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> The Shadow Made Flesh, Writings on the Trolloc Wars Era
Eosin the Red
Posted: Jun 19 2004, 05:29 PM
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The Trolloc Wars
Countless evils have brought death and destruction to the Westlands of Robert Jordan’s Wheel of Time series. Each Age brings its own wars and its own challenges but few put the men and women of the Westlands under that Shadow for so long as the Trolloc wars. The Trolloc Wars ravaged the continent for nearly 350 years. Strong nations broke, cities disappeared, and a people who dreamed of a return to the Age of Legends watched that dream die.

The Trolloc Wars saw titanic armies overmatched by endless hordes of shadowspawn. Aes Sedai Queens ruled nations, never dreaming of the Three Oaths. Treachery shattered the ‘Sword that would not break.’ The wars also brought other, unintended effects, such as when Balwen Ironhands choose to fight evil with its own tactics and thus doomed Aridhol. The White Tower was fertile ground for a new Ajah, one that is never mentioned. Men terrified of the Madness submitted to the Great Lord of the Dark, saving their minds and dooming their souls.

The Trolloc Wars are a Players dream. Nothing is left unchanged; nothing is guaranteed to survive, nothing is fated to happen. Only the Players and their allies stand between the Westlands and the Shadow.

The Trolloc Wars are a Game Masters dream. The era is limited only by your imagination. Rand is not standing on the center stage. Epic events occur during the wars that become legends in the Third Age but they are left for you to write. Finally, Ba’azalmon stalks the dreams of men searching for the keys to freedom, only you know if he will find them.

Take part in an epic story set in the Wheel of Time series, but this time you are the stars.


Introduction
The Wheel of Time turns, and ages come and pass, leaving memories that become legend. The legend fades to myth, and eventually myth is long forgotten when the age comes again. In one age, called the Third Age by some, an age yet to come, an age long past, a wind blew through a pass that would one day be called Tarwin’s Gap. The wind was not the beginning. But, it was a beginning.

The wind swept across the great nation of Aramelle, through fields and valleys littered with the bones of those who had fallen during the three centuries of warfare. The ruins of Mafal Dadaranell still smoke more than ten years after the cries of its defenders were silenced. Miles away in Fal Moran, Queen Kirukan looks fearfully to the north, her troops reduced to less than 10 full banners. The wind carried the words of Telsien, the Sword-Bard of Aramelle, away to the south before she could hear his warning that without help Fal Moran would soon have to be abandoned.

High above Tar Valon, the wind carried different words. Several women stand in the study of the Amyrlin; their leader has summoned them. Before the day is done, the women known as the Hall of Sitters will be cast out and forced to disband. On the Amyrlin’s desk, a plea for aid from Queen Kirukan falls unnoticed to the floor.

In the Hall of the Sitters, Elarin Sedai of the blue ajah runs her hands through her gray hair. She remembers the last two times an Amyrlin attempted to remove the hall. Once for mutiny and the last time two hundred years ago when they discovered the Black Ajah. She wonders if the gust of wind that blew through the room dislodging papers and spooking the sitters is the same foul wind that brought so much blood and death to the White Tower during those early days of the war?

The wind fades and nearly falters eventually splitting as it comes to Kinslayers Dagger. It blows both south into Almoren and west into Coremanda.

The wind blows through the ruins of Shaemal, once the capitol of the wealthiest nation in the west. In the city of Braem, King Kendal Moran looks at the wagons of supplies and building materials that have been brought to rebuild the city. Not for the first time the weight of his crown threatens to drag him to the ground. Braem was the first city of Coremanda destroyed nearly two centuries before the king was born. Now the list of powerful cites that have fallen is too long to recall; from the terrors of Nailine Samfara to the betrayal of Bronthandur the shadow has swallowed his nation only Hai Caemlyn remains and that by the grace of the light.

The southern wind scours Almoren, carrying debris from the ruins of cities. In the fortress of Jenshain, Queen Marlaie Dorine twists the golden serpent ring on her finger. A ring she has not worn in more than 50 years, but emissaries from the Hall of the Sitters were making an official visit to the Queen. Marlaie pulled at the hem of her dress like a novice. A young man stood at her side staring at nothing, afraid of nothing. Beyond the wide doors leading into the reception hall, five women, all wearing the serpent ring, collected them selves to face the only reigning queen in the Westlands and her son.

The wind traveled yet further south into Essenia. Within one of the libraries of Aern Mador, men discussed the fall of Mantherien as though it occurred yesterday and not more than a century past. One every wall above them was a painting of the building known only as the Stone. It was the second greatest fortress ever built by men or with the one power, only Tora Harad far to the north was stronger.






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Eosin the Red
Posted: Jun 19 2004, 05:33 PM
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Research

The Trolloc Wars began about a thousand years after the breaking and they lasted for over three hundred and fifty years. Shadowspawn hordes erupted out of the blight, led by Dreadlords and Myrddraal. They followed Ba’azalmon. The Compact of Ten Nations was destroyed and the Westlands were nearly depopulated but eventually the forces of light won out.

The Ten Nations of the Compact are Aelgar, Almoren, Aramaelle, Aridhol, Coremanda, Eharon, Essenia, Jaramide, Manetheren, and Safer.

The Compact was in essence a military alliance. The major downfall was in the chain of command. Each country kept authority over their own men. These men were not subject to orders from other nations. This was true even among the Aes Sedai.


Aelgar
Aelgar was located in modern Tarabon. circa 500 -600 AB - Maecine rules as King of Eharon fights against the Aelgari.
Towns/Cities
Ancohima (capital) - Waygate
Condaris - Waygate
Mainelle - site of current day Tanchico
Shar Honelle

Almoren
Almoren was located in modern Cairhien.
Towns/Cities
Al'cair'rahienallen (capital) - Waygate
Jennshain
References
TDR,Prologue - Jurith Dorine, the Right Hand of the Queen of Almoren, wrote a commentary on the Prophecies of the Dragon in 742 AB.

Aramaelle
Aramaelle was located in modern Malkier and Shienar.
Towns/Cities
Mafal Dadaranell (capital) - site of current day Fal Dara, Waygate
Anolle'sanna
Cuebiyarsande
Rhahime Naille
References
LoC,Ch5 - Before the Trolloc Wars Aramaelle was famous for its yellow sapphires.
ACoS,Ch41 - Lord Mangore Kiramin, Sword-bard of Aramaelle and Warder to Caraighan Maconar, wrote a translation of the Prophecies of the Dragon into what was then called the vulgar tongue (circa 300 AB).
TPoD,Prologue - Kirukan was a legendary warrior queen of Aramaelle.

Aridhol
Aridhol was located in modern Shadar Logoth.
Towns/Cities
Aridhol (capital) - Waygate
Abor'maseleine
Cyrendemar'naille

Coremanda
Coremanda was located in present day eastern Andor.
Towns/Cities
Shaemal (capital) - Waygate
Braem - site of current New Braem. Waygate
Hai Caemlyn - site of current Caemlyn inner city. Waygate
Nailine Samfara
References
TFoH,Ch1 - The city of Braem was destroyed in the Trolloc Wars.
LoC,Ch5 - Coremanda was known for its wealth and power.
ACoS,Ch30 - Shaemal was completely destroyed during the Trolloc Wars.

Eharon
Eharon survived the Trolloc Wars, but it was weakened enough that it fell during the subsequent century. Eharon was located in modern Altara and Illian. circa 500 -600 AB - Maecine rules as King of Eharon fights against the Aelgari.
Towns/Cities
Londaren Cor (capital) - Waygate
Barashta - (became Ebou Dar) - Waygate
Dorelle Caromon - (became Illian) - Waygate
References
ACoS,Ch21 - Birgitte says Mat sometimes speaks the Old Tongue like an Eharoni High Prince.
ACoS,Ch30 - During the Trolloc Wars, Eharon was one of the least affected nations though major cities such as Barashta were destroyed.

Essenia
Essenia was located in modern Tear and on the Plains of Maredo.
Towns/Cities
Aren Mador (capital) - site of present day Far Madding - Waygate
Dalsande
Tear - Waygate
References
LoC,Ch5 - Before the Trolloc Wars Essenia was known for its philosophers and seats of learning.

Jaramide
Jaramide was located in modern Saldaea and Arad Doman.
Towns/Cities
Deranbar (capital) - present day Maradon (waygate)
Allorallen - site of present day Bandar Eban
Barsine
Canaire'somelle
Nashebar
References
LoC,Ch5 - The fall of Barsine to the Trollocs was the beginning of the Trolloc Wars.

Manetheren
The country and King were destroyed approximately 200 years into the Trolloc Wars. Manetheren fought hard against the Shadow in aid of its allies, such that it became known as the sword that would not break. Manetheren was located in the present day region of Two Rivers and Ghealdan.
Towns/Cities
Manetheren (capital) - Waygate
Corartheren
Jara'copan
Shanaine - site of present day Jehannah
References
PotD - Jara'copan lay south of the city of Manetheren in the foothills of the Mountains of Mist.

Safer
Safer was located in the modern locations of the Almoth Plain and Toman Head.
Towns/Cities
Iman (capital) - site of present day Katar Waygate
Miereallen - site of present day Falme
Shainrahien
References
TSR,Ch37 - Before the Trolloc Wars, Aedomon of Safer ruthlessly wiped out Buiryn and the forces of Manetheren at Midean's Ford.


Course of the War
§ TEotW,Ch9 - Manetheren was destroyed approximately 200 years into the Trolloc Wars.
§ TGH,Ch3 - The city of Mafal Dadaranell (Fal Dara) was destroyed during the Trolloc Wars.
§ TFoH,Ch1 - The city of Braem was destroyed in the Trolloc Wars.
§ ACoS,Ch11 - During the Trolloc Wars Dreadlords and Trollocs plundered part of the White Tower.
§ TSR,Ch37 - Aedomon of Safer ruthlessly wiped out Buiryn and the forces of Manetheren at Midean's Ford.
§ ACoS,Ch30 - Shaemal was completely destroyed during the Trolloc Wars.
§ Maighande – Was the site of a major defeat of the Trollocs in 1301 AB and the turning point of the War.
§ The early losses in the war taught the commanders to use guerilla tactics against the overwhelming hordes of shadowspawn

The Shadow During the War
§ TEotW,Ch14 - Ba'alzamon tells Rand that he ran the Trolloc Wars.
§ TEotW,Ch43 - Ba'alzamon tells Rand that he started the Black Ajah during the Trolloc Wars.
§ TDR,Ch22 - Sheriam tells Egwene that forcibly turning someone to the Shadow with thirteen Dreadlords and thirteen Fades has not been done since the Trolloc Wars.
§ TDR,Ch43 - Lan says Darkhounds have not been seen beyond the Mountains of Dhoom since the Trolloc Wars.

Places
§ TGH,Ch3 - The city of Mafal Dadaranell was destroyed during the Trolloc Wars.
§ TFoH,Ch1 - The city of Braem was destroyed in the Trolloc Wars.
§ LoC,Ch5 - Mat recalls dancing with a Sea Folk Wavemistress in the court of Shaemal in Coremanda just before the start of the Trolloc Wars.
§ TEotW,Ch47 - The Ogier grove at Manetheren was the most beautiful of all except for Tar Valon.
§ ACoS,Ch21 - Birgitte talks about the First Lords of Manetheren.
§ WH,Ch5 - Manetheren's borders ran nearly to where Murandy now stands.
§ Maighande – Was the site of a major defeat of the Trollocs in 1301 AB and the turning point of the War.
§ Tora Harad (TSR ch. 49) fortress second only to the Stone of Tear in terms of impregnability


People
§ TEotW,Ch19 - Prince Caar of Manetheren went to Aridhol to bring them back to the Light. After he was imprisoned, another force from Manetheren went to Aridhol but found it deserted.
§ Aemon was the last King of Manetheren. Son of Caar and grandson of Thorin. His wife was Queen Eldrene.
§ Yurian Stonebow – A false Dragon was born in Fel Moreina, modern Far Madding, sometime late in the Trolloc War.
§ Rashima Kerenmosa and her five Warders died in the Battle of Maighande taking nine Dreadlords with them in 1301 AB.
§ King Balwen Mayel – Balwen Ironhand of Aridhol.
§ Mordeth

Organizations
§ TFoH,Ch51 - Moiraine notes that the Band of the Red Hand was Aemon's personal army during the Trolloc Wars.
§ LoC,Ch5 - Mat recalls dancing with a Sea Folk Wavemistress in the court of Shaemal in Coremanda just before the start of the Trolloc Wars.
§ Other channeling traditions may have existed but are eventually subsumed by the White Tower. In fact it is likely that others existed cut off from Tar Valon.
§ Trolloc armies were joined by armies of human darkfriends.
§ Military units were called banners – approx 1,500 horse or 3,000 infantry. Banners were grouped into Legions.

The One Power During the War
§ TGH,Ch23 - The three arches ter'angreal was found during the Trolloc Wars.
§ TDR,Ch22 - Forcibly turning someone to the Shadow with thirteen Dreadlords and thirteen Fades was done in the Trolloc Wars.
§ ACoS,Ch11 - During the Trolloc Wars Dreadlords and Trollocs plundered part of the White Tower.
§ TGH,Ch5 - The Amyrlin Tetsuan betrayed Manetheren out of jealousy of Ellisande. Her plot was discovered and she was stripped of her stole.
§ LoC, Glossary - During the Trolloc Wars, Rashima Kerenmosa led the White Tower armies and won innumerable battles, notably at Kaisin Pass, the Soralle Step, Larapelle, Tel Norwin, and Maighande.
§ The White Tower was besieged at least 4 times during the war with the fourth occurring in 1290 AB.
§ Only a 'handful' of reigning Queens with the right to be considered full Aes Sedai (TGH ch. 4) of those, any who let it be known; lived to regret it
§ Six mutinies in the Tower occur over this (AB – TW) period (ACOS ch. 12). All are hidden in the secret histories each resulted in the resignation of the Amyrlin and the entire Hall.
§ Four times in the history of the white Tower an Amyrlin calls for the resignation of the entire Hall (ACOS). Two of these instances result in the selection of an entirely (or nearly) new Hall. The other two times result in the resignation and exile of the Amyrlin involved
§ circa 100 AB - The loss of certain Talents and abilities is already known (GUIDE ch. 9)
§ ante 500 AB - Thirteen Aes Sedai successfully destroy a Waygate near a Stedding that has fallen to the Blight, a sa'angreal is needed.
§ circa 500 AB - The White Tower stop trying to find a way to work with male channelers (TGH ch. 24) before this the Tower studies the limitations of linking in an effort to address the problems of male channelers (TPOD ch. 5)




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Eosin the Red
Posted: Jun 19 2004, 05:34 PM
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Raw History
1 AB-998 NE
14. Only seven times is the Blood Oath ceremony of the Borderlands recorded as taken (TPOD prologue)
5. Queen Rhiannon travels to the Tower but gets far more than she had wanted (ACOS ch. 24)
6. 77 AB Lideine Rajan and several of her followers are stilled (GUIDE ch. 9)
7. ante 100 AB - A history of the world from the drilling of the Bore to the end of the Breaking is written.
8. ante 100 AB - The Jendai Prophecy is first spoken among the Seafolk (GUIDE ch. 19)
10. circa 200 AB - The adoption of the Toman Calendar (devised by Toma dur Ahmid)
11. circa 200 AB -Rosel of Essam writes of Ishamael (TDR ch. 21) in her writings Rosel refers to a work of which more than a hundred pages survived the Breaking. Rosel writes of secrets the world cannot face and refers to Ishamael's posing as Ba'alzamon
13. 14.
15. circa 500 AB-FY 963 - The time frame of Mat's (TFOH ch. 22)

· A battle at Jenje similar to the situation at Cairhien fighting the Shaido (TFOH ch. 42)
· Tora Shan site of another battle similar to the one at Cairhien (TFOH ch. 42)
16. circa 500-1000 AB - The Battle of Midean's Ford takes place sometime during this period (TSR ch. 37) King Aedomon of Safer stages a surprise raid deep into Manetheren
17. 742 AB Jurith Dorine serves as Right Hand to the Queen of Almoren (TDR opening prophecy)
18. ante 1000 AB - The Ogier build many cities that are connected via the Ways (LOC ch. 20)
· Hai Ecorimon (LOC ch. 20)
· Aridhol (LOC ch. 20; GUIDE ch. 10) thirty years after the Ogier finish Aridhol and depart the grove is cut down to expand the city (LOC ch. 21; ACOS ch. 41)
19. circa 1000 AB - Last time the Green Man rests beneath the leaves of Avendesora (TEOTW ch. 50)
20. circa 1150 AB Birth of Rashima Kerenmosa (LOC glossary)
21. 1251 AB Rashima Kerenmosa is raised to Amyrlin Seat from the Green Ajah (LOC glossary)
22. 1251-1301 AB Rashima leads the Tower armies to a number of victories over the Trollocs; including Kaisin Pass, the Sorelle Step, Larapelle and Tel Norwin (LOC glossary) earns the name Soldier Amyrlin for her successes.
23. 1000-1290 AB - Three failed attempts by the Trollocs to take Tar Valon (GUIDE ch. 9)
24. Moiraine mentions that the one attempt by the Trollocs to take Tar Valon was their greatest defeat until the very end. TEOTW ch. 8.
25. circa 1290 AB - Fourth attempt by Trollocs & Dreadlords to take Tar Valon (GUIDE ch. 9) parts of the Tower suffer some destruction, including the library.
26. circa 1300-1308 AB - Yurian Stonebow as False Dragon (TGH glossary) six Aes Sedai try to capture Yurian Stonebow (LOC ch. 54) he kills three and captures the others
1301 AB
27. The Battle of Maighande - One of Rashima Kerenmosa's most notable victories. Victory here turned the tide of the wars against the Trollocs and marked the beginning of the long push that drove the Trollocs back into the Blight (TFOH glossary) Rashima leads the Tower armies to victory, though she herself perishes (LOC glossary) Rashima is found slain on the battlefield with her five Warders; surrounded by at least nine dead dreadlords and the corpses of countless Fades and Trollocs. Mat has a memory of leading the flanking attack that turns the Trollocs (TFOH ch. 3)
28. 1301 AB-FY 939 Anghara is The Amyrlin Seat at some point during this period (ACOS ch. 16)*She is summoned by Isebele of Dal Calain; summons which she obeys
29. post 1350 AB
. Of the Ten Nations, only Aelgar, Eharon, Essenia, Jaramide and Safer survive (GUIDE ch. 10)
. The city of Caemlyn arises around the old core of Hai Caemlyn (LOC ch. 1)
. An unknown city arises on the site of Allorallen (LOC ch. 20; GUIDE ch. 10) later destroyed in the War of the Hundred Years
30. Pre-Oath Amyrlins died by assassination more than all other causes put together



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Eosin the Red
Posted: Jun 19 2004, 05:35 PM
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Outline:

Backgrounds
Remove Aiel – not available for play.
Atha’an Miere – Play a more significant role early in this era.
Aelgar
Almoren
Aramaelle
Aridhol
Coremanda
Eharon
Essenia
Jaramide
Manetheren
Refugee
Safer
Tinker
Tar Valon

Classes
Remove Alg
Armsman – unchanged
Initiate – unchanged
Noble – per Star Wars Revised
Wanderer – unchanged
Wilder – unchanged
Woodsman – unchanged

Prestige Classes
Channeling –
Aes Sedai
Wind Finders
****** - new
****** - new
****** - new
Dreadlords
Blademaster
Bounty Hunter
Commander
Friend of the Dark
Gleeman
Warder
Wolfbrother
Elite Fighting Units???



Skills
Invert – lost or not?
Feats
New Feats
Equipment
Wealth
Availability
Armor?

The One Power
New Weaves
Charts for all weaves

Wondrous Items
Frequency of certain items (i.e. Powerwroght blades may be more common.

Creatures (maybe separated out into a new section)

Major NPC’s
A.B. 1294
5-10 years before the battle of Maighande.
The green sister Rashima Kerenmosa
Her five Warders
Yurian Stonebow (possibly a PC)
Amyrlin ????? (Green or Blue)

A.B. 1194
5-10 years before the Fall of Manetheren
Queen Eldrene
King Aemon
Prince Caar
Amyrlin Tetsuan (Red)
Amyrlin ????? (Green or Blue)

The Shadow-sworn
Aedomon of Safer
Ba’azalmon
Mordeth


Grunts

History and Gazetteer

Guide to Running the Trolloc Wars.




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Eosin the Red
Posted: Jun 19 2004, 05:36 PM
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Various Facts

Black Ajah
The organization of Aes Sedai who have foresworn their oaths and serve the Dark One. They come from all Ajahs. The Black Ajah is headed by a Great Council of Thirteen and was formed during the Trolloc Wars.


The Ways were well lighted, and covered with a thick grass. The islands within the Ways were also filled with large fruit trees that could be enjoyed by travelers. The Ways were a beautiful place in tune with nature, much like the Ogier stedding they connected.

No white cloaks.

A Hunt for the Horn occurs during this period and becomes the basis for the Bardic Cycle.

Blademasters are still around.

Warders are around

The three Oaths have not happened yet. Ajahs and Amyrlin entrenched. Other orders may yet exist.

Sea Folk trade with several countries.

Assumptions –
No Channeler lives who achieves greater than 17th level.
Levels and abilities: Troops range between 1-5 level, mostly warrior class. Elite units range between 4-8th level primarily Armsman + PrC. Commanders of Banners are 4-6th Armsman/Noble. Legion Commanders are 8-11th Armsman/Noble with some having PrCs.


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Eosin the Red
Posted: Jun 19 2004, 05:38 PM
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Overview - A.B. 1289

The Wheel of Time turns, and ages come and pass, leaving memories that become legend. The legend fades to myth, and eventually myth is long forgotten when the age comes again. In one age, called the Third Age by some, an age yet to come, an age long past, a wind blew through a pass that would one day be called Tarwin’s Gap. The wind was not the beginning. But, it was a beginning.

The wind swept across the great nation of Aramelle, through fields and valleys littered with the bones of those who had fallen during the three centuries of warfare. The ruins of Mafal Dadaranell still smoke more than thirty years after the cries of its defenders were silenced. Miles away in Tora Harad, Queen Kirukan looks fearfully to the north, her Grand Legion reduced to less than 10 full banners. The wind carried the words of Telsien, the Sword-Bard of Aramelle, away to the south before she could hear his warning that without help Fal Moran would soon have to be abandoned.

High above Tar Valon, the wind carried different words. Several women stand in the study of the Amyrlin; their leader has summoned them. Before the day is done, the women known as the Hall of Sitters will be cast out and forced to disband. On the Amyrlin’s desk, a plea for aid from Queen Kirukan falls unnoticed to the floor.

In the Hall of the Sitters, Elarin Sedai of the blue ajah runs her hands through her gray hair. She remembers the last two times an Amyrlin attempted to remove the hall. Once for mutiny and the last time two hundred years ago when the Aes Sedai discovered a new Ajah, the Black. She wonders if the gust of wind that blew through the room dislodging papers and spooking the sisters is the same foul wind that brought so much blood and death to the White Tower during those early days of the war?

The wind fades and nearly falters eventually splitting as it comes to the Dragon Mount. It blows both south into Almoren and west into Coremanda.

The wind blows through the ruins of Shaemal, once the capitol of the wealthiest nation in the west. In the ruins of the city of Braem, King Kendal Moran looks at the wagons of supplies and building materials that have been brought to rebuild the city. Not for the first time, the weight of his crown threatens to drag him to the ground. Braem was the first city of Coremanda destroyed, nearly two centuries before the king was born. Now the list of powerful cites that have fallen is too long to recall; from the terrors of Nailine Samfara to the betrayal of Bronthandur the shadow has swallowed his nation. Hai Caemlyn is all remains of Shaemal and that only by the grace of the light.

The southern wind scours Almoren, carrying debris from the ruins of cities. In the city of Jenshain, Queen Marlaie Dorine twists the golden serpent ring on her finger. She has not worn the ring in more than 50 years, but emissaries from the Hall of the Sitters were making an official visit to the Queen. Marlaie pulls at the hem of her dress like a novice. A young man stands at her side staring at nothing, afraid of nothing. She looked at the ineffectual Radiant Guard, in any other place their name would inspire terror, but today they can only watch as their queen faces the toughest challenge of her long life. Beyond the wide doors leading into the reception hall, five women, all wearing the serpent ring, collect them selves to face the only reigning queen in the Westlands, who is also an Aes Sedai and her son.

The wind traveled yet further south into Essenia. All of the great libraries lay in ruins, all but one. The last great library to survive is in the city of Aern Mador. Within its halls men discussed the fall of Mantherien as though it occurred yesterday and not more than a century past. Once, every wall above them was a painting of the building known only as the Stone. It is the second greatest fortress ever built by men or with the one power, only Tora Harad far to the north is stronger. Today, the paintings and banners are being removed by men who know despair but struggle still. A large army of trollocs, darkfriends, and dreadlords have been seen in the Hills of Tara. It is said in whispers of fear, that Dravin Orlin leads the army. Soon this place would join here sisters, nothing more than memories and rubble. The only books that would be spared are those that spoke of Mantherien. He always left those.



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Eosin the Red
Posted: Jun 19 2004, 05:38 PM
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Aelgar
by Xythlord
The nation of Aelgar arose from the ashes of the Breaking of the World, the nations were torn and scattered, and mankind, stunned by the vast scope of the devastation wreaked with the Power, struggled to rebuild their shattered lives. As the chaos of the war ended and people begin rebuilding the small communities in what would become the nation of Aelgar, many turned to their neighbors and trade soon developed. Soon, the trade agreements and guild houses turned into a government based around the trade and enrichment of the nation. King Remedan, known as the Goldentounged was responsible for bringing Aelgar into the Compact of the Ten Nations, who saw it as an opportunity to expand upon the wealth of his nation and to help defend against the invariable aggression of Eharon. Since that time Aelgar has grown wealthy on trade, allowing a standard of living not seen since the War of Power.

Personality
The most notable quality of an Aelgarian is love of Freedom. The Aelgarian's most basic concept is the freedom to travel, to trade and to live as they want. They are a strong willed and versatile people, who enjoy the pleasures of life as they come. They enjoy the great public baths, sporting events, the many public gardens and gambling dens. This outlook has also instilled a certain sense of privacy, where a person would not involve himself with another, unless it affected him. This tends to create a very inward looking nation, which is slow to recognize the dangers from the north.

National Symbols
A great golden tree on a blue field surrounded by a border of white.

Physical Description
Aelgarian's are of an average height, with a darker skin tone ranging from coppery-colored shade to a pale tan. Most have dark hair, brown and black with a range of eye colors. Men usually wear their hair short with a variety of facial hair styles being very popular.
Aelgarian men favor shirts and baggy breeches (of silk or other fine fabrics) covered by ornately embroidered thigh-length coats. The wealthier the man, the more elaborate his clothes (and their embroidery), and the finer the material they are made from.
Aelgarian women prefer long, clingy, ankle length dresses, which are slit up the side of the leg to allow ease of movement and show quite a bit more than people from many nations would be comfortable with. Many of these are sleeveless and are often worn with short coats that don't quite reach the waist.

Government
The kingdom is ruled by a king selected from the council of princes, with lifetime tenure. The king has absolute power over the military and all foreign relations but is unable to draft any new laws. The Council of Princes is made up of the noble representatives from the nation's districts, chosen by those districts noble families. While the Council of Princes may create new laws, the king has veto power and can only be overridden by a unanimous vote from the Council.
In the event of the Kings death, the Council of Princes decides on a suitable replacement from amongst themselves, which usually involves much intrigue and backbiting. The same procedure takes place within the district when a member of the Council of Princes passes on.

Relations
Aelgar is a major trading nation and an exporter of fine textiles and rugs, ceramics and foodstuffs. Aelgar maintains close relations with Coremanda, and fair connections among most of the nations of the Compact, with the notable exception of Eharon. There has always been a rivalry between Safer and Aelgar, mostly based on disputes between trade and the desire for the Atha'an Miere traffic in their coastal towns. Aelgar and Eharon have seen major conflicts on several occasions, with numerous border clashes being the norm.

Lands
Located in the Southwest corner of the Westlands. It is bordered by the Aryth Ocean to the West and along most of the Eastern portion of the country, the Mountains of Mist. It contains tributaries of both the Akuum and the Arinell rivers. The land tends to be flat except for along the coast in the Shadow hills and the mountain, with only the occasional low hills and oak forests.
The climate across the nations is mild and quite pleasant, becoming humid and hot to the south. Aelgar is a land rich in resources, with mines, great herds of sheep and cattle and a great many craftsmen. Crops grown include a great many orchards and melons, wheat and the many product of the sea create an exotic table in many of the households.

Great Cities
The capitol city of Aelgar is Anchohima, located just south of the Mountains of Mist was originally sited to take advantage of the great copper mines nearby. Also known as the molten city for the great many copper sheeted roofs' and the beautiful Ogier wrought stonework nestled among the low hills of the city. Located within Anchohima are the Ogier grove and a Waygate. The Seat of the Nation of Anchohima is an immense white marble dome supported by 13 large copper pillars where the Council king meets.
Shar Honelle is lies between the Sharin River and the Shadow hills and contains the famous Academy of Song, which is attended as the finest institute of music in the Westlands. In the center of Shar Honelle is the Singing Towers, seven great bell towers a hundred paces tall which sing out at dawn, dusk and highsun. Located just south and outside the city is the Ogier grove and a Waygate
Mainelle occupies three peninsulas overlooking Tanchico Bay at the mouth of the River Andahar (from north to south, known as the three sisters they are Verene, Messanaa, and Calpriane) and the hills north of them. The city is made of gleaming white stone and has two enormous circles where much of the trade fares and great events take place, while centered on the city is the Ogier grove and waygate. Two great halls are located in this the greatest trade city of Aelgar, one is the Princes Palace, the seat of government in the city and the other is the Hall of the Master, for the cities Guildhalls.

Adventurers
The Aelgarian love of freedom often leads many to seek the road, whether as traders or adventurers seeking their fortune. Merchant Wanderers, quick and deadly Armsmen and powerful channelers all could come from Aelgar.



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Eosin the Red
Posted: Jun 19 2004, 05:39 PM
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Almoren
by Xythlord with some help by Eosin.

Near 140 AB, Ogier built the city of Al’cair’rahienallen, named for the view of dawn from the city. Later the Ogier built Jennshain, named for the tranquility of its surroundings and the hope of peace everlasting. Almoren was one on the first Nations to support the idea of the compact to fight the Shadow, marshaled by Coerid Nosar. After the signing of the Compact of the Ten Nations, or the Second Compact, as it is commonly known, Almoren grew to wealth and power, expanding and growing wealthier with each passing year. The rich farmlands and access too many rivers provide Almoren with ample opportunity to trade with neighboring nations.

Personality
The populace of Almoren is, for the most part, an orderly, hard working and inquisitive people. Almorens are sly, witty, and are slow to anger. Their desire for orderliness can be seen throughout their literature and artwork. The many craftsmen and traders of Almoren benefit from the organizational skills of its people, and countless inhabitants enjoy the natural beauty of their land through the many parks, private gardens, and great Ogier built cities.

National Symbols
A Golden Sun on a field of white.

Physical Description
Almorens are short and pale-skinned, usually with dark hair and eyes and prefer dark colors. Dark greens and maroon’s are most common, though blue, brown and gold are also common. The men prefer to wear their hair short, combed into place rigidly, in imitation of the military forces and nobility. The women usually wear their hair long, with those of higher station in elaborate braids.

Government
Almoren has, and forever shall be, a monarchy. The ruler is known as the King or Queen, and his or her spouse is designated as the opposite, King or Queen once more. A King or Queen’s power is not absolute because the various Houses. Any House has the power to challenge a King or Queen’s word, but must be weary of support. An unsupported claim is construed as treason, and death is the most common punishment. The King or Queen needs a majority vote to create or alter any law.

If the ruler originally placed on the Throne dies, his or her spouse is raised to the Throne and becomes the King or Queen. Succession of the Shining Throne passes to the oldest son or daughter of the last ruling King or Queen if no spouse is present. If a King or Queen dies, unmarried, without children, a Great Succession begins. The House to seize the Shining Throne first becomes the King or Queen, or rather, the High Seat of that House does. This is more easily said than done for allying support is the greatest hardship of the Great Succession.

The elite Radiant Guard, a specially trained order of men who act as the bodyguard, enforces the power of the King. The Civil Guard, nothing more than patrol officers, deals with criminals.

Relations
The nation of Almoren maintains good relations with Aramaelle, and at the very least cordial relations with both Coremanda and Essenia who are sometimes trade rivals. Almoran’s greatest asset is control over the Silk Road through the Aiel waste. This trade route provides many exotic goods from the lands of the east. Almoran’s military might, although respected are not usually called upon to do more than protect the borders. Most contact with other nations occurs between diplomats and traders from Almoran.

Lands
Almoren is located along the Spine of the World, bordered to the North by Aramaelle and Tar Valon, bordered to the West by Coremanda and bordered to the South by Essenia.

Almoren produces and exports many materials, from lumber, sometimes sung, to grain and steel. The lumber is cut from the woods far from the Ogier grove. Grain is grown on the many farms in Almoren, and is usually kept in country to feed the populace. Iron is mined from the Spine of the World, among other ores such as copper, tin and gold. Not much silver is mined, but some is occasionally found.

Great Cities
The capitol city of Almoran is Al’cair’rahienallen, named for the beautiful sunrise over the mountains of the Spine of the World. A city of sophistication and elegance, it is also called by its residents the city of spires, due to the many Ogier built spires among the tallest in the world (behind Tar Valon). Located within Al’cair’rahienallen is the Ogier grove and a Waygate, the Royal Palace of Al’cair’rahienallen, also known as the Shining Palace. One of the handful of remaining chora trees graces the main courtyard of the Shining Place, it is called the Avendoraldera. It was a gift from the Aiel people. The city also contains the Coerid Nosar School of History and Mathematics and the Great Library of Al’cair’rahienallen

The other major city of Almoran is Jennshain, a bustling trade city. Due to its ideal location on the confluence of two major rivers, most of the trade with Essenia and Coremanda occurs here. Jennshain is also an Ogier built city, although more recently and as such contains both an Ogier grove and a waygate. There is a School of History and Mathematics located within as well.

Adventurers
The desire to impose order on the world and natural curiosity drive many to seek out new experiences. Traders from Almoren travel seeking fortune and fame.




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Eosin the Red
Posted: Jun 19 2004, 05:40 PM
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Aramaelle
by Xythlord with some help by Eosin.
During the Breaking, most nations were scattered and some were even destroyed. Chaos and confusion ensued, but not so along the Blight. There, humans battled the Dark One's hordes for no other reason that they had to, that if they faltered for an instant all of them will be destroyed. Out of the remnants of the mighty human armies that battled along the Blight during the war of the power, the nation of Aramaelle was created. The scholars and others in the know boast that from the end of the Breaking to the Trolloc Wars, humanity knew a thousand year peace, but peace is a dream along the Blight, and unfortunately people of the borderlands cannot afford to dream.

Personality
The harsh weather and harsh life along the Blight doesn't make soft people. The people of Aramaelle have always been warriors, they are known for their stubborn streak, no one without patience would live in the borderlands.

The people of Aramaelle are very formal and polite. While they do not have the same pomposity and respect for ceremony as southerners do, they are always loyal to their superiors, strictly observe any customs, and have a strong sense of dignity and propriety.

The people of Aramaelle would rather die than retreat before the advancing tide of Trollocs and the Blight, and would gladly die five times over to see a Shadowspawn die (especially a Myrddraal, since their cruelty is notorious in the Borderlands).

National Symbols
The flag of Aramaelle is a field of blue and field of black bisected by a white stripe, the Kingfisher (borderland bird) is on the blue field, the winged sword (also called Sword of Aramaelle or the Sword of the Wind) is on the black field.

Physical Description
The east and north of Aramaelle, is where the conditions are the harshest, and where the Trolloc raids are fiercest. The people have mostly black hair; they are clean-shaven and are the tallest people in Aramaelle. They prefer to dress in dark colors, and wear tight breeches, short coats, and tall boots. They are excellent riders and woodsmen with great stamina. The northern folk are distinguished from the other people of Aramaelle in the way they wear their hair long, and often braided. They also have an odd dialect; sometimes there are Ogier and Old Tongue words in their speech.

The people of the center and west of Aramaelle prefer longer coats than other Aramaellin, and the coats are generally green and yellow color. They have black or brown hair as well, but prefer to grow short beards and are generally stockier.

Government
The ruling houses traditionally come from the north, as it is a more important area of Aramaelle. In the Borderlands, those who rule, rule not by birthright but by their ability. However, even within a house, the bloodline of succession is not continuous.

Sometimes, the king dies leaving no heirs, and then the next prominent figure of the House becomes the heir. Some of the greatest rulers of Aramaelle have been female, as there is no prejudice as to the ruler. Sometimes, when the house failed to produce a person of note, the Shiringraad (council) of Houses will convene and each House will produce a worthy candidate to the throne; after each candidate has been accepted as a valid contender for the throne, a random draw will decide the next king. While this is happening, a Regent (always a person of non-noble birth, wise and loyal to the current ruling House) will rule over Aramaelle. Surprisingly, such draws are never accompanied by scheming, plotting and haggling, and are always quick (there is never any time for idleness along the Blight).

Relations
Aramaelle works most closely with another Borderland nation of Jaramide. The two nations have always worked closely, embarking on mutual campaigns in the Blight.

Another nation with which Aramaelle have close co-operation is Manetheren. The Bordermen frequently regard southerners as scheming, devious, weak people, but the nation of Manetheren has always been an exception. In fact, Manetheren have probably sent more levies to Tarwin's Gap that any other non-borderland nation.

In the recent past, there have been a number of border disputes with Aridhol over portions of Black Hills where some rich deposits of silver and copper were found, but nothing in the recent past.
The Bordermen also have extremely profound respect for any Aes Sedai and Aramaelle is a faithful ally of Tar Valon, owing to the fact that many Aes Sedai aided their armies in battle and Healing. Any household in Aramaelle is extremely honored if Aes Sedai visits it.

Lands
Aramaelle is located along the North East portion of the Mountains of Dhoom. It is bordered by Almoran, Tar Valon and Coremanda to the South and Aridhol and Jaramide to the East.
Ever vigilant keeps and towers situated in the high passes of the Mountains of Dhoom protect the southlands from the shadowspawn.

To the North the people of Aramaelle make their living with vineyards, cattle grazing, wheat farming, craftsmanship and lumberjacking. The ore that is mined in this area and then worked on is the finest steel in the world. Aramaellin artisans are said to make the finest weapons of that steel. In the west, the people live by cattle grazing, growing wheat and rye, and also produce ice peppers for export. They breed the finest horses in Aramaelle, and supply the best riders.

Etiquette
The Aramaellin are very formal people, with clearly defined (though often complex) hierarchy. There is a great deal of different procedures to accompany important meetings, occasions or just to express one's position in the society. And even though, usually only the nobility will use these procedures, even the commoners will carry out some of those procedures.
To express a pleasure of a meeting between equals or friends: a slight bow with a hand over a heart.
To express a pleasure of meeting between equals and also respect: a deep bow with hands at the side, when straightening from a bow offer a right hand palm up.
To express a great respect, gratitude, and admiration between equals: two steps forward, press right hand to the heart, deep bow. Also given to Aes Sedai.
To express a great respect to one greater that yourself: two steps forward, knee down on right knee, with back straight, when standing say "Honor met". Such procedure is also done when presenting a great victory to the royalty or when the monarch summons the heads of the houses for a formal meeting.
When offered a seat by a superior, reply: "By your leave, I will stand. The watch is not done".
When bidding goodbye, or dismissed, one presses a fist against one’s chest, gives a small bow and says "I stand ready for what comes. By your leave, I depart", and then exits.
During a meal with a greater person or on a formal occasion, a small ritual of throwing three drops from the goblet on the ground before any wine or water is drunk from it is observed with the words "The Land Thirsts" (the ground, or the land, is considered by Bordermen to be the greatest gift from Creator, as it provides a man with everything, and thus the land must be honored).
Many of these procedures are not required of women (women may have trouble doing some bows in their gowns, plus Bordermen have a great respect for women, and consider the presence of a woman when she is summoned, an honor enough). Usually, only a deep or small curtsy will be required of a noblewoman.

It should be noted that, even though Aramaellin may come across as stiff people, who would bow and scrape for anyone more important, in fact, outside the room where the above procedures have been observed, any stiffness between the two people who had observed these procedures is gone. These are formalities only, and are observed out of respect for tradition in which Aramaellin place a lot of store.

Great Cities
In the North lies the great capital Mafal Dadaranell. It is Ogier built, and has the highest walls the Ogier ever built; there is a Waygate very near the city and an intact Ogier grove. While the city is beautiful as all Ogier cities are, it is built with war and siege in mind.

Further north than Mafal Dadaranell lies the city of Anolle'sanna. It is a massive fortress and last great outpost of humanity in the North, however it is also very beautiful as other Ogier cities, and has many tall golden and silver colored spires.

Cuebiyasande is located just off one of the tributary rivers of the Erinin. It is a great river port and trade center with both the southern countries and Tar Valon. It is a city of merchants and craftsmen, but it is also a formidable fortress as well. Cuebiyasande is quite possibly the biggest city in all of Aramaelle.

Finally, the last great city of Aramaelle is Rhanime Naille. It is located in the south of Aramaelle, and serves as both a great trade center with Jaramide and a center of rich farmlands of Aramaelle. It's a sprawling city and not as formidable a fortress as other Amaraellin cities. It's a cultural center of Aramaelle, with many schools, galleries and libraries.

Adventurers
With the constant threat of the Blight, daily life is an adventure for most Amaraellin. Almost all men in Aramaelle are trained in the warrior’s arts and must spend at least two years serving in the military.



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Eosin the Red
Posted: Jun 19 2004, 05:40 PM
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Aridhol
by Xythlord
The peoples that would eventually form the nation of Aridhol banded together to defend themselves from the many bandits and marauders that threatened society after the Breaking. The nobility that formed was based around those that could protect the weaker from the surrounding dangers. The capitol of Aridhol grew from the first of these, and was one of the very first cities to emerge after the Breaking. Queen Doreille Torghin brought Aridhol, as one of the last nations, into the Compact to prevent being left defenseless against the combined might of the other nine nations. Throughout the 800 years after the breaking Aridhol grew rich from her mines and resources of her lands.

Personality
The people of Aridhol tend to be solid and proud people. Sometimes described as fierce by those of the nations around them, those of Aridhol are rightly proud of their achievements and can be ferocious when betrayed or attacked.

Compared to many of the nations, especially Aelgar and Safer, the inhabitants of Aridhol seem prudish and withdrawn disliking flamboyance and garish behavior. The nobility often come across as arrogant and abrasive, while most of her populace remains aloof to strangers.

National Symbols
The flag of Aridhol is a Black Boar, centered upon three vertical red fields divided by black.

Physical Description
Aridholan’s are of average height and of a somewhat stocky and powerful build. Dark hair and eyes are the norm, with only the atypical person of lighter complexion showing foreign ancestry.

The typical Aridholan is sturdy and solid with an inflexible air about him. Their women tend to be quick witted and of strong will.

Aridholan’s dress moderately, with women wearing high necked dresses reaching their ankles and men in embroidered trousers and plain knee length, long sleeved coats and high necked collars. Colors tend toward browns, blacks and grays, with some brighter colors as accents. Wools are common due to the colder climate, with some linins in the summer months; cloaks are common over garments for rainy or cold weather.

Government
Aridhol is ruled by a monarchy with the ruler being known as the King or Queen, and his or her spouse is designated as the opposite, King or Queen once more. A King or Queen’s is absolute and all the power of the noble houses comes from the throne. The King or Queen does need the support of the noble houses as the army of Aridhol is sponsored by the various nobles under the crowns command.

If the ruler dies, his or her eldest child is raised to the Throne and becomes the King or Queen. Succession of the Iron Throne passes to the oldest living child. If a King or Queen dies, unmarried and without children, a struggle for the Iron Throne will likely result in a civil war. Succession struggles have only occurred twice in the last eight centuries and both times nearly tore the country apart.

Relations
Aridhol has had a thorny relationship throughout its history with the surrounding nations. Since its inception, Aridhol has been involved in numerous border disputes with both Manetheren and Coremanda. Minor skirmishes and flare-ups have frequently occurred due to trade relations with Coremanda and Jaramide.

Long has Aridhol coveted the rich mineral resources of the Mountains of Mist, the result of which has caused her to twice launch invasions into another nation. The first was Manetheren, and resulted in the armies of Aridhol being successfully repelled at Corartheren. The second was into the lands held by Safer, this was defeated by a coalition from Manetheren and Coremanda.

Lands
The Nation of Aridhol is surrounded by Aramaelle, Coremanda, Manetheren, Safer and Jaramide. The Rivers Haevin and Ivo, both of which feed the Arinelle are contained within the realm.

Aridhol produces grain and wool, and has some of the finest iron, nickel and timber in large quantity leading to a healthy economy. She has some of the finest iron works in the Westlands and produces superior arms and armor.

Great Cities
The capitol city, of which the nation is named for, is Aridhol. A great Ogier built city of many domes and containing the Iron Palace of the king. Although constructed by Ogier and containing a waygate, Aridhol cut down the grove within a few short years of the departure of Ogier.

Other cities of note within Aridhol are Abor’maseleine and Cyrendemar’naille, both of which contain large populations and imposing architecture, even if not Ogier built. Cyrendemar’naille is the seat of the nations iron works and process the ore retrieved from the nearby mines at the Black hills.




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Eosin the Red
Posted: Jun 19 2004, 05:41 PM
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Essinia
by Quillion [Unedited yet.]
Essenia "Unbroken Essenia"
The Breaking destroyed almost every land except Essenia. Aramaelle was forged in the Breaking becoming the shield against the blight but Essenia endured the breaking like no other. For two places in the entire world stood unchanged by the Breaking and both lay in Essenia. The first place is the Stone of Tear a fortress that held the sword that could not be touched away from madmen, false dragons and Dreadlords for the Stone Stands until the Dragon is Reborn. The second place is Aren Mador protected from channeling almost as if it sat upon a Stedding. It Even helped many Aes Sedi locate and capture men who channeled. Essenia was the last nation to join the Compact of Ten Nations secure in its own power.

Personality:
Essenian think of their country as the center of the world and tend to be very ignorant of the outside world and its culture. They tend to have very preconceived notions ranging from everyone knows Aridholin are zealots, all Mananthereen are noble to a fault, all Aes Sedi are Harridans etc. Often expressing their opinion arrogantly. Enjoying the fruits of a country that has grown wealthy due to Monopolies on Horse trade, Grain, and Oil from Olive groves and fish shoals. They take great pride that they are defending The Sword that is not a Sword. Even more so due to the power that The Guardian and the Stone grants their country. Essenian does not fear any power. Yet Essenian are a very generous and compassionate people they have a widespread organization called The Hedgewise which travel around supplying aid and assistance to the needy. They have been called the slumbering dragons for their nature of being slow to anger yet they are “taken by the Dragon” when finally roused into one of their righteous rages.

National symbol:
The Sigil of Essenia is a blue shield with a silver star “the Shield of Essenia”. The Banner of Essenia is a blue shield with a silver star set upon a field half-red, half-silver fringed in gold. Other national Symbols often include The Stone of Tear, Mazes, Olive branches, a crystal sword bound with gold wire and three cloudy crystals.

Physical Description:
The people of Essenia tend to conform to one of two general physical appearances one of average height with dusky skin being extremely well muscled, or beautiful with long dark hair growing very tall with a stately or regal bearing. Essenia dress for attention depending on what they want to draw attention to often it is national symbols as part of their cloths, to show thier support of a particular cause or simply to show off physical assets.

Government:
An elected ruler called the First Lord rules Essenia. The First Lord is elected from a native born of the country who has seen at least four score of winters since his nameday. He may be Common or Noble yet must be Nominated by the Council of the Houses and the Council of The people. Only two people may be nominated The First Lord may serve only one term of no more then 10 years though he can be removed with the greater consensus of both Councils. He appoints Judges, The Second Lords, The Commander of the Defenders, and the Commander of the Watchpolls and is considered nearly an absolute monarch.


Essenia has a state run education system and has a state sponsored College of the Sword Bards in Dalsande

The Defenders of the Stone are the only true Grand legion to exist before the start of the Trolloc wars due to thier establishment against Rolain Darksbane and the threat of other false dragons to follow him. They are far more professional and battle ready. They recruit only the best talent or veterans returned from their tour in the blight. They were answerable only to the First Lord of Tear, The Second lord of Tear (often refereed to as the high lord) The Commander of the Defenders and all had to swear the Rite of Guarding in the heart of the Stone.

The Watchpolls were a professional order of investigators, thiefcatchers, and eyes and ears in professional service to the First Lord and the Shield Council (The three-second lords, the commander of the defenders the commander of the Watchpolls and the head of two councils)

The Sea Shield is the Essenian Navy, The Sea Folk and the Essenian have a joint defense pact and the entire Sea Shield is Sea folk trained.

Relations:
Its closest ties tend to be with Almoren sharing an open trade agreement free of tariffs and taxes even though Almoren considers it a rival the Essenia consider this part of every nations jealousy of thier prosperity and good forturne.
Essenia also has extremely close ties to Aramaelle due to many young Essenia volunteering for service in the Blight when the Defenders, Sea Shields or the Watchpolls does not accept them.

Coemanda and Aridhol are sometimes considered a growing trade rival but the mater is trivial for they are secure in their greatness.

They do have an almost reverent respect for Manetheren. Yet they have difficulties with Jaramide, Safer and Aelgar in disputes over sea trade.

They have an ongoing cold war with Eharon that involves the use of the Seafolk, Pirates, and Bandits so as not to break the letter of the compact.

Their Relationship with Tar Valon is contradictory at times but is best summed up by the saying Only trouble Tar Valon when Tar Valon Troubles you..

Lands: Essenia is one of the largest nations of its day bordered by Coremanda and Aloren to the North and Eharon to the west and the Great Sea to the south.

Etiquette:

Essenia is a land of contradictions always believing in speaking the truth freely yet never to stop someone from spreading lies yet they prove to be true. Say what you are thinking but do not give offense. They are great ones for free thought, yet they disdain those who don't share thier opinions.

Sword dueling is somewhat popular among the young but is against the law in Essenia. It is taboo to refuse a duel unless both can agree the matter is settled. It is considered ignoble to duel a Defender, a Sea Shield or a Watchpoll but the height of honor to duel a foreigner. Losing honor amongst the duelists can lead to shop owners not selling to you, innkeepers not having rooms and receiving the worst ale at a tavern. A duel is only considered settled when both sides must apologize for the offending act and then both sides must agree that it is something an apology can settle. The blood loss tends to vary city to city in Aren Mador it is often to first blood, in Tear it is often until one party yields, but in Dalsande it is often to the death.

Though they are extremely informal they do have a few older ritual greetings, insults and farewells.

The Stone Stands "All is well"
Until the Dragon is Reborn "never (again)"
Treebrother's Oath upon it "It shall be done"
By the Sword and the Stone! "A very vile oath"
A few pebbles short of the Maze " A few French fries short of a happy meal"
Lipuckered Blower "curse about Ehoarans and Hunters of the Horn"

Great Cities
Aren Mador “The City of Wonders” The City of(capital) is known for the Guardian shield that protects it from channeling though its ability to detect channeling is still kept secret. The Second lord of Aren Mador (sometimes called the Counsel) rules Aren Mador itself and there is an odd custom of him being bonded a warder. (Often of an Aes Sedi ruler of a foreign realm similar to the practice of arranged marriages) The seat of government for all Essenia spans an entire island and the true city takes up the shores of the lake around it. The city around the Lake is entirely Ogier built and the largest Ogier Grove in the world stands on the western tip of the city where the Waygate may be found in great use.

Dalsande “The City of a Thousand Schools” is a city of learning and philosophy supported by the oil from its shoal fishing. It is considered a highly prestigious and well loved city by students who travel there since it can only be reached by ship students have come as far away as Jarred. It is cut off from the rest of the world by the mountains of the Spine of the World and the swamp known as the Dragon's Boil (Drowned Lands).

Tear “The City of Sea and Stone” is Essenia's great Sea port; breadbasket and Horse land all rolled into one. It is a city of riches that keeps growing richer with never a limit in site be you common or noble. Tear also has two of the most recognizable structures in the World.

The Stone is the first even more recognized than the White Tower for it has survived the breaking from every corner of the city you can see the stone and know its meaning. It is the greatest fortress in the world.

The Tearian Maze is the second structure which the First Lord Cristol had the Ogier build over the Fingers of the Dragon just after he signed the compact of the Ten Nations. It is a lightless labyrinth that spans the distance between The Stone and the Sea. It is designed for both ships and men to travel through. Only Sea shield Pilots and the Seafolk Windfinders know the path through the maze though they will guide a ship though the maze for a price. They use a convoluted path and some intrepid passengers say the walls change. Regardless of the denials of the Lords and the Defenders many claim thier is a monster that roams the maze.


Adventurers:
Many adventures come from Essenia bored with an easy life of luxury in thier rich nation they leave home to see the thinks they have read about and to help the world at large.

Background Essenian

Background Feats
Sea Legs
Saddleback
Cosmopalitian
Education
Living History

Background Skills
Profession (any one)
Ride
Knowledge (any one)
Swim

Home Language
Common (Essian)

Bonus languages
Old Tongue
Ogier (written only)
Common (Atha'an miere)
Common (Eharon)
Common (Almoren)
Common (coremanda)

Bonus Equipment:
Any one sword (60 mk) and studded leather armor
Horse light: bit and bridle; saddle, riding; outfit
65mk

pestige classes
defender of the stone
spymaster
thief-taker
Sea shield
Procureer for the Great Holding.
Anginor's Gift



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Eosin the Red
Posted: Jun 19 2004, 05:43 PM
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Into the Deeps
Anginor's Legacy

This is a half completed adventure that has the background and motivations included but is missing the maps and individual encounters. It would form the basis for 4-6 nights of gaming if fully fleshed out.

Introduction:
This is a Wheel of Time adventure suitable for four to six 7th-9th level characters. It can accommodate characters of higher or lower level with some adjustment. It may also be tailored for fewer adventures.

To run this adventure the DM will need the Wheel of Time RPG sourcebook and information on the Dreadlord PrC presented on Call of the Horn website. This adventure is designed to take place during the Trolloc Wars era but can be modified for play in other eras as needed. Background information presented within the section of Call of the Horn titled The Shadow Made Flesh will be helpful if running this game in the suggested era. While helpful, other sourcebooks are unnecessary.

Part I: The Lost?
In 1000 A.B, the lands fell under a shadow. The Eyeless lord of Thar’kandar waged war against man with armies of shadow spawn, entire legions of darkfriends, and thousands of dreadlords. Yet, even though millions perished it was not enough to break the spirits of men. The Dreamwalker (Ishi) summoned his men and told them to find the ruins of the city of Terak Nisine. In the bowels below the city, Anginor had performed his experiments. Anginor had twisted science and the One Power under the earth to create Trollocs, Myrrdraal, Drahkar, Darkhounds, and even Gholams. These minions and the rumors of even darker ones could finally break the will of the Aes Sedai.

Izikaus was once a scholar among the great city of Jennshain, but the knowledge he sought was too deep into the darkness and attracted the attention of others. Soon he was compelled to find information about the city of Terak Nisine. The breaking had moved all land marks; mountains had sunk beneath the seas and piers jutted out onto flat plains. The task of finding the lost city was seemingly impossible. Most of the books that held information from the age of legends were destroyed during the breaking and those few that remained had had been stored in the great libraries of the west, as the conflict known as the Trolloc Wars stretched out fewer and fewer of those remained. Eventually, he did discover that Terak Nisine was located due north of Tar Valon, an area that was destroyed by the earthquakes caused by Lew Therin.

Agents of the Dreamwalker were sent to search for clues of the cities location and have been making slow progress. The activity has alerted several of the northern lords that the Shadow seeks something in the area.

In the great fortress of Tora Harad, Legate Eliad Kerrik has summoned one of the northern lords to discover what he may about the activity. The commander of the fortress is his childhood friend and long time confidant Sir Mathias Markle. After presenting the information to his friend, the Legate was beaten into unconsciousness by Markle who believed that his allegiance to the Shadow had been discovered. Markle fled to an estate in southern Aramaelle, where he believed he would be safe. A sniffer from the ruined lands close to Aridhol called Whitman pursues Markle to the estate. The band of warriors that were sent with him have all fallen except for the leader of the patrol Rana Lodry. Unable to retrieve Markle and unwilling to let the darkfriend go, Rana has gone to the nearest population center seeking aid, leaving Whitman alone to watch the estate. Because of the sensitive relationship between Markle and Legate Kerrik, she is unwilling to use her authority to command troops. Thankfully, there are plenty of refugees and perhaps even some skilled men at arms within the city/fortress.

Rana will be given the names of the PCs or better yet, she already knows them. After making contact with the PCs, the whole group will travel several days to the country estate. Enroute, they will meet a patrol that is fleeing a large army of trollocs. The PC or Rana may surmise that they are headed to the estate to pick up Markle, after all, he is intimately aware of the northern defenses but they would be wrong. The Scholar Izikaus has discovered the location of the lost city of Terak Nisine and is waiting at the estate under the guard of a Fade and more than a score of trollocs. Markle met his fate at the hands of that Fade shortly after arriving and telling his tale. The Fade has sent out patrols looking for any who might have pursued Markle. Whitman has so far evaded notice and has even managed to spot the Fade on one occasion. Whitman will also indicate that several riders were sent out two to three days past, one of them will not make his destination.

In the pack of the rider killed by Whitman was a letter written in code. Whitman is fluent in the trolloc language (not really written, but translated into writing) and can make out parts of it. He informs the party that the shadow forces intend to hold this area. If they want to get at Markle it will have to be soon and they will need to do the work up close.
After the party assaults the estate, they will find Izikaus and his notes that indicate he has found the city where Anginor performed his experiments.

At this point, the party can chose to seek out the city of Terak Nisine or they can flee from the army of trollocs that are headed their way.

Part 2: We’ve brought friends
Part two of this adventure will deal with the party evading shadowspawn and getting themselves ready to explore Terak Nisine. The party will need to equip themselves somewhere, it is unlikely that they have the tools or equipment for a dungeon delve. Their options are Tora Brail, Tora Astra, or one of the cities or towns that remain intact.

During their journey, it will become obvious that the shadowspawn intend to stop them. They will be pursued and monitored by everything the shadow can muster. No matter which destination they pick eventually it will come under siege, this information is too important to the shadow for it to slip away. The party will have a battle within the safe haven as several Dreadlords Gate in shadowspawn and attempt to kill those who might know about Terak Nisine.

Assuming the party picks the Fortress of Tora Astra, the commander will recognize the need for the party to escape. He will try to convince them to sneak away and destroy anything useful to the forces of the shadow. Remaining within the city to help defend is obviously futile to anyone with a military background. The party will have little choice, remain and fall with the fortress or flee leaving men and women who befriended them to a terrible fate.

The party should make a daring escape and head to the location of Terak Nisine.

Part 3: Into the Deeps
The primary point of unearthing Terak Nisine is to allow more freedom for the GM to introduce new shadow spawn, old artifacts, and to create a complex seek and destroy mission for the party while they are being hounded from behind.

The party will arrive and begin its descent. Once they have managed to access the unnatural cavern complex channelers will notice that an ancient ward protects area and allowed it to survive being buried. Dispelling this ward is the only way in, but also sets up a chain reaction that will eventually result in the flooding of the cavern. The ward was one developed by Anginor and is known by him alone. Within the area warded, biological matter is in stasis, no organic matter can enter. Many of the inhabitants will be freed when the wards go down, but some of the most deadly will remain in individual wards. The party must enter the complex, kill as many of the unique creatures that they can, and then attempt to escape.

Not long after the party begins exploring Anginor’s lab complex, Dreadlords and others will arrive and attempt to stop them. The longer the party remains in the deeps the worse the opposition will become.


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Eosin the Red
Posted: Jun 19 2004, 05:50 PM
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Ok, that is all the stuff I got.

There are reasons for setting the game during the tail end of the Trolloc Wars rather than during the fall of Manthereen or some other point.

* The ending of the Trolloc wars is undescribed.
* At least one male channeler was around
* Unlike all other important eras the Players may be the pivitol characters in the end of the the TWs
* After Manthereen falls you still have 100+ years of the TW left - players will never see the end of the wars.

It goes without saying but invaribly someone will accuse me of doing one thing or another - I did not write everything and do not necessarily agree with it all. Some stuff must be made up to flesh out the setting, agree or not with what we made up but don't get hostile. I disagree with some of the Essenia write up and had not edited the piece yet that does not mean it is not worthwhile - it just means that it may not fit with what I had planned.

Finally, this is my vision of the TW - Whoever takes this task on as their own will need to make the vision thier own. A strong personal vision that adheres to canon is just as valid as my own even if we disagree on the particulars.


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Targul
Posted: Jun 20 2004, 09:32 PM
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Umm ok? What's going on Eosin? I thought that the guys who took over Call of the Horn were taking this stuff over too? Are you just posting so that anyone who wants the info can have it or are you looking for someone to actively work on it themselves or in collaboration?
What's up man? smile.gif

-Targul


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I was that which others did not want to be.
I went where others feared to go, and did what others failed to do.
I asked nothing from those who gave nothing, and reluctantly accepted the fact of eternal loneliness...
Should I fall I have seen the face of terror, felt the stinging cold of fear, and enjoyed the sweet taste of a moments love.
I have cried, pained, and hoped...
But most of all I have lived times others were to say were "Best Forgotten".
At least some day I will be able to say that I was proud of what I was...
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Sharn Penndroen
Posted: Jun 21 2004, 06:00 AM
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Somebody requested that it be posted.


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Eosin the Red
Posted: Jun 21 2004, 09:18 AM
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QUOTE (Sharn Penndroen @ Jun 20 2004, 10:00 PM)
Somebody requested that it be posted.

Exactly, and as everyone should know - I am real liberal with people using my stuff. The main point for me is that the game and site generate interest - not who gets credit.

I have no problems with anyone working on it - adopting stuff or taking some and $h|+ canning the rest. I say have at you, varlots!

biggrin.gif


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Zifnab
Posted: Jun 22 2004, 10:32 PM
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Wow, that's a lot of info! Cool beans!


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