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DRAGONMOUNT

A WHEEL OF TIME COMMUNITY

Arie

RP - Staff
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Everything posted by Arie

  1. Since we're in a small flux as we change over to a new timeline, it seems pertinent that I share where all the updates are happening so no one has to chance them down. I do strongly encourage anyone interested in helping to fill out the World Lore, even if it's from our old Legacy Lore, and updating it I would be incredibly grateful. Maybe then I'll have more time to reply to RP posts.. XD Feb 4th: Welcome & Sign-up Thread got a link update GROUPS got an update - White Tower & Black Tower are moved into 'Legacy' status. "Channeler" is the new group to encompass all channelers with the new timeline. I will update all currently approved bio's to "Channeler" from "White Tower" to reflect this. One Power Update Removed the vagueness around the Black Tower's existence (Thanks @Jehlal!) Moved info on Weaves, Talents & Affinities the like to World Lore. I reorganized the Library a little and added in Merrilor for new players looking in, along with the LOOSE timeline. Re-Added rule about One Power Items to Biography Writing. If the organization seems weird to you, speak up. I move things around enough as I go that sometimes I forget the logic of where I put things in the first place. 🙂
  2. Opening this up for those of us who might be interested in renewing a few old favorites. 🙂 Maegan's obviously on my list, since she's one of the few that actually thought ahead in what her goals were. Irony there.
  3. MODIFIED 1.4.24 - Links & added Merrilor (wip) MODIFIED 3.4.24 - Updated Staff Contact List & Links
  4. AFFINITIES Repost from wot.fandom.com. Like Talents, Affinities is a collective name for certain general abilities belonging to those who can channel. Unlike most weaves, Affinities are innate and cannot be learned. An affinity refers to a person's strength with a given element of the One Power. These Five Powers are Air, Water, Fire, Earth, and Spirit. Males weaving saidin tend to have affinities for Fire, Earth or Spirit; whereas females weaving saidar tend to have affinities in Water, Air and Spirit. Therefore, Earth and Fire are typically perceived as masculine, and Water and Air as feminine, with Spirit perceived as a gender-neutral power. This does not, however, mean that a channeler is limited to these gender clasifications. For instance, while captive among the Seanchan, Egwene al'Vere was noted to have an affinity for finding metals, which is rare among damane. This shows that Egwene has an affinity for Earth, she demonstrated again her affinity later in her rediscovery of making cuendillar and to heal the pattern damaged by Balefire with the crystals of the Flame of Tar Valon. The Asha'man Naeff instead showed an affinity for Air, a rarity for a man.
  5. TALENTS Repost from wot.fandom.com. Talents is the collective name for special abilities innate to those who can channel. Talents are innate and cannot be learned, unlike most weaves. All Talents are relatively rare, and some are unpredictable. It appears that certain Talents are more common in certain channeling organizations - for example, far fewer Wise Ones have the Talent to Heal than Aes Sedai, and far fewer Aes Sedai have the Talent known as Cloud Dancing than Windfinders - although the reason for this is unknown. A possibility could be the dwindling number of channelers in general, making the likelihood of innate Talents even smaller. Elayne Trakand considers it a likely option that the Windfinders are extremely skilled Cloud Dancers because of their lifestyle. One of the more commonly known, and most rare, Talents is Foretelling, which causes the channeler to experience trance-like states in which they perceive future or present events. The ability to see ta'veren is also a Talent, as is the ability to enter the World of Dreams (commonly known as dreamwalking or Dreaming) which is more common among the Aiel. A recently discovered Talent allows the channeler to "feel" the effects or intended use of a ter'angreal through simple physical contact. Some Talents, such as the aforementioned Foretelling and ability to see ta'veren, provide unique abilities unavailable to all other channelers, while others (like Fast Learning and Traveling) merely provide a degree of skill disproportionately greater than the channeler's strength in the One Power would otherwise give them. Some of the Talents in this Age are new, such as the Talent to see ta'veren. Many other lost Talents, however, are just now being discovered by the channelers of this Age, such as the Talent of Aligning the Matrix, and the making of ter'angreal and cuendillar. Aligning the Matrix - The ability to make metal stronger, allowing for the creation of Power-wrought weapons. Fager Neald rediscovered this Talent. Blood Boiling - The ability to cause another person's blood to boil, killing them. This talent is strongly linked with the Talent of Healing. Rianna Andomeran has this Talent. Cardiac Arrest - The ability to stop another person's heart from beating, killing the person. This talent is closely associated with the Talent of Healing. Chesmal Emry, Cadsuane Melaidhrin, and Siuan Sanche have this Talent. Cloud Dancing - The ability to control and manipulate weather patterns, such as creating storms or wind or clearing the sky to make a sunny day. Atha'an Miere Windfinders call this Talent Weaving the Winds and are specialized in this kind of weaves. Verin Mathwin and Moiraine Damodred both possess this Talent. Compulsion - The ability to influence another person's mind and actions. It is possible to completely erase one's personality and autonomous thought with enough layers of Compulsion. Graendal is said to have an unmatched mastery of this Talent. Verin and Liandrin know a milder form of Compulsion, lesser in strength and effectiveness. In particular, Verin is able to only imprint vague suggestions in the mind of others that are only effective if her victims find a valid reason to follow them, so she must imprint suggestions that are adaptable to the mind of her victims, not ones that are strongly in opposition to their usual thinking. One of the Blue Ajah's secret weaves is believed to be a mild form of Compulsion. Cuendillar creation - The ability to create cuendillar. A rare Talent, with the appropriate weaves only being rediscovered at the very end of the Third Age. Egwene al'Vere, Leane Sharif, Bodewhin Cauthon, Kairen Stang, Ashmanaille, Althyn Conly and Nicola Treehill possess this Talent. Delving - Allows the user to discern a patient's injuries and illnesses. Verin Mathwin believes that she is unsurpassed at Delving. Nynaeve al'Meara also possesses this ability, allowing her to detect intricate weaves of Compulsion placed by Delana Mosalaine and Aran'gar on Lord Ramshalan, which allows Rand al'Thor to discover Graendal's hideout. Nynaeve uses this to detect the madness of Naeff, Jahar Narishma, and Damer Flinn. Her delving skills allowed her to find the emptiness caused from the gentling and stillings of Logain Ablar, Siuan Sanche and Leane Sharif. Another Talent of the same name involves being able to sense and extract ores from the earth without causing disruptions to the landscape. This Talent was lost to modern Aes Sedai, though it has not entirely disappeared amongst the Seanchan. The Talent requires a strong ability in Earth, something rare among women. Egwene al'Vere is an Aes Sedai known to have this ability. Earth Singing - The ability to understand, control and manipulate Earth with more ease and dexterity than usual. This talent is less common among female channelers. Air control - The ability to understand, control and manipulate Air with more ease and dexterity than usual. This talent is less among male channelers. Flight - Mentioned several times as a talent that was lost during the Breaking. Allows the channeler to fly. Echiko was an Accepted who thought she rediscovered Flying and jumped off the roof of the White Tower and fell to death. Yukiri Haruna thinks gateways in the air could be the path to flying. Healing - The Talent to heal another person of any wounds or ailments. A common Talent amongst Aes Sedai. The old method of Healing used only Air, Spirit, and Water among the Five Powers, drawing its strength from the channeler and the person being healed and unable to focus on a specific ailment or wound, but a new method, discovered independently by Nynaeve al'Meara and Damer Flinn, uses all Five Powers, is able to focused on a specific ailment or wound, and draws its strength from the One Power rather than the individual being healed. Since there are not many channelers with the ability to use all Five Powers proficiently, many still prefer the old method. Listening to the Wind - A term used in the Two Rivers for the skill of foretelling the weather and predicting the abundancy of crops. While all Wisdoms claim to have this skill, it is a manifestation of saidar; and so only those Wisdoms who almost always unknowingly have the ability to channel can actually Listen to the Wind. Nynaeve al'Meara has this Talent that also extends into predicting trouble problems as though they were storms. See also: Wilder. Milking Tears - Unknown function, mentioned by Moghedien during her days in Salidar. It is speculated that this Talent allows a channeler to manipulate the emotions of others, possibly related to Compulsion. Reading Residues - A channeler with this Talent can read the residues in uses of the One Power. Some of this readers can even track and duplicate a weave days after it was woven. For instance, Donalo Sandomere is able to track where a gateway was opened and to reproduce it perfectly to travel there. The only way to leave no trace of a weave is to unpick it, one strand at a time, a Talent known as Unweaving. Spinning Earthfire - Mentioned, but presumably a weave of destruction. It is speculated that this weave refers to creating lava. Ta'veren Seeing - Allows the channeler to see ta'veren in a golden light. Although described as even rarer than ta'veren themselves, Logain Ablar, Siuan Sanche and Nicola Treehill all possess it. Ter'angreal, reading - The ability to discern the purpose of a ter'angreal. Aviendha has this talent. Ter'angreal, making - The ability to create a ter'angreal. Elayne Trakand and several unnamed Seanchan have this Talent. Unweaving - The ability to pick apart a weave so as to leave no evidence of it behind. It is uncommon amongst Aes Sedai and is known to be dangerous to those who try it without the Talent. Aviendha and some Wise Ones are capable of this feat. Tie weaves - In some cases, weaves of the One Power can be tied so their flows will stand for a duration (some weaves can be programmed to stand tied for hours, years, centuries and even millennia such as the ones protecting Callandor in the Stone of Tear). By the description given many times in the books, it seems that not all the channelers are able to tie a weave, so this skill can be considered a personal talent of some of them as in the case of Moiraine Damodred, though it has also been found more common in channelers above a particular strength. Fast Learning - The ability to learn a new weave is often connected to the strength of a channeler. For example it is enough for Rand al'Thor and Alivia to have seen the composing of a new weave only once in order to learn how to reproduce it; for Nynaeve, and Elayne 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. However, there have been weak channelers as Sorilea and Asra that have learned as quick as the strongest channelers. Shielding - The act of blocking someone from the One Power with a weave of Spirit. It is much more difficult to shield someone who is holding the One Power than one who is not unless the person doing the shielding is much stronger in the Power. Berowin, a channeler who is not very strong, is especially talented in Shielding, able to shield both Nynaeve and Elayne at the same time. Traveling and Skimming - The weaves for opening a gateway for Skimming can be learned by all channelers though it is described as one of the most complex weaves known by Pevara Tazanovni. To open a gateway, the channeler requires both strength in the One Power and an innate Talent. As seen by the fact that Damer Flinn, a strong channeler with little talent in Traveling is only able to open gateways smaller and with less precision than would be expected. Talent in Traveling can make up for lack of the Power, as seen in Androl Genhald who is able to open gateways larger and more precise than many of the stronger channelers despite his lack of strength in the Power.
  6. WEAVES Repost from wot.fandom.com. A weave is a combination of One Power flows manipulated by a channeler to elicit a specific effect. During the Age of Legends channelers refered to the concept as a Web. There are five different flows that can be manipulated with the One Power: Air, Earth, Fire, Spirit, and Water; these are known as the Five Powers. Each of the Five Powers produces a different effect when woven. For example, weaving Fire on a candle wick ignites it, lighting the candle. More complex weaves require more than one flow to be used, but produce more spectacular results. Theoretically, weaves of the One Power are similar to textile weaves, and weaving Saidar has been compared to folding silk. Once a weave has been created, the channeler can "hold" it to keep the effect ongoing, or knot the flows, a process called "tying the weave off". A weave that has been tied off persists even after the channeler has released the True Source or left the area. A channeler of Saidin or Saidar is able to see the weaves created using the same half of the Power, but not the other. For this reason, a man cannot teach a woman how to create a weave and vice versa. Although a channeler can intuitively create a weave (such as when Rand wove Balefire for the first time), most channelers learn by watching others create the weave. Once it has been created, they then practice creating it themselves until they can recreate it by memory. A channeler with the knowledge of how to invert their weaves can hide them from the sight of others. KNOWN WEAVES Aligning the Matrix Arrows of Fire Balefire Bonding Calling Lightning Caressing the Child Compulsion Channeling Disguise - Weave to mask the ability of a man or women to channel Cutting weaves Deathgates Delving Eavesdropping Finder Fire ball Fire Blossom Flame of Tar Valon Folded Light Hardened Air Healing Heating Heating a liquid Heating the air Illusion Insects control Inverting- Not so much a weave as a variation that one can do to a weave. Keeping Leveling the ground Liquids manipulation Making a Bridge Making Fog Making Ice Making Light Masking the Power Milking Tears Mirror of Mists Night's Shade Protective Cocoon Protective Whirlwind Refresh Riven Earth Sound amplification Shielding Shield of Air Skimming Spinning Earthfire Spying a conversation Spying Portal Stunning Traveling Turning Ward Welding stones Weaving of Winds
  7. https://docs.google.com/spreadsheets/d/1p-7ANk7wdr2x-G2U1pz4UPlRF0wTwEpyKNfeDw2G-JI/edit#gid=0 Also found this in the archives of all the things. XD So not working with an entirely blank slate if we want to.. 😛 I think I need help with timeline stuff. I'm putting on a good face, but it's not exactly my best forte...
  8. Okay, some brain power left for the day. Here's a summary of what we're looking at so far. @Matalina @Wayfarer @Cass Scale can be per weapon, per weapon type, or full total across the board. It's this that likely will be our more sticking point and application. I'm pulling "Blademaster" out of the number system entirely. It's more title anyway and in the old system, it was something that can be lost, which doesn't make sense as it is more of a reputation. "Current" Scale: 0 - You have received no Training. 1-3 - (Trainee) You are aware of the basics in terms of care and where the pointy end goes. 4-6 - (Average Skilled) You know your forms, you are skilled in battle and one-on-one. 5 - You are skilled enough to teach. 7-8 - Your skills are renown in your skills, and are actively sought out as a teacher and for duals. 9-10 - You are the best of the best in your skills, and are revered for your knowledge in your weapon. Numerical Scales: 0-10 0-15 1-20 Ranks/Ability: Untrained, Basics, Skilled, Teacher, Renown, Revered (Current) Beginner, Soldier, Veteran, Blademaster Inability with, Practiced with, Trained with, and Specialized Basics, Intermediate, Expert Weapon Types: Light, Medium, Heavy (and Range) Weapon Properties: Slashing, Stabbing, Crushing, Reaching or Slicing, Piercing, Bludgeoning, Thrusting Leveling Up: Each weapon can only be "leveled up" at a time. For every 6 threads, with 6 posts or more, a boost to your weapon may be applied. No thread can be used twice for raising a weapon score. "Suggested" Weapons: Sword Stave Archery (Bows & Crossbows) Daggers Spear Shield Mace/Axe/Hammer Unarmed/Martial
  9. Do I have any volunteer greeters? 😄
  10. I realize... 25 years... it took 100 to build the white tower, another-ish to build tar valon. we may want to realistically trim back some of what we were doing to a more realistic amount. Also, feedback on what the Leadership structure IC for Merrilor looks like. i can make that decision, but i'd like ideas first. Between @Matalina request for a non-centric channeler city, but also shoving a combo of wt/bt... I also recognize that I may have to adjust my numbers a little to make it more realistic as well..
  11. NOTE: THIS IS A WORK IN PROGRESS! These events are loose ideas and could change with further idea's and development. LINK TO A VISUAL AFTERMATH (After Dragon Peace (ADR)) Borderlands Divided: Malkier's Triumph and Kandor's Fall Borders around Seanchan-Controlled nations are locked down. Post-TG diaspora from people fleeing Seanchan lands, fleeing the lands devastated by the Shadow just before TG, any backlash post-TG, there are options here. New settlements/self-proclaimed leaders, they'd either have to be strong enough to be independent or rely on the support of others, either nations or organizations like WT or BT, to operate safely. (?) The Ways are cleansed and Ogier begins reconstructing the network. They are still very unsafe as many Shadowspawns still use them for travel. Many displaced fighters from the war assisted in this effort. Remnants of Age's Past are uncovered, along with Aridol, as the Dark One's guise is no longer hiding them from the world. The threat of the Blight has deeply retreated, allowing for the regrowth of numerous flora and fauna that were once myth or completely unknown to the world return. ~ADR 1 Founding of Merrilor Baby Boom in most nations ~ADR 4 Fall of the White Tower (Only Tar Valon remains.) ~ADR # Sighting of the first Nym seen along the Blight's borderlands. ~ADR 10 Renewal of The Aiel Waste - Aiel Leave the Westlands Children/Seanchan Civil War ~ADR 12+ LARGE spike in channelers in all nations from the Baby Boom. Merrilor, having prepared some of this, open's the Unity Arches for learning.
  12. CITY OF MERRILOR Numbers End of Final Battle Asha'man - 400 Aes Sedai - 100 (Oathbound - ~70) Accepted/Dedicated - 400 Novice/Soldier - 1000+ Trained Guardsman - 70K+ Denizens - 140K+ Current Numbers Asha'man - 550 Aes Sedai - 235 (Oathbound - 64) Accepted/Dedicated - 600 Novice/Soldier - 1500+ Trained Guardsman - 80K+ Denizens - 240K+ Locations of Interest: Luminara Spire // New "Hall of Servants" - Recently Completed Council Representatives: 13 Members, 1 Elected Leader 20 Years Leadership Cycle (for now) Location: Eastern part of Merrilor, against mountains that overlook the Fields of Merrilor The governing body overseeing the city. It is composed of representatives elected by the various allied groups. Local government for city management and law enforcement. Regulatory bodies to oversee the responsible use of the One Power and technology. Taxation and revenue systems to fund city development. Notable Features: Centralized base for representatives from White Tower, Black Tower, Aiel Clans, Seafolk, Wolfkin, willing and capable Seanchan, and members of the Band of the Red Hand. Aeon Chambers // Power Generation and Infrastructure - UNDER CONSTRUCTION Knots of fire and steam chambers for electricity generation. Transmission lines and grids to distribute power across the city. Self-sufficient Unity Arches // Education and Research Institutions - Recently Completed Channeler-led schools for training individuals in the understanding and responsible use of the One Power. Scientific research institutions for advancing technology and harnessing the Power. Designated Gardens with paths and platforms for Travel Gateways. - Gardens of Valon Seven Quarters - UNDER CONSTRUCTION Residential areas for the city's population. - Liradon Heights Merchants facilitate trade of raw materials, finished products, and technological advancements with neighboring regions. - Valheran Commons Guilds specializing in the production and distribution of electrical goods. - Egeanis Square A garden space in the city surrounded by symbolic monuments representing each relevant faction - Serenity Park Ebon Barracks - The Ebon Vanguard Military Center of Merrilor. Potential Council Leader Titles: Ma'Rahein (watching the Dawn) M'ashan (The Blade) The Nemainda (Luminara) ("Nemainda" could represent "luminara," evoking the idea of light, brightness, or illumination.) Potential Military Titles: Warder-General: A high-ranking Warder responsible for coordinating Aes Sedai and Warders. Weapon Master of the Flame: Highest rank for non-channelers, recognizing exceptional skill and leadership. Weave Master: Highest rank for channelers, acknowledging mastery of the One Power. Ajahs: They have reverted to 'ajah's of legend, where groups are made more on common goals than tradition. Ajahs of old still maintain many secrets shared with those who wish to join, however, those of the White, Green, and Blue are deeply diminished. Yellow has been the largest surviving Ajah but has chosen to share more of their knowledge than to keep it secret. Only a few oathsworn surviving Aes Sedai maintain the secrets of their Ajah's despite the lack of formal acknowledgment.
  13. This is very true. *nodnod* The Executioner's word was guessed: EirikDaude only gets 10 points! Rhea, Cairos, Arie, LilyElizabeth, Delenn participated: They each get 15/5 = 3 points ARIE solved the puzzle: She gets another 15 points for a total of 18 points. New puzzle: __ ____ __ _______ ___ ______.
  14. *rubs hands together* ..hmmm, points! (kick me if I did that wrong...)
  15. I can work it into the "Tags" thread that Kathleen initially wrote. I support the 'starts are open, closed are intentional'. And will write that into the... rules and process... somewhere. XD 100%!! ... I have... lists...... of challenges. The Tarot Challenge being one of many...
  16. I think my biggest hesitation in saying 'yes' to new magic is we aren't sure how those with the 'old' magic will work together. Not to mention Talents. XD I'd rather the limitations on talents be lessened from what it was as we all understand those much better. But that's not a no..... soooo....... I would need more understanding of the intention and use of the True Power in the world before I thumbs up it.
  17. https://wot.fandom.com/wiki/Pact_of_the_Griffin actually, in this case I was wrong…..
  18. I’m not sure what the Griffon League would be. It’s not a native animal in the WoT setting, so I don’t think the name itself would work. Unless I’m missing a reference because History was not my subject in school. (Ironically). Having the Channelers separated can also be a plot point, and even a point of contention within the Spire. Making it a point in a timeline where ‘unofficial’ groups move into sanctuary cities like Mayene or Andor area instead. (Though ‘spies and connections in Merrilor would make sense?) I do think with as few channelers there are, especially Aes Sedai and what the Seanchan took, the number of clandestine groups would likely be small. // Editing this in.. I only have one large worry with creating a group like this. Unless there are players that are interested, it’s background-noise. If anything, this is almost better to create as plot when we have players writing channelers that could use a ‘mission’ or work to resolve a problem like the league. So, if’s okay with you, let’s put this in our back pocket for a plot line involving more than one player unless this is plot you are personally interested in being a part of? I don’t want to assume.
  19. Ooh, yes. I have Wonderdraft & DungeonDraft software to make things, hence the map from earlier. that is doing to be quite useful. Though, what important things have I missed that we should include??
  20. yay!!!! You made it!! *liiiicks*
  21. I think, yes, that’s where I was leaning towards. 🙂 Or at least, players with characters that have teeth in the game have that available to them.
  22. Honestly, I’m open to it. I think it’s a good policy and if a thread is intended for someone it can always be marked for that person.
  23. Although, thinking on the technology part, the MAIN reasons the character I have -could- make all these things is because she had the TALENT. Is it feasible for a TALENT to be taught? Or do we limit it to only those that can also have the talent for it? (Ei. Gateways being an interesting example of it being taught vs talent.)
  24. I like the idea of factions, though more in a loose sense? Though the concept of it works in theory, but like all things, factions need leaders/groups that pull people to them to create a mass. They need a center star, so to speak, or idea to grow. My challenge to all of you, because I don’t want to be the only source building… Write up a faction with a -placeholder- name for a faction, or an oppositional plot that you think would be fun to play or play against. 🙂 Or a base summary of some kind that has flexibility. We’re still in the early enough stages that even if we are throwing all the spaghetti at the wall there isn’t a reason to force something to stick or not. I know the technology stuff is going to have me tied up in that for a little bit before I can jump on the next thing.
  25. I can see that on a few points we’re on the same page through we’re saying it in different ways. Specifically about the technology. So I’m going to put that on the “Let’s get that written out first” so the discussion can continue moving forward on the other important topics. (And if anyone has the desire to write up summaries like I am doing, PLEASE don’t feel shy. I love contributions and discussions. I also am happy to ‘approve’ stamp other peoples work too. ;)) Moving into the Channeler part, this is something that’s going to be a painful topic to navigate because there is no ‘right answer’ and everyone is going to have a preference one way or the other that will be a sticking point. Truthfully. When it comes to the channelers, I can 100% see this being a point of stubbornness IN CHARACTER. This isn’t just something that’s going to be decided with both groups so imbalanced (towards Asha’men) and it being a point of PRIDE. Not to mention, IF we go with the plot that there is no Oath Rod to bind the 3 oaths, know those stubborn traditionalists will likely ‘never’ see anyone as a true Aes Sedai without those oaths. You can put all the channelers into a building. You can have them sign a peace agreement. You can even have them work together. But do you think we could get them to agree what to call themselves as a group? Not likely. XD Not realistically - in terms of seeing them as stubborn, prideful people. Not in 25 years, anyway. They would need a catalyst, and some kind of event - or even a POWERFUL visionary to force them to it. And the visionaries from the books are (for the intent of this) are either dead or would have to be a strong, active participant in the early years.
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