calendar

     

     

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