There are three nations currently open and active for characters to RP in as well as the Tower group consisting of Aes Sedai and Gaidin, though the White Tower itself is not an active RP area. The links below will cover information about each area's history, culture, current events and what characters are available. This section also includes some brief information on other nations of the world should you choose your player to come from another land. We've have also included information on different peoples of the Wheel of Time world. Most are not allowed for PCs, but it gives some background information races and cultures that would be known by PCs in this game.
Areas open for RP
Caemlyn | Tar Valon | Cairhien | Ebou Dar
Other Nations of the World
Groups of the World
Other Nations of the World
Amadicia | Arad Doman | Arafel | Ghealdan | Illian | Kandor Mayene | Murandy | Saldaea | Shienar | Tarabon | Tear
Banners of the Nations
Amadicia
Banner: A red thistle leaf laid over a six pointed silver star on a field of horizontally striped blue and gold, three of blue and two of gold.
Capital City: Amador
Bordered by Tarabon and Altara, Amadicia is the home and center of power for the Children of the Light. Their Fortress of the Light is set in the capital city of Amador while the king's Serenda Palace is located a couple miles outside of the city. While the nation does have a King, the Children are the true rulers of the nation, giving the royal ruler enough to keep a monarchy maintained, leaving him to attend to ceremonial duties. The King does have some power, as long as it is kept in line with the wishes of the Children.
Channelers and channeling are outlawed in Amadicia, they are turned over to the Children if they are discovered and thieves are treated harshly. For these reasons, both thieves and Aes Sedai avoid the nation if at all possible.
Women wear their hair in long curls to their shoulders and deep bonnets that hide their faces, decorated with large velvet bows that match bows on their dresses. Men wear long coats that fall to their knee.
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Arad Doman
Banner: A silver hand grasping a silver sword by the blade, point down on a field of four green and three blue horizontal stripes.
Capital City: Bandar Eban
Between the Aryth Ocean and the Mountains of Mist lies Arad Doman. It also lies north of the Almoth Plain which it and Tarabon have spent generations fight over. The Domani believe that they are the descendants of those who made the Tree of Life. Domani do not favor sea travel and so they depend on trade with the Sea Folk, dispersing their goods further inland. Arad Doman is ruled by a King.
The most legendary aspect of Arad Doman is its women. Known throughout the world for their copper skin and willowy frames, they are known to be able to wrap a man around their little finger with only a look. Girls are trained from the cradles in the Domani art of seduction by their mothers and aunts. Girls are taught the 1107 types of kisses and 93 ways to touch a man's face with her hand. Their clothing is considered scandalous in most parts of the world for while their dresses cover them from neck to toe, they are barely opaque and cling to every curve, leaving barely anything to the imagination. The women are also well trained as merchants and while few men come away as victors in bargaining, few complain about the experience. Domani men are known for their long thin moustaches, earrings and long vests and nobles of both sexes wear jewelry embossed with the symbols of their House.
Domani are also famous for their food; thin strips of spiced meat and vegetables served in a variety of sauces. However, visitors to the nation find eating difficult, for instead of using a fork or knife to eat, Domani use two thin sticks called sursa. They are held in one hand and maneuvered to pick up a piece of food at a time.
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Arafel
Banner: Three white roses on a field of red quartered with three red roses on a field of white.
Capital City: Shol Arbela
One of the four Borderlands, Arafel is a rugged country that lays with Kandor to the west and Shienar to the east. Native Arafellians are known for their pale skin and large eyes, but their most recognizable trait is their hairstyle. Men wear their hair long, in two braids with silver bells attached at the ends of each braid. As with their fellow border nations, the Arafellian nation maintains a strong military force. Their warriors are skilled swordsmen who bear two on their back, one over each shoulder, and are trained to use both at once.
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Ghealdan
Banner: Three silver stars arranged one above and two below on a field of red.
Capital City: Jehanna
This small nation lies between Amadicia and Altara and remains a relatively quiet and self-sufficient nation, its only worry is the possible conquest from Amadicia. Ghealdan is ruled by a king who maintains a council of lords called the High Crown Council. Most of the towns in Ghealdan are walled, containing building made from stone and roofed with slate. In the larger towns building of several stories are not uncommon and some are even large enough to contain palaces. The Ghealdan are known for their wariness of strangers.
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Illian
Banner: Nine golden bees arranged to form a diamond, from top to botton 1-2-3-2-1 on a field of dark green
Capital City: Illian
Illian is a powerful nation bordered by the Sea of storms to the south. Its gained its strength and wealth from its land, sea and river bound trade. The city of Illian is a major seaport and a manufacturer of fine rugs, textiles and leather goods, the latter being the largest production in the known world. The city's port houses a large fishing fleet, enough to supply both the nation and the exporters to the inland nations. Their shipyards produce many of the ships that fill their ports, yet their finest work cannot rival that of the Sea Folk. The port district is large and known as the Perfumed Quarter, though its "perfume" is the scent of hemp, pitch and sour harbor mud, in an area cut off from the rest of the city. In fact the residents are left to themselves, local magistrates do not even bother with them.
The city itself sits on marshland and it the only one in the known world of its size that does not have a wall surrounding the city's perimeter. In fact, to those arriving the city looks like nothing more than a grouping of towers and palaces, crafted by the Ogier's skilled hands. Canals criss-cross through the city, flowing beneath bridges of all shapes and sizes. The nation is ruled by a King, but he is not sole political power. He is advised by the Council of Nine, a council of nine lords. His power is further diminished by a second council, the Assemblage. The Assemblage is formed from and by Illian's merchants and ship owners. Members in each group end up contending for power rather than offering useful advise, keeping Illian in a continuous state of struggle between the three ruling bodies, though others claim this series of checks and balances prevents tyranny.
Women in Illian, both noble and common wear wide-brimmed hats held on with long scarves that are wound around the neck. Noblewomen wear slippers decorated with gold and silver. Their dresses are cut high to display their shoes while their bodices are cut low to display the woman's natural assets as well. Men wear long coats with raised collars. They sport beards but leave their upper lip bare and many wear their hair to their shoulders.
Illian is most famous for the calling of the Hunt for the Horn. The Horn, according to legend, can be used to summon all of the dead heroes from the grave to war against the Shadow. It bears the inscription "Tia mi aven Moridin isainde vadin" in the Old Tongue meaning "The Grave is no Bar to my Call" Between the end of the Trolloc Wars and the beginning of the War of the Hundred Years, a Hunt was called. Many searched but the horn was never found. Their stories are now retold in a bardic cycle that takes several days to tell in its entirety. When a Hunt is called, hunters from all corners of the world gather in Illian to give their oath in the city square. The city celebrates the coming adventures with a grand carnival including, dancing, fireworks, costumes and the telling of the legends. Prizes are given to the best story told and the Hunters are sent from the city amid much pomp and circumstance.
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Kandor
Banner: The Red Horse on a field of pale green
Capital City: Chachin
One of the four Borderlands, Kandor lays between Saldaea and Arafel. While all Borderlanders are known for their strong military skills, the Kandori have established themselves as strong merchants and even have created a highly respected merchant's guild. Since the capital city of Chachin lays so near to the Blightboarder, it in itself is not a central hub for trade, but its merchants travel south and return with great wealth for the capital city. Kandori men are easily recognized by their forked beards and by the silver chains worn across their coats, from one to three with three chains denoting the wearer as a master merchant. They are also known to wear an earring; the more successful one is, the more lavish the earring he wears. This distinction in fashion is found in both the merchant class as well as in the nobility.
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Mayene
Banner: A golden hawk in flight on a field of blue.
Capital City: Mayene
Actually a city-state rather than a nation, Mayene exists at the end of a peninsula in the eastern Sea of Storms, continually sought after by the larger nation of Tear to its west. The secret oilfish shoals which produce some of the finest lamp oil in the world, is the one asset that keeps the fledging city-state independent. Mayeners are very protective of these shoals and refuse to disclose its location to anyone.
The ruling family of Mayene claims to be descended from Artur Hawkwing and they use the Paendrag name. The man or woman who rules the nation is known as "the First" which at one time had meant the first lord or lady. At one time there had also been a 'second' but over the years several lords and ladies have taken on that title simultaneously.
The city-state is protected by the Mayener Winged Guards, the First's personal guards, but all nobles are trained in basic self-defense should the need ever arise. Men and women both speak openly on any topic with each other. Mayene is not a formal city, as is found in other nations.
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Murandy
Banner: A red bull on a field vertically striped blue and white; three blue and two white.
Capital City: Lugard
This small nation lies north of Altara and south of Andor. Like their neighbors to the south, Murandians have little national respect; rather they give their loyalties to their local lord or lady rather than the king. The only reason that they tolerate the presence of the king is to keep their neighboring nations from annexing their land as would be easily done if the nation were simply divided into smaller estates, each governed by its lord. Like the Ghealdanins they are wary of strangers, believing every foreign action as a secret plot against them. Andorans are especially despised due to the years of border disputes between the two nations.
Murandy is known both for its excellent wine and fine lace. Men wear high-crowned hats, coats to their knees and curled moustaches and goatees. Women wear their skirts to just above their ankle and striped and colorful aprons. Most women wrap their heads with bright scarves, though loose women are recognized by their hair left unobstructed to fall down their shoulders and back.
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Saldaea
Banner: Three silver fish on a field of dark blue
Capital City: Maradon
The largest of the four Borderlands, Saldaea is bordered by the Aryth Ocean to the west and Kandor to the east while the Black Hills run along it's sourthern border. It is a nation ruled by a Queen and with a military that is commanded by the Marshal-General. Saldaeans are easily recognized by their tilted almond-shaped eyes, high cheekbones and hawk-like noses. The nation is also highly praised for its military expertise, bearing the finest light cavalry in the entire known world. The mounted cavalry can perform drills in groups as large as nine thousand without a single horse and rider missing a turn or stepping out of line. They also perform amazing stunts in the saddle, such as standing in the saddle or riding two horses at once, one foot on each saddle. Most Saldaeans are more comfortable in the saddle than on foot. In fact, the majority of their population is skilled in horsemanship.
War is a family event. While woman do not participate in the fighting, they are known to ride to battle with their husbands on all campaigns save those into the Blight. Girls are not taught the art of the sword, but most have training with daggers or in hand to hand fighting. Highborn woman are expected to be able to ride to the hunt all day while reciting poetry, then play the cittern at night will engaged in intelligent conversation on how to keep the Trolloc fists at bay. Women's attire is as strong as their will. They wear high-collared dresses with long sleeves and narrow skirts that are split for riding. Noblewomen wear dresses of silk with embroidery all along the arms and bodice while commoners wear the same style only in wool. Another well-known trait is linked to Saldaea, that is the highly seductive dance known as the Sa'sara. It has been outlawed by numerous Queens through history, but there are also claims that some Queens have used the dance to win battles and persuade the enemy generals to surrender. Saldaean history records three wars, two rebellions and forty-seven unions and feuds between nobles houses started because of a woman dancing the sa'sara. Noblewomen whisper about it, but relay on the subtle seduction found in the language of fans.
The nation of Saldaea has a strong economy thanks to its heavy trading in Saldaean timber, ice peppers, and furs. These northern items usually fetch a good price in the southern nations.
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Shienar
Banner: A black swooping hawk on a field of three blue and two white horizontal stripes
Capital City: Fal Moran
One of the four Borderland nations, Shienar lies in the northeaster corner of the world with the Spine of the World to the east and the Mountains of Dhoom to the north. Because of the harsh life of constant struggle living on the Blight boarder, any Shienaran asked what three things he treasures most will return the same answer. Peace - Because he knows nothing but war. Beauty - Because the Blight is filled with ugliness. And most of all, Life - Because he has already sworn himself to death. Each lives his life, protected for battle, wearing heavy armor, but on the day they are buried their bodies are lowered into the ground bearing nothing. Shienarans believe that we came from the earth and we must return to her as we came, into the last embrace of the mother.
Mounted Shienarans are known as lancers for the heave lances they bear into battle. While Saldaea is known to have the best light cavalry in the world, the Shienarans are known to be the best at heavy cavalry. Warriors are also easily recognized by their topknot in which they where their hair, shaving their head partially around it. Warriors are always prepared, bearing multiple weapons on their person when they venture forth from their fortress or hanging many weapons on their fortress walls. Every major city in Shienar is built to be its own fortress, centered on high ground to overlook the surrounding countryside. The perimeter of the town is clear-cut for at least a half-mile, leaving no hiding place for Shadowspawn nor can anyone approach unseen.
The people of Shienar are very polite and accommodating. They welcome Aes Sedai, though many would not be comfortable in a place filled with them, such as Tar Valon. A woman is safe to travel Shienar alone, no matter where she goes or the time. The streets are ablaze with light at night to keep away all shadows, for Fades are known to slip from shadow to shadow unseen. Also for this reason, no one may walk in view of a city or within the city itself hooded, another prevention against the presence of a Fade.
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Tarabon
Banner: A golden tree with a thick bole and spreading branches balanced by roots below on a filed vertically striped red and white; four red and three white.
Capital City: Tanchico
A large nation to the south of the Almoth Plain and east of the Aryth Ocean, Tarabon is a nation known for its fine rugs, dyes, fireworks, tea, olive oil, and other luxury items. Taraboners claim to be descendants of rulers and nobles from the Age of Legends and some stories claim that Tarabon once held either a branch or a living sapling of Avendesora. It is a nation ruled by both a King and a Panarch, both elected by the Assembly of Lords, a group who's only political duty is to elect the Panarch and King. They are equal in authority, though each has different tasks. The Panarch collects taxes, customs and duties, controls the Civil Watch and oversees the lower courts. Her guards are known as the Panarch's Legion. The King is responsible for spending the collected money properly, control of the army and oversees the High Court. His personal guard is known as the King's Life Guard.
In Tarabon it is considered impolite to reveal one's face so all men and women wear a transparent veil across their face, except when they are eating and drinking. Men wear thick mustaches under their veils and dark cylindrical caps on their heads. Nobles and commoners alike wear baggy white trousers and coats embroidered with scrollwork on the shoulders, though the coats of the noblemen are usually of a finer cloth. Loose fitting shirts with embroidery on the chests are commonly worn beneath the coats. Noblewomen might hide their faces but they dress in clinging dresses to reveal their curves. Clinging gowns of silk are preferred and are almost as scandalous as those worn by Domani women. Commoners wear similar styles, but like their male counterparts, their dresses are from a more common cloth, usually wool. Woman are also known for their pouty lips and their hairstlye of wearing it shoulder length and in many tiny braids.
Claims are made that part of the architecture of the capital city of Tanchico has survived since the Age of Legends. A frieze found on one of the walls depicts animals that no longer exist in today's world. Tanchico is also know for its collection of strange animal skeletons, remains of creatures that no longer walk the earth. This exhibit, located in the Panarch's Palace also contains a variety of ancient artifacts including cuendillar figures, rare sculptures and even an angreal.
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Tear
Banner: Three white crescent moons slanting across a field half read nad half gold.
Capital City: Tear
The world's largest port city and Illian's largest rival, the nation and city of Tear rests its southern boarder on the Sea of Storms. The city's port lies at he base of the River Erinin but its path to the Sea of Storms is not easily navigated. A series of narrow passageways called the Fingers of the Dragon separate the city from the sea and Tairens refuse anyone to pass through the Fingers without a Tairen pilot on board. Only the Sea Folk ignore such warnings, their navigation far superior to any found on land.
The nation is not ruled by a single King or Queen, but rather by the High Lords of Tear. All members must be of a certain rank, but there is no fixed number to the council; it can range from as small as six to as large as twenty. All decisions presented are unanimous and it is the duty of the lesser lords to carry out all policies given forth by the High Lords.
The city of Tear is most known for the enormous fortress called the Stone of Tear that dominates the city like a small mountain. It is thought to be the oldest stronghold and build during or shortly after the Breaking of the World created with the One Power using flows of Earth, Air and Fire. These flows drew stone from every corner of the world and fused them together to create the Stone without any visible seam or joint. Deep within the center of the Stone is a vaulted chamber known as the Heart of the Stone. Within the Heart is suspended the sa'angreal sword known as Callandor, waiting for the Dragon Reborn to re-claim it, one of the prophesies of the dragon. The High Lords rule from the Stone and no one entered the Stone without their permission and none but the High Lords could enter the Heart of the Stone. The stone also contains the largest collection of angreal outside of Tar Valon, though it is unknown if the Tairens are preserving them or hiding them for Tairens hate and fear anything that has to do with the One Power and Aes Sedai.
Tear is similar to Amadicia in that channeling is outlawed within its boarders. Girls found with the ability are shipped to Tar Valon the very same day. However, unlike Amadicia, Aes Sedai are allowed in Tear, though they must never channel while there. The city is built on flat land and divided into two sections. The inner city is protected by a high wall of grey stone and contains the city's finest homes and palaces with streets paved with stone. The city outside of the wall is known as the Maule. Its streets are unpaved and at times the mud is so deep that carriages do not venture through its streets. There is a strict class distinction in Tear and nobles and commoners are held to different standards, leaving the lords more or less untouchable, no matter their offence.
The attire of nobles varies greatly from the commoners, rather than many nations whose common class and noble class dress in the same styles, only their quality is different. Tairen lords wear colorful coats of silks and brocades with puffy sleeves. Their breeches are tight and also brightly colored. Common men wear baggy breeches, tied at the ankle and held around the waist by a colorful sash. Those that wear coats wear close-fitting dark coats that widen at the waist. They also wear cloth caps that hand down one side of their face, or wide conical straw hats. Noblewomen wear long dresses with necklines that bare shoulders and considerable bosom, most commonly made of silk. Their dresses are adorned with lace ruffles and a tiny matching cap and no self-respecting lady is without her smelling salts. Common women wear dresses that fall to the ankle to keep hems out of the mud. Their bodices have chin-high collars to reveal nothing and they wear aprons around their waist, usually a combination of two or three, each smaller than the one beneath it. Hats are wide-brimmed dyed straw. Regardless of class when one ventures into the outer city they must wear a special shoe called a "clog" which is a small wooden platform that fastens to the wearer's existing shoes.
The city holds a great wealth from their trade in grain, fish and oil. However, their greatest commodity is horses, no nation rivals Tear in the breeding of horses, known for the speed, endurance and beauty.
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Groups of the World
Sea Folk | Aiel | Tuatha'an | Whitecloaks Illuminators | Ogier | Wolfbrothers
Sea Folk
During the Breaking, when lands were swallowed by water and oceans vanished in their turn, a small group of people took refuge on the open sea, hoping to find some safety there. And they did. In the three thousand years which have since passed, an entire society has descended from those refugees, one which revolves around the waters of the ocean: the Atha'an Miere, or Sea Folk.
Few people know anything of substance about the Sea Folk. Existing on a chain of islands in the Aryth Ocean, they keep themselves largely isolated from the drylands. They are, however, some of the best traders in the known world, their ships able to move up and down the coast with amazing speed. Those with enough coin can also purchase passage on a Sea Folk raker, but Aes Sedai are always refused that right for reasons which are never explained. The delicate porcelain produced by the Atha'an Miere is highly prized, and the exotic appeal of Sea Folk women has sparked any number of tales and rumours. Top
Aiel
Far to the east, beyond the mountain range known as the Spine of the Dragon, is a blasted desert known as the Waste. Very few venture willingly into the Waste, and most who do so never return. In spite of the harsh conditions, however, the Waste is inhabited by a group of people known as the Aiel. Most of what is known of the Aiel has been passed down from ancient tales, and they are widely considered to be nothing more than brutal savages who kill anyone who enters the Waste. There are, however, exceptions. Gleemen and the Tuatha'an are allowed to travel through the Waste without harm.
It is believed that women fight as warriors among the Aiel, and that all Aiel veil their faces with a strip of black cloth before entering battle. But that is largely the extent of popular knowledge. Only the most dedicated scholars would know much more, and even then, accurate facts are few and far between. Top
Tuatha'an
Usually called Tinkers, the Tuatha'an are a actually a number of traveling, nomadic groups. Similar to Gypsies, they live and travel in large, brightly-coloured wagons, and their clothing is even brighter. Most people regard the Tuatha'an with distrust, because it is widely believed that they steal from villages and kidnap children. In reality, the Tuatha'an are gentle pacifists who follow the Way of the Leaf, a philosophy of complete non-aggression. They refuse to fight or touch weapons of any kind, even in self-defense. Their constant wandering is an effort to find the Song, which has been lost since the Breaking. Top
Whitecloaks
Founded during the War of the Hundred Years by Lothair Mantelar, the Children of the Light were originally a group of preachers who took up the cause of the Light against Darkfriends. Eventually, however, they evolved into the powerful military society of today. The Children effectively control Amadicia, the nation where they are based, and their influence extends into every other nation. The term "Whitecloak" is actually used disparagingly, and refers to their signature white cloaks. Their devotion to the Light is absolutely fanatical, and they are ruthless in their methods. One branch of the Children, the Hand of the Light, excels at inquisition and torture, and those who fall into their grasp soon reveal every secret they have.
Whitecloaks despise Aes Sedai with a terrible passion, believing them to be the blackest of Darkfriends. They believe that the One Power should never be touched by mortals, and those who channel it commit a grievous sin against the Light. As such, they provide the greatest force of opposition to the White Tower. They are undoubtedly one of the most influential groups in the known world. Top
Illuminators
Originating from the nation of Tarabon, Illuminators are a guild of professionals who create and display what we would know as fireworks, or "nightflowers". They are shrouded in mystery, jealously guarding the secret of their creations, even to the extent of murdering those who would reveal it to the world. Membership in the guild is hereditary, and members are very rarely allowed to leave. There are chapters of the Illuminator guild in every major city, and their services usually crown the most spectacular of public events. Top
Ogier
A race of non-human creatures who have existed from the Age of Legends, Ogier do not exist in any one nation. Instead, they live in small stedding which are scattered across the land. Much larger than humans, with tufted ears and snout-like noses, Ogier also tend to live three or four times longer than the average human. They are generally considered to be some of the finest craftsmen available, and it was Ogier who built most of the great cities, including Tar Valon. They rarely venture outside their stedding, however, and most people think of Ogier as no more than a myth.
The stedding themselves are interesting, in that no person can channel the One Power while within one. The area seems to be shielded in some fashion which makes this impossible. Trollocs and Myrddraal will refuse to enter a stedding unless forced to do so, and even some Darkfriends find these places uncomfortable. Top
Wolfbrothers
Ancient legends once told of humans who shared a mental link with wolves, sometimes becoming feral themselves. Such individuals do exist, though they are so incredibly rare that their existence remains completely unknown . They are able to communicate with wolves in some fashion, and their eyes gradually become golden in colour, like those of a wolf. Their other senses, particularly smell and hearing, are increased. Wolfbrothers also possess the ability to walk the Unseen World, Tel'aran'rhiod. Some of those with this strange gift lose their humanity and become no more than wild animals, perhaps sparking old tales of animal-men or man-like beasts. Top
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