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DRAGONMOUNT

A WHEEL OF TIME COMMUNITY

bcxanth

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  1. Raylin had been traveling hard for a while now, making her way Southwest to a remote corner of Andor, following rumor and more for what seemed like months. Finally she arrived in the town of Baerlan and there she found the info she was looking for. A recruiter for the Band of the Red Hand heard her asking questions in the common room of the inn she was staying in and pulled her aside. After satisfying himself she was serious in her intentions, he gave some very specific direction to Raylin, and she headed South the next morning.

     

    Several days later found Raylin rounding the outskirts of a small villae the recruiter had called Emond's Field, and heading towards the mountains. Soon enough she found her goal. At the foot of the mountains, not far from the village, a vast citadel shaped like a triangle stood ahead of her.

     

    Two tall guard towers rose from each end of the wall that she approached, and in the center a wide road lead into the heart of the place. As she approached at a walk she was stopped by guards.

     

    "Halt!" one called out, walking forward with their hand raised toward Raylin. "What brings you here stranger?"

     

    "Tales of the great Band of the Red Hand call me here," she replied.  "Those tales brought me from Kandor, where I met one of your recruiters in Baerlan. He sent me here so that I may sign on with your cause."

     

    Sitting back in her saddle, doing her best to seem non-threatening, she waited for a response, from the guard or from one of those passing nearby. Either way was fine, as long as her journey was finally at an end.

  2. Kopair listened to Veria's story in silence and couldn't but feel like she was holding something back. The account was to bare-bones. But then she held his chin and kissed his cheek. All thought that she was holding something back was lost in the warm glow that was now filling him. He felt a way he hadn't felt in a very long time.

     

    Raising his hand to his cheek Kopair touched the spot where Veria's lips had touched his skin. "A gift," he said softly to himself, "beyond any measure. Veria, I truly thank the Creator for bringing you into my life that day in the Yard."

     

    Standing, he held out his hand to Veria and helped her up, but continued to hold her hand. "I told you when we first arrived that there was a special spot I wanted to take you. Now that we've shared a meal and our stories, I'd like to take you there."

     

    Holding her hand he led her toward where his horse Rascal was waiting.

  3. <i>Tear's flag is three white crescent moons across a half red, half gold field.</i>

     

    Tear is thought by many to be based in part on Spain during the height of the Spanish empire; the nobles and soldiers of Tear bear a particularly strong resemblance, while the common people more closely resemble the peasants of China and Korea.

     

    <h3>Location</h3>

     

    south-east corner of Randland

    To the North is 'Haddon Mirk'

    To the East is 'The Spine of the World'

    To the South is 'The Sea of Storms'

    To the West is 'The Plains of Maredo'

     

    <h3>Balance of Power</h3>

     

    Tear functions solely on Class. It is lead by the High (Great) Lords in concert, governing the land and its economy, while whoever holds the Stone of Tear is the Lord of Tear (or Land (LotL)). There are at least 8 High lords governing at a time along-side the LotL. Tairen's don't like the idea of being ruled by a single man or woman, which initially set the stage for the Higher Classes.

     

    Similar to Cairhiens, the Tairen's play the Game of Houses (Daes Dae'mar) in a cruel fashion to gain power and prestige. They are well known to be schemers. For example, Tairen High Lords had held First of Mayene as prisoner in all but name for several months to try and bend her to their will. Because of this Mayene dares not anger Tear too openly. However, Tear and Andor have a good relationship.

     

     

    <h3>Economy</h3>

     

    Tear is the greatest port located in the 'Sea of Storms', as well as one of the richest nations in the land. The majority of this wealth comes from the oil produced on the countries many olive farms, there is also a great deal of trade in grain and fish which brings money into the nation as well. They also have excellent horse breeding and they take a lot of pride in this. Unfortunately Tairen lords tax according to their own needs and wants, not taking into account crop failures or other such problems. Some feel that the Tairens rule poorly, as the poor have little dignity or pride and bitterly resent the rich.

     

    There is nothing larger than a village in Tear outside of Tear and Godan (See Below). The Tairen High Lords keep towns small by heavily taxing new construction. They allow the city of Godan to thrive on the Bay of Remara to threaten Mayene.

     

    <h3>Tear and the White Tower</h3>

     

    Channelling is outlawed in Tear, though Aes Sedai are tolerated as long as they don't Channel while within its borders. If a woman known to be associated with the Tower will be watched as long as she's in Tear. If a Tairen girl displays the ability to Channel, she is shipped off to Tar Valon that very day.

     

    <h3>Facts and Numbers</h3>

     

    <h3>Military</h3>

     

    <h2>Culture</h2>

     

    <h3>General</h3>

     

    Wisdoms are referred to as either Wise Women or Mothers. Tairen Wise Women don't listen to the wind, that is too close to the use of the One Power and would draw negative attention towards them and they advertises her shop by hanging herbs in window. Also, Ogier are not an uncommon sight in Tear.

     

    Tairen use woven, dyed straw mats as coasters and low-backed chairs are quite popular and commonplace. The men dance to a clapping rhythm, with their arms around each other's shoulders and stepping quickly. Tairen women are considered "forward" by some other cultures, (possibly including Saldaea).

     

    <h3>Clothing/Appearance</h3>

     

    <!-- | Basic Male Dress | Basic Female Dress | Nobility Dress | i can make a 'code' for this to make the smaller text for 'contributions'. -->

     

    | Appearance |

    Taller than an average Cairhien (by at least a good head taller), Tairen are not overly tall but have slightly thicker build. They are known for their darker skin hair and eyes. It is rare for a Tairen to have either fair hair or blue eyes.

     

    | General |

    Because of the muddy ground around the city, the people (especially the poor) often wear raised clogs over their shoes. Widows can be spotted by shimmering white clothing. Women usually wear thick curls down the sides of their heads. Although some women like to wear their hair braided and coiled about their heads.

     

    | Upper Class |

    The Middle and Upper Class men wear heavy coats made of padded silks and brocades with satin strips, the sleeves are often puffy and striped. Breeches are usually worn tighter and are topped off with peaked hats and silver-worked boots (very common with the High Lords).

     

    The Women's dress is usually of bright colors with broad lace ruffles and close fitting caps sewn with pearls or gems and longer skirts. Their cloaks are similar to the Men. They are also known to carry small porcelain bottles of smelling salts and painted silk fans.

     

    | Lower Class |

    The poor dress similarly to the Upper in style but lack in the fineries like Silks, Satins, and Lace. It is more often that they use ties to fasten their clothing instead of using buttons.

     

    | Occupational |

     

    Innkeepers are known to wear Blue.

     

    The servants in the Stone of Tear are found to where either red and gold livery, or black and gold livery. Outside the Stone servants wear clothes of wool.

     

    The Defenders of the Stone wear rimmed helmets, breastplates and plump coat-sleeves striped black and gold. Officers and under-Officers of the Defenders are to wear coloured plumes on their helmets, and the rest of them wear colors of their lords on their sleeves. A Captain of the Defenders has two short white plumes in his helmet to indicate his rank.

     

    Officers and nobles both carry gilded cuirasses, and have white plumes on their helmets.

     

    <h3>Crime and Punishment</h3>

     

    Channelling is outlawed in Tear, though Aes Sedai are tolerated as long as they don't Channel while within its borders. A woman known to be associated with the Tower will be watched as long as she's in Tear. Justice in Tear usually depends on class, with the lower classes being persecuted where the upper classes wouldn't be. One of the punishments for criminals would be working the channel dredges in the Fingers of the Dragon.

     

    Only the Defenders may go armed within the Stone. No one may enter the Stone of Tear without the permission of the High Lords, and only the High Lords themselves may enter the Heart of the Stone itself. Only foreigners passing through the city, the wealthy and the lords may go armed within the city of Tear. Tairen lords couldn't be summoned to a magistrate by a commoner but after the Dragon Reborn, this has changed.

     

    <h3>Food</h3>

     

    High Lords have ice packed in sawdust brought from the Spine of the World. You can also find sausage, fruits and vegetables (that are not seen in the north) olives, nuts, and cheese served as snacks in the Stone.

     

    <h3>Phrases and Sayings</h3>

     

    - By the Stone (III: 361)

    - or I don't know a bar knot from a running hitch (V: 596)

    - squealing like a spawning grunter (V: 596)

    - catch minnows (catch flies - for having one's mouth hang open) (VI: 265)

    - Lurks (Fades) (IV: 189)

    - An anchor is not demeaned by being used to hold a boat. (II: 130)

    - A full net on the first cast. (III: 179)

    - Mudfish don't school with silversides. (Birds of a feather flock

    together.) (III: 566)

    - Do not trouble trouble until trouble troubles you. (Maule) (IV: 289)

    - A flapping tongue can put you in the net, instead of the fish. (V: 33)

    - Caution gets the boat home, but boldness brings back a full hold.

    (V: 171)

    - as sulky as a fisher-bird in winter (V: 314)

    - A fish in the boat is worth a school in the water. (A bird in the hand

    is worth two in the bush.) (V: 326)

    - An Aes Sedai is ten women in one skin. (VI: 592)

    - When there are fishheads and blood in the water, you don't have to see

    the silverpike to know they are there. (???)

    - Trust is as slippery as a basket of eels. (???)

    - If you are going to gut a fish, no need to wait until it rots. (???)

     

    <h3>Tairen Falsehoods</h3>

     

    Many Tairens think that Trollocs and how many Shienarans become warriors to fight them are stories. Also, Tairens think that Aiel live in "caves". The general consciences is that anything a Borderland would say, a Tairen would not believe it and consider it a 'myth' or a 'tall Gleeman tale'.

     

    <h3>Commonly Used Names</h3>

     

    <b>| Female |</b>

    Ailhuin, Alteima, Anaiyella, Arie, Belyne, Cian, Dara, Fionnda, Ines, Ivara, Leitha, Majhere, Mara, Medore, Meralda, Rasoria, Rosana, Salita, Sareitha, Selame, Siuan


     

    <b>| Male |</b>

    Alger, Aracome, Astoril, Baran, Bili, Carleon, Carlomin, Cavan, Darlin, Dermid, Edorian, Estean, Estevan, Furen, Guyeam, Harnan, Haviar, Hearne, Huan, Istaban, Juilin, Jurah, Leuse, Lopin, Maraconn, Meilan, Melanril, Nalesean, Perelean, Reimon, Rodrivar, Rovair, Simaan, Surnamon, Tedosian, Tirhira, Tolmeran, Torean, Weiramon

     

     

    <b>| Surname |</b>

    Admira, Ajala, Alharra, Domanche, Guenna, Haellin, Haret, Lopar, Mallia, Mandair, Mulan, Novares, Sanche, Sandar, Tarou, Tihera, Tirado, Tomanes, Tomares, Toranes

     

     

    <b>| Nobility |</b>

    Andiama, Aldiaya, Annariz, Asegora, Damara, Emares, Medrano, Mendiana, Saniago, Selorna, Sisnera

     

    <h3>Side Note</h3>

    - Almost everyone in Tear suffers from nightmares because Be'lal doesn't shield his dreams.

     

     

    <h1>History</h1>

     

    <a href="http://freelanders.aliciawilkerson.com/?page_id=154">More info on the History can be found here</a>

     

    <h2>Places of Interest</h2>

     

    <h3>City of Tear</h3>

     

    <i>The location of the city of Tear is unclear. At the beginning of Chapter 48 of The Dragon Reborn, the city docks are said to be on the west bank of the River Erinin, but at the beginning of Chapter 50, Perrin, Moiraine, and Lan arrive by ferry from the west. At the beginning of Chapter 22 of The Shadow Rising, Rand leads the Aiel "out of the Stone and eastward."</i>

     

    Tear is Ogier-built, although the Stone is Aes Sedai built, and is the greatest port on the Sea of Storms. Tear is as large as Tar Valon or Caemlyn, built on flat land. Near the warehouse district, the houses are built of wood and stone on muddy streets. Deeper into the city is a wall of dark grey stone, and beyond that towers, balconies and white-domed palaces. The city wall is only a pace wide, but ten spans high, with stone buttresses supporting it. Some houses are built right up against the city wall. The city has an outer wall, with simple stone houses and shops built beyond it. Large numbers of ships moor at the Tear docks near their many warehouses. When docks busy, ships have to anchor and wait their turn at the docks. The streets of Tear are not especially crowded or busy. <b>Tavar</b> is the name of the farmer's market in Tear, and the <b>Maule</b> is the port district, the <b>Chalm</b> is filled with warehouses and inns. There are hundreds of inns in a city the size of Tear, maybe a hundred more outside the city walls proper. The smallest would have only a dozen rooms.Only foreigners passing through the city, the wealthy and the lords may go armed within Tear. The Ogier stay in the Stone when they come to work in Tear.

     

    <a href="http://freelanders.aliciawilkerson.com/?page_id=153">More info on the City of Tear can be found here</a>

     

    <h3>The Stone of Tear</h3>

     

    The city of Tear is dominated by the <b>Stone of Tear</b>, which towers above the city like a small mountain. It is believed to be the oldest stronghold of mankind, erected shortly after the Breaking of the World. It was built by Aes Sedai using the One Power, Earth, Air, and Fire fusing stones together without joint or mortar.

     

    <a href="http://freelanders.aliciawilkerson.com/?page_id=152">More info on the Stone can be found here</a>

     

    <h4>According to Winkipedia</h4>

    Deep within the Stone is the Heart of the Stone. This is where the crystal sword Callandor sits, waiting for the Dragon Reborn to claim it. No one except the High Lords are allowed to enter the Heart, and even they rarely do so: four times a year for the Rite of Guarding there, and also to raise a Lord of the Land to the office of High Lord. Indeed, if the High Lords could manage to forget that the Heart of the Stone and Callandor existed, they undoubtedly would: Tairens of all classes have an avowed fear of anything to do with the One Power. This is due partly to the fact that it is prophesied that the Stone of Tear will never fall until the Dragon has been Reborn. The High Lords like to think that by protecting Callandor, they are protecting the world from the Dragon Reborn.

    Ironically, the Stone also houses a collection of angreal and ter'angreal second only to the White Tower. It is unsure exactly why the Tairens have collected such an array; perhaps to prevent their use by Aes Sedai, or maybe to diminish by comparison the knowledge that they possess one of the greatest of them, Callandor, whose drawing by the Dragon Reborn will herald the coming of another Breaking of the World.

     

    <h3>Maerone</h3>

     

    This small town is across the Erinin from Aringill. Maerone is unwalled, an overgrown village with brick and stone buildings, with roofs of wooden shingles, thatch, slate and tile, most of the streets are hardpacked dirt. The village is a transit point of trade between Cairhien and Tear, and has almost as many inns and taverns as it does houses. There are over 17 inns in Maerone.

     

    Inns: the Fox and Goose, The Wagoneer's Whip, the River Gate, the Erinin Inn, the Three Towers, the Silver Horn, and Golden Stag inn. A well-established road leads south out of Maerone, piercing through forest and open country.

     

    <i>It's about 20-22 days from Maerone to Tear.</i>

     

    <h3>Godan</h3>

    A coastal town in far southeast Tear on the Bay of Remara.

     

    <h3>Bay of Remara</h3>

    A large bay at the far southeast corner of the Westlands at the end of the Spine of the World. The Drowned Lands lie to the east. Tear ends at the western shore at the city of Godan. The city-state of Mayene lies on the peninsula to the southeast.

     

    <h2>Artifacts of Note</h2>

     

    <h3>Redstone Doorway (1)</h3>

     

    Tairen redstone door ter'angreal - three sinuous lines from top to bottom of each upright. Within the Tairen Redstone doorway, one can get three answers to three questions about the past, present or future. (Two ta'veren within the land beyond the doorway simultaneously could have torn the connection between the two worlds and left both trapped there.)

    Rules and dangers of using Tairen doorway:

    - Each person can only go through the doorway once. All three questions must be asked and answered before you can leave. Questions of frivolous consequence to the questioner are punished. Questions that touch the Shadow in any way can be very dangerous, with the questioner not returning from the doorway, or going mad. A person stepping through the door sees blinding light and hears the sound of a roar. If you go through the doorway a second time it acts like any ordinary arch.

    About the Snakes Within:

    The snakes speak in the Old Tongue. When needed, one is brought to interpret, he speaks the way an old book would read. The snakes feed off of people's sensations and experiences. The answers given by the snake people are true in regards to one's own future, but they are often obscure in phrasing.

     

    <h3>Portal Stones</h3>

     

    There are 4 known Portal Stones in Tear.

     

     

    <h4>References Used:</h4>

     

    45.0 TEAR - GENERAL CULTURE - http://www.drosi.de/wot/wt_conco.htm

    Winkipedia

    Warders.org

     

    <h4>Researcher for Tear</h4>

    Andrea Collet (Arie Ronshor)

  4. <h3>Location</h3>

     

    A city-state in the east central part of the Westlands. It lies at the north end of the Plains of Maredo near the borders of Andor, Illian and Tear. There is a Waygate nearby.

     

    Far Madding lies on an island in the center of a lake. There are three gates and three bridges connecting the city to the mainland. The Caemlyn Gate leads to the Ajalon Bridge and the village of Glancor. The Illian Gate leads to the Ikane Bridge and the village of Daigan. The Tear Gate leads to the Goim Bridge and the village of South Bridge.

     

    <h3>Balance of Power</h3>

     

    <h4>Hall of the Counsels</h4>

    The center of government of Far Madding. It is a great palace in the Counsels' Plaza. It is all white except for a blue dome. Massive fluted columns surround the upper two levels below the dome.

     

    <h4>Counsels (Book Based)</h4>

    Aleis Barsalla - First Counsel

    Cumere Powys

    Cyprien

    Narvais Maslin

    Sybaine

     

     

    <h3>Economy</h3>

     

    Far Madding is a center for trade. There are three main markets: The Avharin Market, the Amhara Market and the Nethvin Market. The largest of these is the Avharin Market. The central focus of the square is a statue of a woman called Einion Avharin which points toward Caemlyn. The city acts as a meeting place for Andoran, Tairen, and Illianer merchants; consequently, its inns are always full of such folk. However all the more important people in Far Madding have large houses or palaces in an area called the Heights that overlooks the Hall of the Counsels.

     

    <h3>Facts and Numbers</h3>

     

    <h3>Military</h3>

     

    <h2>Culture</h2>

     

    <h3>General</h3>

     

    There are three Strangers' Markets in Far Madding where foreigners are allowed to trade. They are the Amhara Market, the Avharin Market and the Nethvin Market. They are named after the three most revered women in Far Madding history. At the center of the city is the Counsels' Plaza and the Hall of the Counsels.

     

    <h3>Clothing/Appearance</h3>

     

    <!--| Basic Male Dress | Basic Female Dress | Nobility Dress | i can make a 'code' for this to make the smaller text for 'contributions'. -->

     

    | Appearance |

     

     

    | General |

    Influence on dress mainly comes from the outside. A lot comes from Illian, Tear, Cairhein, and Andor.

    Higher class women’s dress is a silk dress that is lower cut with a curved neckline. Embroardery is usually found, expeccially with the upper classes, and gold is used mainly. Common women wear the same form of dress, only in a coarser wool, with an apron on top. Embroardery is also seen on occasion.

    Men wear trousers with fitted shirts and highcollared coats. Upperclass have the sleeves striped with their house colors and are made of silk and brocade. Lower class men would just wear simple garments of a duller color in wool.

     

     

    <h3>Commonly Used Names</h3>

     

    <b>| Female |</b>

    Aleis, Cadsuane, Cumere, Cyprien, Einion, Milsa, Narvais, Savion, Sybaine, Verin,


     

    <b>| Male |</b>

    Eadwin, Zeram

     

     

    <b>| Surname |</b>

    Avharin, Barsalla, Gallger, Keene, Maslin, Mathwin, Melaidhrin, Nahera, Powys, Shimel

     

     

    <b>| Nobility |</b>

    (None Yet)

     

    <h1>History</h1>

     

    In the time after the Breaking, the city was known as Aren Mador and was the capital of Essenia. After the Trolloc Wars, the city was known as Fel Moreina. After the War of the Hundred Years, Far Madding was the capital of Maredo until the nation fell apart. Far Madding is now an independent city-state and a major center of commerce.

     

    <h2>Places of Interest</h2>

     

    • The Counsel's Head - An inn in Far Madding. It overlooks the Nethvin Market. Mistress Keene is the Innkeeper.

    • The Crown of Maredo - An inn in Far Madding. Mistress Nalhera is the innkeeper

    • The Golden Wheel - An inn in Far Madding. Mistress Gallger is the innkeeper

    • The Heart of the Plain - An inn in Far Madding.

    • The Three Ladies of Maredo - An inn in Far Madding.

    • Amhara Market

    • Avharin Market

    • Nethvin Market

    • Hall of the Counsels

     

    <h2>Artifacts of Note</h2>

     

    <h3>The Guardian</h3>

    In the Hall of the Counsels there is a ter'angreal known as the guardian. This ter'angreal acts as a shield to the True Source for women, starting at the city's border, and for men at a much greater distance. It also acts as a direction finder for anyone who channels nearby. It consists of three cloudy crystal discs a span wide. Each disc has a narrow clear crystal wedge and gradations around its circumference. The guardian creates three zones around the city. The innermost zone ending at the bridges to the city cuts off women from the True Source. A larger zone that cuts off men from the True Source extends about a mile outside the city. A still larger zone detects a man or woman channeling outside the other zones. When use of the One Power is detected, the three wedges point toward the source allowing the channeler's location to be determined by triangulation. The wedges turn red for saidar and black for saidin.

     

     

    <h4>References Used:</h4>

     

    Winkipedia

    http://encyclopaedia-wot.org:8008/~ewot ... index.html

    http://www.wotmania.com/farmaddingguardian.asp

     

    <h4>Researcher for Far Madding</h4>

    Andrea Collet (Arie Ronshor)

  5. Kopair nodded to Conor and held out his hand in greeting. "Kopair actually. Kopair Rialyn.  As for Liitha being harsh, I wouldn't say that." Taking back his hand he fell into a relaxed pose in the char and drained his drink. "At least, not as long s you keep on her good side, and she respects you.  And though she might not like why I left, she respects the reason, and that I came back."

     

    Signaling for another drink, Kopair turned to smile at Sahra. He'd not met her before now, as the team assignments had just been made, but she'd been pointed out to him in the Yard.

     

    "Of course, one would think you could have kept them out of trouble. Or..." he trailed off, giving a wink at Xilanin. "I would think you could keep that one in line.  From the way he's looking at you, well..." and he trailed off again with a grin.

  6. Altara’s flag is two golden leopards, one above the other on a field checked four-by-four in red and blue: red is next to the staff on the topmost row. Other symbols include the Throne of the Winds upon which the ruler of Altara sits.

     

    Robert Jordan is known for borrowing from the real life cultures and mixing them into a new blend. Altara is thought by many to be based on the Mediterranian cultures and has similar maritime ambience than Renaissance Italy city states. Altara is also as divided as Italy and its people don't have a very strong national identity.

     

    Location

     

    Southern corner of Randland

     

    To the North is Ghealdan, Andor and Murandy

    To the East is Illian

    To the South is The Sea of Storms

    To the West is Amadicia

     

    Balance of Power

     

    Altara is a country unified only in name. Most of the inhabitants prefer to identify themselves as citizens of a particular town or as subjects of of a particular lady or a lord, rather than a subject of the ruler or a citizen of Altara. Even the nobles seem to care little for their nation and seldom pay taxes and most offer only lip-service to the Queen at best. At worst they plot to sit on the Throne of Winds themselves. But because the ruler of Altara doesn't have as great command of their country as most of the other rulers, many powerful nobles in the history have scorned the opportunity to take the throne. Right now such ambitious contenders exist.

     

    Even a common enemy hasn't been enough to unite the land. Altara's Western neighbour Amadicia (or rather the Children of the Light ruling it) wants to control the country to get access to the river trade of Eldar and enforce its position to march to also weak Murandy or even Illian. Altara would already be taken if Illian hadn't intervened during the Whitecloak War.

     

    National character

     

    One thing common to all Altarans, especially the women, is fierce and bold nature. They are extremely polite, yet quick to answer an insult with steel. All are equal on the dueling ground and this mentality is most evident in Ebou Dar, the capital city.

     

    Noble factions

     

     

     

    Guilds

     

    In Ebou Dar workers must be accredited to a guild, and this is indicated by clothing. Prominent guilds include for example blacksmiths, ferriers, dockmen and fishers. Guilds have political clout. Nobles generally do not want to get in trouble with guilds because otherwise a guild will withdraw all services to them. In a situation like that the nobles would have to trust the work to people who aren't guild trained or guild approved, especially a problem with important occupations such as blacksmiths and ferriers. The guilds also tend to support one another so the other guilds might side with the offended guild and the noble is banned from all services.

     

    The guilds are mainly concerned with protecting themselves because if they become too political there is always the chance that the nobles might just decide to break them. They only react when one of their members has troubles and the nobles also avoid stirring the guilds and involving them to the politics. Game wise this means that the guilds don't really matter politically since no one wants to stir the status quo.

     

    Economy

     

    Tear is the greatest port located in the ‘Sea of Storms’, as well as one of the richest nations in the land. The majority of this wealth comes from the oil produced on the countries many olive farms, there is also a great deal of trade in grain and fish which brings money into the nation as well. They also have excellent horse breeding and they take a lot of pride in this. Unfortunately Tairen lords tax according to their own needs and wants, not taking into account crop failures or other such problems. Some feel that the Tairens rule poorly, as the poor have little dignity or pride and bitterly resent the rich.

     

    There is nothing larger than a village in Tear outside of Tear and Godan (See Below). The Tairen High Lords keep towns small by heavily taxing new construction. They allow the city of Godan to thrive on the Bay of Remara to threaten Mayene.

    Tear and the White Tower

     

    Channelling is outlawed in Tear, though Aes Sedai are tolerated as long as they don’t Channel while within its borders. If a woman known to be associated with the Tower will be watched as long as she’s in Tear. If a Tairen girl displays the ability to Channel, she is shipped off to Tar Valon that very day.

     

    Facts and Numbers

     

    Military

     

    Culture

     

    General

     

    Wisdoms are referred to as either Wise Women or Mothers. Tairen Wise Women don’t listen to the wind, that is too close to the use of the One Power and would draw negative attention towards them and they advertises her shop by hanging herbs in window. Also, Ogier are not an uncommon sight in Tear.

     

    Tairen use woven, dyed straw mats as coasters and low-backed chairs are quite popular and commonplace. The men dance to a clapping rhythm, with their arms around each other’s shoulders and stepping quickly. Tairen women are considered “forward” by some other cultures, (possibly including Saldaea).

    Clothing/Appearance

     

    | Appearance |

    Taller than an average Cairhien (by at least a good head taller), Tairen are not overly tall but have slightly thicker build. They are known for their darker skin hair and eyes. It is rare for a Tairen to have either fair hair or blue eyes.

     

    Fashion

     

    As in most cultures, the wealthy wear embroidered or brocaded silk often set with jewels, and gold, while the poor and middle-class wear wool or linen, brass and glass.

     

    The Ebou Dari take pride in duelling scars and see them as beauty marks.

     

    Women: The women wear dresses with a tight bodice and full skirt over brightly contrasting petticoats (often layers of petticoats if they can be afforded). To show off the petticoats, the skirts of noblewomen are raised in the front and may have a long train behind, and those of the commoners are sewn up above one knee. The higher the skirts are raised the more sexually inviting the wearer (Winter’s Heart, Three Women). Necklines are revealing: those of the commoners are deep and narrow and outlined with embroidery or a little lace and those of the nobles are high with an oval or round cut-out (similar to a keyhole neckline) edged with lace or gold embroidery (A Crown of Swords, The Bowl of Winds). Noblewomen also have their cuffs edged with lace, often covering their hands. A belt or sash is worn around the waist of the dress and holds a curved dagger. Outside, a coloured straw hat tied with ribbons may be worn (A Crown of Swords, A Note from the Palace), and nobles also may carry brightly coloured parasols (A Crown of Swords, White Plumes). Multiple finger rings and large hoop earrings are worn by most women.

     

    Women soon to marry wear a wide close-fitting metal necklace from which their marriage knife will hang hilt-down once they marry. When they give birth to a child, a stone is set into the hilt of the knife, white for a son, red for a daughter. The stones are pearls or firedrops for the rich, glass for the poor. If their child dies under sixteen years of age, the setting of the stone is enamelled black; if the child is over sixteen and dies in a duel, the setting is enamelled red for a son and white for a daughter. The setting may be enamelled a different colour again for children over sixteen who die of illness or accident. Many Ebou Dari women remove the stones of their children over sixteen who refuse a duel, thus disowning them (Lord of Chaos, Leaning on the Knife). The sheath of a widow intending to remarry is blue, if she is not, it is white.

     

    Men: wear tight breeches but "the trademark of an Ebou Dari man is his long, elaborate vest. These vests are often as brightly coloured as a tinker’s clothes, and are worn alone or over pale shirts with wide sleeves. Sometimes the wealthy add a decorative silk coat slung about the shoulders, since it is deliberately too small to be worn conventionally. This “cape” is held with a chain of silver or gold strung between the narrow embroidered lapels. When the cape is worn a long narrow swords (rapier) is usually carried, in addition to the standard dagger." - The World of Robert Jordan’s The Wheel of Time

     

    Most men wear finger rings and some wear hoop earrings. Noblemen also wear high-crowned velvet hats (A Crown of Swords, White Plumes).

     

    Pretties of either sex have more extreme or revealing clothing. Mat wore tight breeches, very short coat, large quantities of lace and embroidery (and nearly gemstones as well) and very bright colours (Winter’s Heart, In Need of a Bellfounder). The sigil of house Mitsobar was embroidered on the left shoulder of his cloak.

     

    Palace Servants wear the commoners’ fashion in a livery of green and white with the sigil of house Mitsobar embroidered on the breast.

     

    Guilds: In Ebou Dar workers must be accredited to a guild, and this is indicated by clothing:

     

    * beggars - brass ring on the little finger (A Crown of Swords, Festival of Birds), the smallest amount possible of the cheapest metal

     

    * bookers – red vest with open book embroidered on the breast (A Crown of Swords, White Plumes)

     

    * dockmen - green leather vest (A Crown of Swords, Six Stories)

     

    * fishermen – long blue-and-green vest, double earring with two white stones on the lower hoop if the man owns other boats besides the one he captains (A Crown of Swords, The Triumph of Logic)

     

    * goldsmiths - blue-and-white silk vest with guild sigil (A Crown of Swords, Mashiara), the silk indicating they are well paid

     

    * labourers - plain woollen vest (Winter’s Heart, Another Plan)

     

    * printers – vest with horizontal stripes

     

    * salt workers – white vest

     

    * sedan chair bearers - green-and-red striped vest (A Crown of Swords, Small Sacrifices)

     

    * weavers - vests with vertical stripes

     

     

    Fools: have a white-painted face and wear jingling brass bells (like a jester) on a black-and-white hat and coat (like a harlequin) (A Crown of Swords, The Triumph of Logic).

     

    At some festivals, people wear masks.

     

     

    Countryside fashion

     

    The mode of dress varies from village to village in a way typical of Europe but is generally of a Mediterranean style.

     

    Men: wear short coats embroidered with bright colours, the amount and style depending not just on wealth but also on town (angular scroll work in one town, flowers and birds in Jurador, small amount of embroidery in Maderin), dark baggy trousers tucked into knee high boots and belt knives (Crossroads of Twilight, Something Flickers and Knife of Dreams, Dragons’ Eggs and A Hell in Maderin).

     

    Women: Their dress varies from area to area: bright narrow skirts embroidered with flowers in one town (Knife of Dreams, Dragons’ Eggs), dark high-necked dress embroidered across the bosom, and lace cap in Maderin, dark dress with long white apron and lace cap in Maderin (Knife of Dreams, A Hell in Maderin) and high necked embroidered dress in Jurador, with rich women also wearing an embroidered cloak, sheer veil and gold-work or ivory combs (Crossroads of Twilight, Something Flickers).

     

     

    Altaran hairstyles

     

    Ebou Dari women wear their hair in a variety of hairstyles, long or short as they please (A Crown of Swords, White Plumes). Women living in the countryside wear their long hair up either in coiled braids with gold work or ivory combs (Crossroads of Twilight, Something Flickers) or in a coiled bun on top of their head (Knife of Dreams, Dragons’ Eggs). Ebou Dari noblemen wear their hair shoulder length (A Crown of Swords, White Plumes).

     

    | General |

    Because of the muddy ground around the city, the people (especially the poor) often wear raised clogs over their shoes. Widows can be spotted by shimmering white clothing. Women usually wear thick curls down the sides of their heads. Although some women like to wear their hair braided and coiled about their heads.

     

    | Upper Class |

    The Middle and Upper Class men wear heavy coats made of padded silks and brocades with satin strips, the sleeves are often puffy and striped. Breeches are usually worn tighter and are topped off with peaked hats and silver-worked boots (very common with the High Lords).

     

    The Women’s dress is usually of bright colors with broad lace ruffles and close fitting caps sewn with pearls or gems and longer skirts. Their cloaks are similar to the Men. They are also known to carry small porcelain bottles of smelling salts and painted silk fans.

     

    | Lower Class |

    The poor dress similarly to the Upper in style but lack in the fineries like Silks, Satins, and Lace. It is more often that they use ties to fasten their clothing instead of using buttons.

     

    | Occupational |

     

    Innkeepers are known to wear Blue.

     

    The servants in the Stone of Tear are found to where either red and gold livery, or black and gold livery. Outside the Stone servants wear clothes of wool.

     

    The Defenders of the Stone wear rimmed helmets, breastplates and plump coat-sleeves striped black and gold. Officers and under-Officers of the Defenders are to wear coloured plumes on their helmets, and the rest of them wear colors of their lords on their sleeves. A Captain of the Defenders has two short white plumes in his helmet to indicate his rank.

     

    Officers and nobles both carry gilded cuirasses, and have white plumes on their helmets.

    Crime and Punishment

     

    Channelling is outlawed in Tear, though Aes Sedai are tolerated as long as they don’t Channel while within its borders. A woman known to be associated with the Tower will be watched as long as she’s in Tear. Justice in Tear usually depends on class, with the lower classes being persecuted where the upper classes wouldn’t be. One of the punishments for criminals would be working the channel dredges in the Fingers of the Dragon.

     

    Only the Defenders may go armed within the Stone. No one may enter the Stone of Tear without the permission of the High Lords, and only the High Lords themselves may enter the Heart of the Stone itself. Only foreigners passing through the city, the wealthy and the lords may go armed within the city of Tear. Tairen lords couldn’t be summoned to a magistrate by a commoner but after the Dragon Reborn, this has changed.

    Food

     

    High Lords have ice packed in sawdust brought from the Spine of the World. You can also find sausage, fruits and vegetables (that are not seen in the north) olives, nuts, and cheese served as snacks in the Stone.

    Phrases and Sayings

     

    - By the Stone (III: 361)

    - or I don’t know a bar knot from a running hitch (V: 596)

    - squealing like a spawning grunter (V: 596)

    - catch minnows (catch flies - for having one’s mouth hang open) (VI: 265)

    - Lurks (Fades) (IV: 189)

    - An anchor is not demeaned by being used to hold a boat. (II: 130)

    - A full net on the first cast. (III: 179)

    - Mudfish don’t school with silversides. (Birds of a feather flock

    together.) (III: 566)

    - Do not trouble trouble until trouble troubles you. (Maule) (IV: 289)

    - A flapping tongue can put you in the net, instead of the fish. (V: 33)

    - Caution gets the boat home, but boldness brings back a full hold.

    (V: 171)

    - as sulky as a fisher-bird in winter (V: 314)

    - A fish in the boat is worth a school in the water. (A bird in the hand

    is worth two in the bush.) (V: 326)

    - An Aes Sedai is ten women in one skin. (VI: 592)

    - When there are fishheads and blood in the water, you don’t have to see

    the silverpike to know they are there. (???)

    - Trust is as slippery as a basket of eels. (???)

    - If you are going to gut a fish, no need to wait until it rots. (???)

    Tairen Falsehoods

     

    Many Tairens think that Trollocs and how many Shienarans become warriors to fight them are stories. Also, Tairens think that Aiel live in “caves”. The general consciences is that anything a Borderland would say, a Tairen would not believe it and consider it a ‘myth’ or a ‘tall Gleeman tale’.

    Commonly Used Names

     

    | Female |

    Ailhuin, Alteima, Anaiyella, Arie, Belyne, Cian, Dara, Fionnda, Ines, Ivara, Leitha, Majhere, Mara, Medore, Meralda, Rasoria, Rosana, Salita, Sareitha, Selame, Siuan


     

    | Male |

    Alger, Aracome, Astoril, Baran, Bili, Carleon, Carlomin, Cavan, Darlin, Dermid, Edorian, Estean, Estevan, Furen, Guyeam, Harnan, Haviar, Hearne, Huan, Istaban, Juilin, Jurah, Leuse, Lopin, Maraconn, Meilan, Melanril, Nalesean, Perelean, Reimon, Rodrivar, Rovair, Simaan, Surnamon, Tedosian, Tirhira, Tolmeran, Torean, Weiramon

     

    | Surname |

    Admira, Ajala, Alharra, Domanche, Guenna, Haellin, Haret, Lopar, Mallia, Mandair, Mulan, Novares, Sanche, Sandar, Tarou, Tihera, Tirado, Tomanes, Tomares, Toranes

     

    | Nobility |

    Andiama, Aldiaya, Annariz, Asegora, Damara, Emares, Medrano, Mendiana, Saniago, Selorna, Sisnera

    Side Note

     

    - Almost everyone in Tear suffers from nightmares because Be’lal doesn’t shield his dreams.

    History

     

    More info on the History can be found here

    Places of Interest

    City of Tear

     

    The location of the city of Tear is unclear. At the beginning of Chapter 48 of The Dragon Reborn, the city docks are said to be on the west bank of the River Erinin, but at the beginning of Chapter 50, Perrin, Moiraine, and Lan arrive by ferry from the west. At the beginning of Chapter 22 of The Shadow Rising, Rand leads the Aiel “out of the Stone and eastward.”

     

    Tear is Ogier-built, although the Stone is Aes Sedai built, and is the greatest port on the Sea of Storms. Tear is as large as Tar Valon or Caemlyn, built on flat land. Near the warehouse district, the houses are built of wood and stone on muddy streets. Deeper into the city is a wall of dark grey stone, and beyond that towers, balconies and white-domed palaces. The city wall is only a pace wide, but ten spans high, with stone buttresses supporting it. Some houses are built right up against the city wall. The city has an outer wall, with simple stone houses and shops built beyond it. Large numbers of ships moor at the Tear docks near their many warehouses. When docks busy, ships have to anchor and wait their turn at the docks. The streets of Tear are not especially crowded or busy. Tavar is the name of the farmer’s market in Tear, and the Maule is the port district, the Chalm is filled with warehouses and inns. There are hundreds of inns in a city the size of Tear, maybe a hundred more outside the city walls proper. The smallest would have only a dozen rooms.Only foreigners passing through the city, the wealthy and the lords may go armed within Tear. The Ogier stay in the Stone when they come to work in Tear.

     

    More info on the City of Tear can be found here

    The Stone of Tear

     

    The city of Tear is dominated by the Stone of Tear, which towers above the city like a small mountain. It is believed to be the oldest stronghold of mankind, erected shortly after the Breaking of the World. It was built by Aes Sedai using the One Power, Earth, Air, and Fire fusing stones together without joint or mortar.

     

    More info on the Stone can be found here

    According to Winkipedia

     

    Deep within the Stone is the Heart of the Stone. This is where the crystal sword Callandor sits, waiting for the Dragon Reborn to claim it. No one except the High Lords are allowed to enter the Heart, and even they rarely do so: four times a year for the Rite of Guarding there, and also to raise a Lord of the Land to the office of High Lord. Indeed, if the High Lords could manage to forget that the Heart of the Stone and Callandor existed, they undoubtedly would: Tairens of all classes have an avowed fear of anything to do with the One Power. This is due partly to the fact that it is prophesied that the Stone of Tear will never fall until the Dragon has been Reborn. The High Lords like to think that by protecting Callandor, they are protecting the world from the Dragon Reborn.

    Ironically, the Stone also houses a collection of angreal and ter’angreal second only to the White Tower. It is unsure exactly why the Tairens have collected such an array; perhaps to prevent their use by Aes Sedai, or maybe to diminish by comparison the knowledge that they possess one of the greatest of them, Callandor, whose drawing by the Dragon Reborn will herald the coming of another Breaking of the World.

    Maerone

     

    This small town is across the Erinin from Aringill. Maerone is unwalled, an overgrown village with brick and stone buildings, with roofs of wooden shingles, thatch, slate and tile, most of the streets are hardpacked dirt. The village is a transit point of trade between Cairhien and Tear, and has almost as many inns and taverns as it does houses. There are over 17 inns in Maerone.

     

    Inns: the Fox and Goose, The Wagoneer’s Whip, the River Gate, the Erinin Inn, the Three Towers, the Silver Horn, and Golden Stag inn. A well-established road leads south out of Maerone, piercing through forest and open country.

     

    It’s about 20-22 days from Maerone to Tear.

    Godan

     

    A coastal town in far southeast Tear on the Bay of Remara.

    Bay of Remara

     

    A large bay at the far southeast corner of the Westlands at the end of the Spine of the World. The Drowned Lands lie to the east. Tear ends at the western shore at the city of Godan. The city-state of Mayene lies on the peninsula to the southeast.

    Artifacts of Note

    Redstone Doorway (1)

     

    Tairen redstone door ter’angreal - three sinuous lines from top to bottom of each upright. Within the Tairen Redstone doorway, one can get three answers to three questions about the past, present or future. (Two ta’veren within the land beyond the doorway simultaneously could have torn the connection between the two worlds and left both trapped there.)

    Rules and dangers of using Tairen doorway:

    - Each person can only go through the doorway once. All three questions must be asked and answered before you can leave. Questions of frivolous consequence to the questioner are punished. Questions that touch the Shadow in any way can be very dangerous, with the questioner not returning from the doorway, or going mad. A person stepping through the door sees blinding light and hears the sound of a roar. If you go through the doorway a second time it acts like any ordinary arch.

    About the Snakes Within:

    The snakes speak in the Old Tongue. When needed, one is brought to interpret, he speaks the way an old book would read. The snakes feed off of people’s sensations and experiences. The answers given by the snake people are true in regards to one’s own future, but they are often obscure in phrasing.

    Portal Stones

     

    There are 4 known Portal Stones in Tear.

    References Used:

     

    45.0 TEAR - GENERAL CULTURE - http://www.drosi.de/wot/wt_conco.htm

    Winkipedia

    Warders.org

    Researcher for Tear

     

    Andrea Collet (Arie Ronshor)

  7. ANDOR

     

    Caemlyn

     

    The capital city of Andor sprawls across a collection of low hills. Beginning at the heavily populated Low Camelyn the city follows the natural shape of the hill cluster; spirals upward toward the highest and centre-most point. Upon this lone hill sits the Palace of Andor: the Lion Throne.

     

    The Royal Palace interior is adorned with tapestires [advanced by two seasons] and reliefs. Its library is unremarkable. The map room is the second largest room in the palace; a tile map of Caemlyn has been skilly inlaid upon its floor. Time is of the essence within the Royal Palace of Andor: why else would it contain a dozen working clocks?

     

    The Andoran Palace is built from white stone; decorated with delicate traceries, golden domes and pale spires. It contains courtyards and gardens. Gilded and guarded gates bar entrance to the palace interior from the Queen's plaza. There are several other, less public, entrances, including the southern stable gate.

     

    From here the city becomes a maze of streets, monuments, parks, mosaics: such undeniable craftsmanship that not only does it honour the memories of those Ogier who created it, but the resulting beauty matches that of even Tar Valon. The Inner City: built shortly after the breaking. The streets of the inner city follow the natural contours of the land: twist and wind toward the palace. The intention behind their design was that beautiful works of art could be seen from any location.

     

    The portion of Camelyn expanding beyond the inner city wall is called New City. Some of its buildings are six stories high and it's streets run in many different directions, although all of its main boulevards direct traffic toward the three Inner City gates. The inner city gates [Mondel, Origan] are twenty foot archways supported by immense and towered stone walls that corral the Inner City. The stone wall is white; streaked with silver. Purple and gold towers and domes can be seen above it. New City holds more inns and markets than any other part of Caemlyn.

     

    The outer wall of Caemlyn is fifty feet high and made of white stone flected with silver and grey. Towers have been strategically positioned around its circumference and it's various entrences are well guarded. Beyond the city wall lies Low Caemlyn.

     

    The Whitebridge gate heads west to Four Kings Road

    The Braem wood gate(L) leads through Braem Wood to Tar Valon

    The Far Madding Gate goes south to Far Madding.

    The Sunrise gate leads east to the Ernin Road and Aringall.

    (L)The Inner City comprises chiefly the estates of some powerful noble houses. Many of these houses are direct descendants of Hawkings Empire. General Souran Maravaile and Ishara the first queen of Andor laid claim to Caemlyn various other magistrates and influential families moved in. None of these houses maintained the martial strength of General Souran, but united against him the casualties on both sides would be catastrophic. A truce was formed. Queen Ishara and her house would rule, and the other houses would not only gain statis, prestige and wealth, but they would also act as a commity to keep the Queen's reign in check.

    Many of the powerful houses were born from merchants and commoners. Considered arrivistes by the older noble houses their wealth makes them no less powerful. The estates in the inner city are mostly original works, but various noble houses out of poor taste had themselves mansion built in where there was room. The other houses settled for less prestiguous quarters in the New City. None of them live within Low Caemlyn. Beyond the Noble Houses the Inner City is used for very little other than scenic routes to the palace.

    The Sunrise Gate and Whitebridge gate open to a flood of markets, merchants, inns and other services. These are the gates most often used by foreign merchants and nobles creating constant stream of customers for any goods or services lucky enough to be in their way. Many blacksmiths and farriers ply their trades, as well as vendors.

    The Southern end of Caemlyn is what in any other city would be deemed "seedy." The lack of poverty and stern belief in appearances have led even the "thriftier" section of the city to remain presentable. South Caemlyn operates many low budget warehouses. Merchants come in droves to store their goods in these economical constructs, as well as other -- less reputable -- entrepreneurs. South Caemlyn is well known as cheap way to dispense of coin, whether your vice be dreams, drink, gambling or women. Some vendors in this area are whispered to sell "less-than-legally-acquired"goods but nothing substantial has ever come to light.

    North Caemlyn is the Inner City of New City. Here foreign Nobles and Merchants come for the town houses, and inns and relatively "upper class" entertainment. Cock fights rage in North Caemlyn and it is in this section of the city that one would find the play house. The vendors here pride themselves on their "quality" of Goods, and while the majority of tradesmen via for supermacy of the East and West Gates, many of the truly skilled craftsman can be found here.

    North Caemlyn is the training ground for the Queen's Guard and soldiers in the Andoran Armies. Many drills and formations are practiced in the large boulevard and courtyards. Education facilities for officers, combat training facilities for Queen's Guard and soldiers are also in North Caemlyn. As well as the Academy of the Rose.

    Low Caemlyn resides just outside the city wall. Less than a district and more than a shanty town it consists of heavily populated clusters of homes, several not-quite inns and a loose smattering of low profile vendors. Commoners from surroundings live here, and peasants arriving too late to enter the city until the next day are also victim to its hospitality. There is a large fair ground nearby where travelling performers ... perform. Not part of Low Caemlyn per se, there are also various large city cemetaries in the nearby area.(L)

     

     

     

    Features of Caemlyn

     

    The Academy of the Rose

    The Royal Palace

    The Ball and Hoop -- Caemlyn inn.

    The Crown and Lion -- Caemlyn inn.

    The Crown of Roses -- finest New City inn. Three storied white stone building. The common room is panelled with dark wood. It is a favourite with nobles who have no mansion or house of there own within the city.

    Culain's Hound -- New City inn. Three storied stone building with a red tiled roof.

    Hoop and Arrow -- New City inn.

    The Queen's Blessing -- Caemlyn inn. A broad stone building with a panelled common room and two hearths. The sign on the door shows a man kneeling before a woman with red-gold hair holding a crown.

    The Red Bull -- New City inn.

    The Silver Swan -- New City inn.

     

     

     

    Other Andoran cities and villages.

     

    Arien

    Aringall

    Baerlon

    Breen's Spring

    Bury Hill

    Carysford

    Cullen's Crossing

    Damelien

    Deven Ride

    Forel Market

    Four Kings

    Harlon bridge

    Jornhill

    Kore Springs

    Market Sheran

    New Braem

    Taren Ferry

    Watch Hill.

    White Bridge

    Emond's Field.

  8. ARINGILL

     

     

     

    Aringill stands as testimony to the powers of both creativity, and opportunity. Named for its founder, Aringill's humble origins included a small tent and a river raft. The idea was simple. Port both people and their belongings into the territory of Cairhein for generous profit. After several months the slow trickle of business became a tide. Not only was the tent unpgraded to a respectable cabin, but facilities were also in process for those over-stayers forced into delay.

     

    Aringill soon became a magnet for suppliers, facilitators, merchants, and consumers. An explosion of wealth steadily transformed the location into a village, then a town; then a city. Multiple ferries replaced the outdated river-raft as a means of transport; the city itself exploded in an agglomeration of customs, designs and conveniences.

     

    Aringill now protects its borders by way of a stone outer-wall. One of its many features are various timber-tarred docks to enable sea-access, and broaden the cities trade capibilities. While it may have started as a means for river-crossing, the booming business slowly shifted the cities focus away from it. Due to this boom and the rapid conditions under which the city grew, there are no true sectors, "upper-class" areas, mansions, or estates. Instead, Aringill, flows outward like the concussive ripples of an explosion. The Good Queen, and The River Man are Aringill's two most popular inns, though it has various others as well as homestays. Flat grey stones pave the streets. The material of houses varies. Wood, brick and stone are common with no predeterming order.

     

    Aringill's economy is sustained through various outputs. A small but profitable marine export industry, the profit cajoled from the purses of visitors, and outlying farmlands.

     

    BAERLON

     

    The town of Baerlon is the most prominent of all mining settlements in the west of Andor. In the beginning it was little more than clearing at the edge of a forest, populated by half a dozen gruff and aspiring miners. Now it is a large town surrounded by a twenty-foot wooden wall with watchtowers along its path. Not only this, but surrounding farms are thick to the north, and necessary expansion has even begun into the forestry to the south.

     

    Though the gates of Baerlon are closed between sunset and dawn it's prime location ensures much business and travel. There are three major roads from Baerlon. The road leading to Taren Ferry is hard packed dirt. The road to Camelyn is lined with trees, and curves around the Hills of Abasher, and into Whitebridge. The last road, and perhaps most important leads west To the Mountains of Mist.

     

    Baerlon's economy draws two-thirds of its strength from the ore mines in the Mountains. Large smelters for rendering lie in the west section of the town to save such loads continuously clogging the streets.

    Due to the weight of the various ores the main streets through Baerlon are covered with flagstone. The streets not normally visited by weight bearing wagons are mere mud and dirt. Every roof in Baerlon is either slate or tile, not thatch. The buildings are made of brick and stone.

  9. THOUGHTS::

    [02:34:04] James says:

    Also, who enforce Far Madding's rules?

    [02:34:09] James says:

    Generic town guard or?

     

    <h1>Far Madding</h1>

     

    <h3>Location</h3>

     

    A city-state in the east central part of the Westlands. It lies at the north end of the Plains of Maredo near the borders of Andor, Illian and Tear. There is a Waygate nearby.

     

    Far Madding lies on an island in the center of a lake. There are three gates and three bridges connecting the city to the mainland. The Caemlyn Gate leads to the Ajalon Bridge and the village of Glancor. The Illian Gate leads to the Ikane Bridge and the village of Daigan. The Tear Gate leads to the Goim Bridge and the village of South Bridge.

     

    <h3>Balance of Power</h3>

     

    <h4>Hall of the Counsels</h4>

    The center of government of Far Madding. It is a great palace in the Counsels' Plaza. It is all white except for a blue dome. Massive fluted columns surround the upper two levels below the dome.

     

    <h4>Counsels (Book Based)</h4>

    Aleis Barsalla - First Counsel

    Cumere Powys

    Cyprien

    Narvais Maslin

    Sybaine

     

     

    <h3>Economy</h3>

     

    Far Madding is a center for trade. There are three main markets: The Avharin Market, the Amhara Market and the Nethvin Market. The largest of these is the Avharin Market. The central focus of the square is a statue of a woman called Einion Avharin which points toward Caemlyn. The city acts as a meeting place for Andoran, Tairen, and Illianer merchants; consequently, its inns are always full of such folk. However all the more important people in Far Madding have large houses or palaces in an area called the Heights that overlooks the Hall of the Counsels.

     

    <h3>Facts and Numbers</h3>

     

    <h3>Military</h3>

     

    <h2>Culture</h2>

     

    <h3>General</h3>

     

    There are three Strangers' Markets in Far Madding where foreigners are allowed to trade. They are the Amhara Market, the Avharin Market and the Nethvin Market. They are named after the three most revered women in Far Madding history. At the center of the city is the Counsels' Plaza and the Hall of the Counsels.

     

    <h3>Clothing/Appearance</h3>

     

    | Basic Male Dress | Basic Female Dress | Nobility Dress |

    <h4>(Images Provided by Arie Ronshor)</h4> <!-- i can make a 'code' for this to make the smaller text for 'contributions'. -->

     

    | Appearance |

     

     

    | General |

    Influence on dress mainly comes from the outside. A lot comes from Illian, Tear, Cairhein, and Andor.

    Higher class women’s dress is a silk dress that is lower cut with a curved neckline. Embroardery is usually found, expeccially with the upper classes, and gold is used mainly. Common women wear the same form of dress, only in a coarser wool, with an apron on top. Embroardery is also seen on occasion.

    Men wear trousers with fitted shirts and highcollared coats. Upperclass have the sleeves striped with their house colors and are made of silk and brocade. Lower class men would just wear simple garments of a duller color in wool.

     

     

    <h3>Commonly Used Names</h3>

     

    <b>| Female |</b>

    Aleis, Cadsuane, Cumere, Cyprien, Einion, Milsa, Narvais, Savion, Sybaine, Verin,


     

    <b>| Male |</b>

    Eadwin, Zeram

     

     

    <b>| Surname |</b>

    Avharin, Barsalla, Gallger, Keene, Maslin, Mathwin, Melaidhrin, Nahera, Powys, Shimel

     

     

    <b>| Nobility |</b>

    (None Yet)

     

    <h1>History</h1>

     

    In the time after the Breaking, the city was known as Aren Mador and was the capital of Essenia. After the Trolloc Wars, the city was known as Fel Moreina. After the War of the Hundred Years, Far Madding was the capital of Maredo until the nation fell apart. Far Madding is now an independent city-state and a major center of commerce.

     

    <h2>Places of Interest</h2>

     

    • The Counsel's Head - An inn in Far Madding. It overlooks the Nethvin Market. Mistress Keene is the Innkeeper.

    • The Crown of Maredo - An inn in Far Madding. Mistress Nalhera is the innkeeper

    • The Golden Wheel - An inn in Far Madding. Mistress Gallger is the innkeeper

    • The Heart of the Plain - An inn in Far Madding.

    • The Three Ladies of Maredo - An inn in Far Madding.

    • Amhara Market

    • Avharin Market

    • Nethvin Market

    • Hall of the Counsels

     

    <h2>Artifacts of Note</h2>

     

    <h3>The Guardian</h3>

    In the Hall of the Counsels there is a ter'angreal known as the guardian. This ter'angreal acts as a shield to the True Source for women, starting at the city's border, and for men at a much greater distance. It also acts as a direction finder for anyone who channels nearby. It consists of three cloudy crystal discs a span wide. Each disc has a narrow clear crystal wedge and gradations around its circumference. The guardian creates three zones around the city. The innermost zone ending at the bridges to the city cuts off women from the True Source. A larger zone that cuts off men from the True Source extends about a mile outside the city. A still larger zone detects a man or woman channeling outside the other zones. When use of the One Power is detected, the three wedges point toward the source allowing the channeler's location to be determined by triangulation. The wedges turn red for saidar and black for saidin.

     

     

    <h4>References Used:</h4>

     

    Winkipedia

    http://encyclopaedia-wot.org:8008/~ewot/geography/far_madding/index.html

    http://www.wotmania.com/farmaddingguardian.asp

  10. Cairhien

     

    Balance of Power

     

     

    House Annallin

     

     

     

    House Arabon

     

     

     

    House Chuliandred

     

     

     

    House Daganred

     

     

     

    House Damodred

     

     

     

    House Delovinde

     

     

     

    House de’Shaire

     

    Middle Noble, WT

     

    House Dhulaine

     

     

     

    House Diandaere

     

    Middle Noble, WT

     

    House Elmdor

     

    Maegan WT

     

    House Eskarne

     

    Lower noble, Phaedra WT

     

    House Kilaines

     

    Lower, Loraine WT

     

    House MacBoare

     

    WT

     

    House Maravin

     

     

     

    House Moseneillin

     

     

    
House Osiellin

     

     

     

    House Riatin

     

     

     

    House Ryanne

     

    Maegan WT

     

    House Saighan

     

     

     

    House Taborwin

     

     

     

     

    Culture

     

     

     

     

    Economy

     

    The Cairhienin economy is woeful at best. Originally it was quite powerful, self sufficient agriculturally and with mining in Kinslayer’s Dagger and along the Spine of the World, the extraction of precious metals there in particular increasing her wealth. In 566NE, the Aiel granted the Cairhienin passage to Shara, the monopoly on the land route made Cairhien a pre-eminent power with few rivals.

     

    This changed in 976NE with the First Aiel War. The Aiel that swarmed through the Jangai Pass destroyed numerous settlements as they went, uprooting those who had not fled with resistance weak at best and in most cases non-existant. By the end of the war in 978NE, several things were apparent.

     

    Surviving refugees from the eastern lands refused to resettle, along with the miners that had once plied not only Kinslayer’s Dagger and the Spine of the World. With the Aiel also closing the land route to Shara for the Cairhienin, Cairhien’s prospects plummeted. Added to this were the costs of not only rebuilding the city due to the extensive damage caused by the Aiel, but also of grain and other foodstuffs to feed the refugees that rebuilt Foregate.

     

    Up until 998NE, not only did Cairhien have to contend with these costs but also the consequences of the Sun Throne’s unwillingness to address the issue of the refugees. This included fielding a great many entertainments, even convincing the Guild of Illuminators to create a guildhouse just north of the city, in order to keep the local populace happy. Granaries held enough imported food to keep the people happy.

     

    That was until someone lit a spark in one of the warehouses. The result was a year of starvation in Cairhien, the people unsettled in particular in Foregate. The assassination of the King within the same night led to a lack of leadership or spending throughout the city. Compounding this was the Second Aiel War with the Shaido firing Foregate as well as ravaging the city.

     

    While the Aiel under the Dragon then claimed the city, a great deal of damage was done. Yet corn supply from the Dragon’s supporters in Tear has helped restore some stability, though many problems have still not been addressed. Poverty within the city is rife, and in the countryside things are little better.

     

     

    Facts and Numbers

     

     

     

     

    History

     

     

     

     

    Military

     

     

     

     

    Places of Interest

  11. RANDLAND FASHION

     

    Aiel

    cadin’sor- The wear of all men and Maidins of the Spear. It is a classic coat and breeches in browns and grays, as well as soft, laced knee-high boots, and a shoufa, a necktie worn in battle.

    gaishan- white clothing or nudity

    other women wear shawls, blouses, and long skirts

    warriors wear their hair short, other women wear it long

    Altara

    Women’s dresses are often pale with snug bodices and full skirts over bright petticoats. Commoners have deep and narrow necklines while the nobles has an oval cutout for the marriage knives.

    Women’s skirts are different on status. Commoners wear their skirt up on one side to show the petticoat while noblewomen wear their’s raised in the front.

    Long hoop earings are worn by most women and some men. All wear curved daggers, and most have work knives. Rings are worn by both male and female.

    Ebou Dari men often have long, elaborate vests. They are bright and worn over pale shirts.

    Silk, brocades and jewels are used on noble’s clothing for embroardery while the commoners use wool, brass, and glass.

    Often, they wear decorative capes that are held together by a fancy chain, and usually swords are hidden beneath.

    Amadicia

    The Fashionable ladies of court and the higher class women wear colorful dresses made of brocade and silk. Their hair is also worn long and curled.

    Noblemen wear long, bright colored coats over a loose shirt and breeches.

    Servants wear bright red and gold uniforms that are created to look fine for the pomp and circumstance of court.

    Commoners wear the same as the noblemen except in wool with the colors less bright.

    Andor

    Andor women wear dresses with square-cut necks that are usually low enough to show cleavage. A belt is worn at the waist, and on occasion, flowers are embroidered on. Highborn ladies use silk and metallic thread while commoners use wool and wear aprons.

    Men wear trousers and loose shirts with a coat over it all. The coat has turned back cuffs and upstanding collar. Noblemen wear silk or brocade and with metallic thread, while common men wear wool.

    Cloaks are worn by men and women. Servants wear red and white livery with the White Lion of Andor on the chest.

    Arad Doman

    Women are scandalously clad by most standards for, while they are covered from head to toe, the fabric is barely opaque and clings to every curve, which goes along with their graceful nature. Common women wear the same but in wool.

    The men have thin moustaches and earrings. They were breeches and high collared coats. Men of nobility use brocade and have their house emblem on it.

    Men and women of nobility wear a lot of jewelry with the name or symbol of their house engraved on it.

    Falme and Katar have the same dress as with Arad Doman.

    Arafel

    Men wear their hair in two long braids with bells on the end. Two swords cross their back, and they can use both. Trousers and a loose shirt with boots and a matching coat over it all is the usual attire of the men, highborn or commoner.

    Women wear modest dresses, the neckline a circle but without showing any cleavage. Both highborn women and commoners wear wool dresses except for on special occasions. Their hair is also done with the two braids, but is adorned with many ribbons and a bell on each. They wear belts over their dress and carry a knife with them at all times.

    Atha’an Miere

    The Sea Folk all wear loose, baggy breeches that are tied up with colorful scarves. They are all barefooted, and women wear loose blouses, but only while in port. The condition of the fabric and the color of the scarves suggest the level of importance the person is.

    They all wear multiple earings and chains, and women wear nose rings and nose chains. Women of rank also wear medallions. The more medallions, the higher the rank.

    Cairhein

    The upper class always wears dark colors. They are striped with slashes of the color of the house. Higher houses have more slashes while lower classes have only a few stripes.

    Ladies wear their hair in curls with wide skirts and are the same dark material as the tops. Lords wear breeches that are also dark, and keep their hair long with velvet caps.

    Servants wear their house colors on either their coat or dress. They are dressed in the same fashion as above, but in wool with less stripes. The same still applies, however, that higher servants have more stripes while lower attendants only have a few.

    Common folk wear bright colored, yet shabby attire. Shawls are often worn over top a ladies dress, and colors clashing are not rare.

    Far Madding

    Influence on dress mainly comes from the outside. A lot comes from Illian, Tear, Cairhein, and Andor.

    Higher class women’s dress is a silk dress that is lower cut with a curved neckline. Embroardery is usually found, expeccially with the upper classes, and gold is used mainly. Common women wear the same form of dress, only in a coarser wool, with an apron on top. Embroardery is also seen on occasion.

    Men wear trousers with fitted shirts and highcollared coats. Upperclass have the sleeves striped with their house colors and are made of silk and brocade. Lower class men would just wear simple garments of a duller color in wool.

    Ghealdan

    The dress is similar to that of Andor. The dresses of women are squarecut and in either silk or wool, depending on class. Men wear trousers and loose shirts, with coats over top. The fabric is either brocade and silk or wool, again depending on class.

    Upperclasses wear cloaks, and gold embroardery is common. The emblem of the house is often also embroidered on the coat of the Lord.

    Illian

    Men wear coats with raised collars and beards that leave no moustache. Mose lords also wear boots that have gold or silver on them.

    Women wear wide-brimmed hats that are tied on with scarves under their necks. High ladies wear decorated slippers with gold and silver. The dress hems are shorter so as to show off the slippers. The dresses are always low cut so as to show off “natural assets.”

    Kandor

    Men have long forked beards, tight breeches, and high collared coats. There are often one to three chains on them, as well as earrings. All men carry a weapon of some sort.

    Women, while wearing dresses, are known for also wearing pants. These are full legged and go with riding coats. Most high ladies would never wear such a thing, but the common women and warrior women are seen wearing them quite often.

    Mayene

    The Mayene women wear lose fitting dresses made of fine silk. Necklines are circular and, while not low, not high. Their hair is almost always worn down. Common women wear the same dress in wool.

    Mayene men wear breeches and high collared coats. The coats are in the color of their house, or are dark if a common man. Brocade with gold embossing is for the Lords while wool is used by the commoner.

    Murandy

    Women wear dresses that have a higher neckline. They are not form fitting, and use thicker fabric. Wool is for the commonfolk while Silk or brocade is used by noble women. No embroardery is ever used on the clothing.

    Men wear breeches with tight shirts and puffy sleeves. Common folk wear looser shirts made of wool while the nobility uses lighter fabric. The house colors are often striped on the sleeves.

    Ogier

    Ogier men wear dark trousers and a colorful, high colored, coat. Their hair is sort of long, but not too long past their ears. They also wear boots on their feet.

    Ogier women wear their hair long, and wear embroidered dresses and shawls. Flowers and necklaces adorn them. To mark a girl’s station, the more embroidery, the higher up in age, respect, and position she is.

    Saldaea

    Men wear thick clothing of trousers and shirts with coats for the lords, and armor is very common. Every man carries a weapon and is prepared for battle.

    Women wear simple dresses made of wool, but high ladies are known for wearing silk that is embroidered on. Women carry a weapon of some sort… either a knife or daggers of some sort for protection.

    Shienar

    Men wear thick clothing and armor with the black hawk on the chest. The hair is raised into a top knot and shaved around it. They also carry their weapons with them at all times, especially their lances.

    Women wear thick dresses, and wear a belt over their dress. Their hair is often back in a braid. Silk is used for Higher ladies while wool, as always, is used for the common women.

    Tarabon

    Men and women alike wear a veil over their face that is transparent. Masks are not uncommon, either.

    Men wear thick mustaches and caps on their hair. Baggy white trousers and coats with embroardery over a loose fitting shirt is worn by all, even though a Lord has finer material and embroardery of gold, while the common man wears wool.

    Noblewomen wear clinging silk gowns that are low cut. Peasant women also wear clinging dresses, but with wool.

    Tear

    Tairen Lords wear colorful coats made of silk and brocade. There are puffy sleeves that usually have stripes and breeches that are tight. Commonmen, however, wear baggy breeches and loose shirts. They either walk barefooted or in clogs. Docksmen are the same, but barechested.

    Noble ladies wear long dresses that expose the shoulder and a lot of bosom. Silk with lace is the usual fabric, and every woman carries a bottle of smelling salts. Common women wear dresses made of wool with layers of aprons on top.

    Tuathan

    The Tuathan wear many bright colors on their clothing. Men wear trousers and billowy shirts while women wear modest tops and full skirts. They are also always wearing shawls. Beads go along with the outfit, as well as a fan. No tuathan, however, would ever touch a weapon, let alone carry one.

  12. History:

     

    After the fall of Hawkwing’s empire the strongest houses among the territories were left to fight for their supremacy. While the area known as the nation of Basharande during the Trolloc Wars and now known as Saldaea, was not excluded from such struggles, it did enjoy a more amicable unification than did some of the southlands due primarily to its need to have a strong front along the Blightborder. Attention could not be turned from their chief concern for long and in-fighting could not be allowed to detract from the efficient protection of their northern border.

     

    The first to hold sway over the expansive region was Guar Zerenaan, and upon his death, his wife Leira. Under the rein of house Zerenaan, Saldaea expanded toward the southeast to encompass part of the former nations of Oburun and Roemalle, as well as northern sections of Masenashar and Indrahar, all of which comprise the modern day Black Hills and a small portion of Arad Doman. Unfortunatly the expansion was sort-lived. With so much attention given to the area of the nation to the extreme north, little man-power was left to regulate the vast and sparsely populated Black Hills and eventually those in the area were left to their own devices for governance.

     

    Guar and Leira’s only child, a daughter named Iyende, was next to rule. Under her the nation flourished and with her husband Darin, she produced seven children, six of which survived to adulthood. House Zerenaan prospered for nearly three hundred years. They kept a tight grip on the throne through the prolific production of heirs and the very shrewd policy of the monarch naming his or her successor early into their reign. It was not until the untimely death of King Verund followed closely by the death of his wife during the birth of her first child that the monarchy was first compromised. Queen Reina, only three months on the throne, was holding out on naming an heir so that she could name her own as yet unborn child.

     

    In the absence of a successor, the noble houses of Saldaea were plunged into a fierce civil war. Over the period of a year, the throne saw three rulers rise and fall. The fourth, Malinche Goshelle, maintained her claim through sheer determination and tenacity. She and her armsmen survived no fewer that four sieges upon the capitol. After the last, she sent her allies to hunt down ever last detractor and see that they fell in behind her, either through reason and negotiation, or by force. It was Malinche that made Maradon the site of the capitol; though in her time it was simply the estates of house Goshelle.

     

    The rule of house Goshelle was indeed the worst in Saldaean history. A greedy and ruthless woman, Malinche amassed great wealth for herself and the capitol, sponsoring many of the additions that now comprise the core of the palace in present-day Maradon but neglecting the causes outside her immediate presence. Again the nation’s borders contracted as that had after the addition of the southeastern territories. The land that is now the northern portion of Arad Doman was lost and the border to the east constricted several miles back towards the rest. In addition, the villages and roads far to the south and west from the capitol fell into squalor without support from the monarchy or protection from royal forces. Malinche’s heirs were no better. For a period of nearly a century, Saldaea declined steadily. The only thing that did not suffer was the protection of the northern border as it was vital to house Goshelle’s protection of its own holdings.

     

    Eventually, in a revolution that would be mirrored over 500 years later, the nation rose up against its neglectful ruler. House Varash was not large, but nor was it small. The high seat, Lady Brenaile, was a charismatic woman who had the favor of many stronger houses all wishing for her to marry their sons and make an alliance. As beautiful as she was charming, Brenaile was also keenly aware of politics and very clever by anyone’s standards. Her shrewd handling of her suitors and keen political sense allowed her to amass the largest army of supporters and armsmen ever seen by the nation and march upon Goshelle’s estates.

     

    Legend goes that as the army approached the walled manor, Brenaile rode to the front of the column of men, dismounted, and threw back the hood of her dark cloak to address the Saldaeans guarding the gate. It is said that she gave such a stirringly patriotic speech about the good of the nation over the good of any one house and that her beauty was so enchanting that the combination of the two made those men at the gate and all of those along the wall immediately remove their Goshelle livery and lead Brenaile and her army straight to the heart of the estate, giving victory through the advantage of surprise.

     

    Slowly but surely Saldaea began to recover under house Varash. Brenaile married shortly after assuming the throne and once again the legacy of smooth succession was in place. After the fall of Goshelle, the sprawling estates gained were kept as the capitol due to their proximity to neighboring Kandor as well as the Blight, though it was named Maradon, in honor of a fallen compatriot of Brenaile, her half-brother Marad. Cities across the nation grew and fortified. The army grew as well, as did the fortification of the Blightborder. For the next five centuries, the rule of Saldaea was solid but quiet, seeing no more revolts or gross incompetence until the ascension of queen Farazi.

     

    Military:

    Obviously the vast majority of the military forces available are stationed along the Blightborder, protecting the nation from invasion. Roughly 4/5 of the active duty soldiers occupy various forts, encampments, and cities within sight of the border. The remaining fifth is stationed at the capitol for the protection of the queen. The assignments of the men are rotated regularly and every soldier spends at least two months for every year on duty at the palace.

     

    While most estates have armsmen that can be called up from the ranks of its workers or neighboring farmers should they be needed, all men who are soldiers by profession serve in the royal army, swearing fealty to the nation and the house that rules it.

     

    The largest problem, militarily speaking, is the increased area of Blightborder since the fall of Chachin. Now alone with the ocean to the west and the Shadow to the right, Saldaea has been working hard to bolster its numbers. In addition to the increased responsibility, there is still some work to be done in the area of integration of the Royal Army and Leilwinn Jasma’s army. Almost half of the soldiers now serving the nation were men that followed and fought alongside queen Leilwinn during the revolution, but the greater portion are men who were sworn to Saldaea through queen Farazi. In most cases the tension is low, however the Marshal General must constantly work to ensure that every installation from towers on the border to military forces stationed throughout the nation are integrated with both loyal followers of the queen and members of the original Royal Army.

  13. Dre smiled as she accepted the apology. She felt that things were finally going right in this messed up situation.

     

    “What is your name and where do you come from??”

     

    Dre looked up at this question. She must have already forgot my name. Well, who can blame her? she thought to herself.

     

    "My name is An'drea Tior, but my firnds call me Dre.  I'm from Kandor and just arrived here in the Tower less then a week ago." As she helped the Accepted fix the last page, she couldn't help but ask. "So what is going to happen to me now? I caused you a great deal of trouble, and caused damage to some valuable books."

  14. Kandor

     

     

    Balance of Power

     

    Kandor is ruled by Queen Ethenielle. She holds the Throne of the Clouds in the Aesdaishar Palace in the capital of Kandor, Chachin.

     

    Her full title is: Her Most Illuminated Majesty, Ethenielle Cosaru Noramaga, By the Blessing of the Light, Queen of Kandor, Protector of the Land, Shield of the North, High Seat of House Noramaga. Married to Prince Consort Brys, Swordbearer to the Throne of the Clouds and general of the army. Sons Antol and Diryk. Daughter Jarene. She resides in the Aesdaishar Palace.

     

    The sigil of house Noramaga is a rearing red horse. This is also the sigil presented in the nations flag, the red hors eon a field of pale green. House Noramaga has been the ruling house since Kandor came to be, after the war of a hundred years.

     

    Other strong noble houses are: Arrel, Marcasiev, Materasu, Demain.

     

    Culture

     

    Like many nations still in existing in this era, Kandor was formed directly after the War of a Hundred Years. It is one of the four still remaining borderlands, which means that the battle against the Shadow is a part of every day life in Kandor. Despite the common goal the borderlands have, they take pride in their differences. Kandori’s can take pride in the fact that, despite the constant war against the Shadow, they are known as outstanding merchants. The Kandori’s are perhaps the most practical borderlanders. The women are not coddled the way the Shienarans do. Women often wear wide trousers that are gathered around the ankles. It is said that Kandori women duel, just like the men do.

     

     

    Economy

     

    Kandor’s economy is supported by the trade of Kandori stone. This is shipped to many different places of the world for building purposes. Kandori marble is yellow, and used even in the office of the Amyrlin Seat in the White Tower. Kandori merchants are respected everywhere, and known as the only true traders of the borderlands. They have made Kandor a wealthy nation. Chachin is too close to the blightborder to be a true centre of trade, but that does not stop Kandori traders.

     

    Facts and Numbers

     

    Kandor lies between Saldea and Arafel.

    Jarel Soukovni was the first King of Kandor.

    Common Kandori phrase: “Wind in a bucket”

    Martial arts are highly developed.

     

    History

     

    Kandor was formed after the War of a Hundred Years. Arthur Hawkwings Governors of the five northern provinces of his realm agreed that they should form solid, stable nations to preserve peace, and defend the known world against the blight. Though one of those nations has fallen, four still stand. The first governor turned king was Jarel Soukovni. Together with his fellow kings he made Kandor one of the first stable nations since the war. Jarel made Chachin his capital, from which he ruled until his death. His family held the throne for several hundred years, before it got passed on to the Noramaga family. Though several great noble houses are quite influential in Kandor, there has never been an attempt to overthrow the Royal house, because stability and peace are essential for every borderland country to survive. This was proven by the fall of Malkier.

     

    Military

     

    As it is with all borderland nations, Kandor is organised for war as a whole, and therefore it has no separate military formation. As it is, the prince consort of the Queen of Kandor held the highest military rank until his death, after which his eldest son took over, and became Swordbearer to the Throne of the Clouds, and general to the army. Officially the Queen herself commands the army, but unlike some queens in history, Ethenielle is content with letting first her husband, and now her son run the army. One can not rule a nation if one is murdered by Shadowspawn, after all. The Kandori army follows a very simple military structure, with captains and lieutenants. As it is in most borderlands, Every single Kandori warrior knows his place in the chain of command, and is ready to take over when his commanding officer dies.

     

     

    Places of Interest

     

    Chachin – the capital of Kandor, which holds the Aesdaishar palace, from which the queen rules. The city is surrounded by three ringwalls and a dry moat spanned by two dozen bridges. The road from Canluum enters the city over the Bride of Sunrise. The buildings are roofed with colourful glazed tiles, and the banner of Chachin, and the Royal House is a prancing red horse, as is seen on the nations flag.

     

    Canluum - Canluum is a large town in a hilly area south of Chachin. The buildings are stone and brick. The city is surrounded by a drymoat fifty paces wide that is crossed by five bridges. Local gem mines make the city wealthy. The castle of house Marcasiev sits on a high hill, Stag's Stand. The area inside the north wall is called the Deeps.

     

    Manala – A town in Kandor which sits by the road between Canluum and Chachin, south of Ravinda. It lies at an East-West crossroad, so it is often filled with merchant traffic.

     

    Ravinda – A small town in Kandor on the road between Canluum and Chachin, north of Manala.

     

    Inns in Kandor:

    Chachin – The Blind Pig, The Evening Star, The Ruffled Goose, The Silver Penny

    Canluum – the Blue Rose, The Gates of Heaven

    Manala – The Plowman’s Blade

    Ravinda – The White Tower.

     

     

    Clothing and appearance

     

    Kandori men are easily spotted by their distinctive forked beards, as well as one to three silver chains worn over their coats. Kandori also usually wear an earring, and the earrings of some successful merchants and guilds are quite ostentatious. Members of the nobility also wear chains over their coats and earrings. Kandori warriors wear two swords strapped to their backs. Kandori women often wear wide trousers that are bunched around the ankles. Kandori necklaces are easily discerned by their intricate snowflake pattern. The necklaces consist of discs, each with it own, slightly different pattern.

     

    At least some Kandori have dark eyes, and there are some Kandori with pale blonde hair. In general the people from Kandor are taller than those from the southern countries.

  15. <h1>Chachin</h1>

     

    Chachin is the capital of Kandor. It is a city in the mountains with the <b>Aesdaishar Palace</b> atop the highest. The city is surrounded by three ringwalls and a drymoat spanned by two dozen bridges. The road from <b>Canluum</b> enters at the <b>Bridge of Sunrise</b>. The buildings are roofed with colorful glazed tiles. The banner of Chachin is a prancing Red Horse.

    <h2>Aesdaishar Palace</h2>

    Royal Palace of Kandor located in the capital Chachin. It sits atop the highest peak in the city.

     

    <h3>Other Places of Note</h3>

    • Bridge of Sunrise - one of the main entrances to the city

    • The Blind Pig – (It is a dirty, dingy place.)

    • The Evening Star - (A respectable establishment catering to middle rank merchants. It is a sprawling three story stone building.) - Ailene Tolvina - innkeeper

    • The Ruffled Goose – (It is a dirty, dingy place.)

    • The Silver Penny – (It is better kept than other inns in the area.) - Nedare Satarov - innkeeper

     

     

     

    <h1>Canluum</h1>

     

    Canluum is a large town in a hilly area south of Chachin. The buildings are stone and brick. The city is surrounded by a drymoat fifty paces wide that is crossed by five bridges. Local gem mines make the city wealthy. The castle of the ruler Lord Varan Marcasiev sits on a high hill, <b>Stag's Stand</b>. The area inside the north wall is called the <b>Deeps</b>.

    <h3>Other Places of Note</h3>

    • The Blue Rose - (It is a slate-roofed cube of gray stone with a bright sign out front.) Racelle Arovni - innkeeper, Lira - serving girl

    • The Gates of Heaven - (The largest and finest inn in Canluum. It is four sprawling stories of green-roofed stone.) Master Helvin – innkeeper, Kazin - stableman

     

    <h1>Manala</h1>

     

    Manala is a town in Kandor on the road between Chachin and Canluum south of Ravinda. Manala is a sprawling collection of stone houses with tile roofs and three inns. It lies at an east-west crossroad so there is a lot of merchant traffic.

    <h3>Other Places of Note</h3>

    • The Plowman's Blade – (It is two stories with a red roof. It has arrow slits instead of windows on the ground floor; Borderlands inns are often strongholds in defense of Shadowspawn.) - Mistress Tomichi - innkeeper

     

    <h1>Ravinda</h1>

     

    Ravinda is a small town in Kandor on the road between Chachin and Canluum north of Manala.

     

    <h3>Other Places of Note</h3>

    • The White Tower (Inn)

  16. <i>The sign of Kandor is a rearing red horse on a field of pale green.</i>

     

    Little is truly known of Kandor. It is well known for its Stone that is often shipped out for building purposes. The nation of Kandor was formed early in the War of the Hundred Years. The governors of Hawkwing's five northern provinces met and agreed to form stable nations to preserve the peace and defend against the Blight. Jarel Soukovni was the first King on the Throne of the Clouds. The Capital of Kandor is Chachin.

     

    <h3>Balance of Power</h3>

     

    Kandor is ruled by either a King or a Queen. Either holds the Throne of the Clouds in the Aesdaishar Palace in the capital of Chachin and rules along with a smaller body of advisors. Along with the rulers of Shienar, Arafel and Saldaea, they keep the peace along the Border.

     

    *<i>In Borderlands countries, the <b>shatayan</b> or head housekeeper, and the <b>shambayan</b> or head butler are positions of great power.</i>*

     

     

    <h3>Economy</h3>

     

    They make Stone, but are also well known for their guilds and trades which have an actual guideline for how things are run within the Kandor state.

     

    <h3>Facts and Numbers</h3>

     

    <h3>Military</h3>

     

    <h2>Culture</h2>

     

    <h3>General</h3>

     

    <h3>Clothing/Appearance</h3>

     

    <!-- | Basic Male Dress | Basic Female Dress | Upper Class | Lower Class | Nobility Dress | i can make a 'code' for this to make the smaller text for 'contributions'. -->

     

    | Appearance |

     

    Kandori are tall, although not as tall as Shienarans. They usually have light colored eyes and dark eyes, although there are some blondes and dark-eyed Kandori.

     

    | General |

     

    Both genders wear jewelry, particularly earrings; Higher the status or more wealth, the more extravagant the earrings.

     

    | Basic Male Dress |

     

    The men favor short coats to go with their breeches and long-sleeved shirts. They often wear distinctively forked beards, usually well trimmed and groomed.

     

    | Basic Female Dress |

     

    Women wear simple dresses and gowns often decorated with elaborate embroidery. Also, necklaces are made in a pattern known as the Kandori snowflake pattern. These are intricately worked discs, each with a slightly different pattern.

     

    | Occupational |

     

    Guild rank wear from one to three silver chains on their cloak to indicate status within the Guild. Three silver chains looped across the chest mark a man as a Master Merchant.

     

    <h3>Phrases and Sayings</h3>

    - wind in a bucket (IV: 232)

     

    <h3>Commonly Used Names</h3>

     

    <b>| Female |</b>

     

    Aiko, Ailene, Anya, Avene, Colar, Cosaru, Einone, Elis, Ethenielle, Eselle, Esne, Ines, Jarene, Jerid, Jorelle, Jurine, Kamile, Kareil, Kirukon, Nesune, Lira, Nazelle, Nedare, Pevara, Racelle, Serailla, Shimoku, Silene, Surasa

     

    <b>| Male |</b>

     

    Alin, Antol, Baldhere, Brys, Bulen, Cal, Caniedrin, Dirys, Eurian, Ismic, Kazin, Jarel, Josef, Jurad, Lomas, Mahiro, Migel, Paetram, Rahien, Varan

     

    <b>| Surname |</b>

     

    Arovni, Bihara, Dorelmin, Helvin, Marishna, Mondevin, Najima, Noallin, Posavina, Ramavni, Romera, Sahera, Satarov, Seroku, Shakosa, Shiman, Soukovni, Tolvina, Tomichi, Tuval

     

    <b>| Nobility |</b>

     

    Demain, Marcasiev, Materasu, Noromago

     

    <h1>History</h1>

     

    <I>*Coming Soon*</I>

     

    <h4>References Used:</h4>

     

    25.0 KANDOR - GENERAL CULTURE - http://www.drosi.de/wot/wt_conco.htm

    http://encyclopaedia-wot.org:8008/

    Winkipedia

     

    <h4>Researcher for Kandor</h4>

     

    Andrea Collet (Arie Ronshor)

  17. Kopair walked into the common room and immediately spotted a couple of fellow members of Vron Din Mandarb enjoying a drink nearby.  He'd just finished his date with Veria and this looked like an ideal way to help forget how long it was going to be until he could see her again.  Walking over to the group with a smile and gave a casual salute.

     

    "Well well, what do we have here?" he said in a light tone. "You're not getting yourselves into trouble again are you?"

     

    Pulling up a chair he straddled it backward and folded his arms on the back of the chair after signaling for a drink.

     

    "I've heard some rumors about what happened the other day, though I was sorry I missed the fun." Grabbing his mug from the server he took a large drink. "Though granted, I'm enough enough trouble with Thera and Liitha as it is, so maybe I'm not sorry I was there.  So what are you all up to anyway?"

  18. I would think though that, as long as there were good rules in place, and the staff kept on top of things, then we could avoid allot of those pitfalls.  And if we did where we had both a section for a reset of the wheel, and one for carrying on, then people would be able to chose which they enjoyed most, or even play both.

  19. Just to clarify, if we apply for the position using our current PC, then that cahracter can still go on and do other things as well like become a Warder, as long as they still fulfill their duty as Team Leader?  Or, if we wanted our PC to become a Warder would it be better to make a new cahracter for the position?

     

    Either way, I'm interested. :)

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