Setting Information Questions
Mar 22, 2012 12:37:08 GMT -5
Post by Dreamchild on Mar 22, 2012 12:37:08 GMT -5
Setting Information
Extra Information:
{1. Casters/channeling: what is the most important thing to know about the setting? (Click Here)}
The Wheel of Time server is based on an award winning series by Robert Jordan.
It unique in a lot of ways and INCREDIBLY detailed. However you don't need to have read the books to play here. It does help to know some basic setting info, but its also just fine to play a regular person that has no reason to know some of the specifics of the world.
The biggest things to note for new players for this setting are:
Spell Casters - Probably the most complex and jarringly different part of this setting. Spell casters are called Channelers in the Wheel of Time universe, and require extensive training to truly master their craft. Not only that untrained channelers cannot even access the One Power (magic source) reliably, or use weaves (spells) reliably. Usually only in situations of high stress or emotion to do something they really want to happen. (( I.E. Make someone explode that's attacking you ))
A few weeks after they first channel they will begin to experience headaches that get worse and worse over time until the person dies. That is, unless they either get trained, or develop a 'block.' A block is a mental block their own mind puts on them so they don't kill themselves with channeling. It is a requirement that needs to be fulfilled before they can channel that can different for everyone. (( I.E. Only when angry, only when eyes closed, only when holding a piece of leather. )) If every properly trained, the block will remain and requires quite a bit of work to be removed so one can channel freely and on command. Of course that only applies if said channeler is not brought in for training before they develop a block.
Training can be received for Male Channelers at the Black Tower and it is known through the lands that male channelers can seek the black tower for training and to be used to combat the Shadow (evil force of the setting). However it is also generally known that Male Channelers are one of the terrors of the world. The male half of the One Power is tainted, and each time a male touches it they go a little more insane. This taint affects each man in different ways, but it always ends the same. With them going completely mad and harming themselves and those around them. Thousands of years before mad male channelers such as these Broke the World. Their combined power caused entire continents to move like seas of water, dramatically changing the face of the world and killing many within it. Despite this history and reputation, the Black Tower offers training and to make what is left of their shortened lives somewhat meaningful in a fight against the Dark One (big evil) and his forces.
It is also generally known that Female Channelers are generally sent to the White Tower upon being discovered for training, where they are made to become novices and confined within the tower until they prove themselves capable of not harming themselves or those around them. On reaching that point they may choose to leave, or go on in the White Tower's processing to become a prestigious, revered, and feared Aes Sedai. If a female channeler is of the Aiel background/race they are trained as a Wise One; however, playing an Aiel character requires DM permission as their background and traditions require setting knowledge and familiarity.
Casters all recieve a channeling token on log in that represents ones training and affects the shielding system. Please see here for more information: Channeling Token System.
These are only the two dramatically different main points that this setting has compared to others. For more information feel free to send PMs, post here, ask anyone in game, or check the websites I'll list below for more. Or read the books.
There are of course many options and available factions for non-channelers too, but their experiences are not so dramatically different compared to casting characters on other servers.
Please ask around if you have any questions and as always, have fun!
Races - Everyone is allowed to play whichever NWN race they like as far as builds and appearances go, but in character they are all considered human. Tall humans, small humans etc. Half-orc is usually used for Ogier, but it could also be a large human.
The only playable races are humans and Ogier, and Ogier require DM permission to play as they have particular quirks that would need the player to be familiar with the setting.
Despite there only being two playable races, there is still enormous variety. One of the real charms of this setting are the numbers of nationalities, traditions, and peculiarities of nations and their people which lend to rich and colorful interactions, both regular and political.
For build purposes you may also choose what you like and switch to the human appearance via the body tailor in the OOC room.
The Wheel of Time server is based on an award winning series by Robert Jordan.
It unique in a lot of ways and INCREDIBLY detailed. However you don't need to have read the books to play here. It does help to know some basic setting info, but its also just fine to play a regular person that has no reason to know some of the specifics of the world.
The biggest things to note for new players for this setting are:
Spell Casters - Probably the most complex and jarringly different part of this setting. Spell casters are called Channelers in the Wheel of Time universe, and require extensive training to truly master their craft. Not only that untrained channelers cannot even access the One Power (magic source) reliably, or use weaves (spells) reliably. Usually only in situations of high stress or emotion to do something they really want to happen. (( I.E. Make someone explode that's attacking you ))
A few weeks after they first channel they will begin to experience headaches that get worse and worse over time until the person dies. That is, unless they either get trained, or develop a 'block.' A block is a mental block their own mind puts on them so they don't kill themselves with channeling. It is a requirement that needs to be fulfilled before they can channel that can different for everyone. (( I.E. Only when angry, only when eyes closed, only when holding a piece of leather. )) If every properly trained, the block will remain and requires quite a bit of work to be removed so one can channel freely and on command. Of course that only applies if said channeler is not brought in for training before they develop a block.
Training can be received for Male Channelers at the Black Tower and it is known through the lands that male channelers can seek the black tower for training and to be used to combat the Shadow (evil force of the setting). However it is also generally known that Male Channelers are one of the terrors of the world. The male half of the One Power is tainted, and each time a male touches it they go a little more insane. This taint affects each man in different ways, but it always ends the same. With them going completely mad and harming themselves and those around them. Thousands of years before mad male channelers such as these Broke the World. Their combined power caused entire continents to move like seas of water, dramatically changing the face of the world and killing many within it. Despite this history and reputation, the Black Tower offers training and to make what is left of their shortened lives somewhat meaningful in a fight against the Dark One (big evil) and his forces.
It is also generally known that Female Channelers are generally sent to the White Tower upon being discovered for training, where they are made to become novices and confined within the tower until they prove themselves capable of not harming themselves or those around them. On reaching that point they may choose to leave, or go on in the White Tower's processing to become a prestigious, revered, and feared Aes Sedai. If a female channeler is of the Aiel background/race they are trained as a Wise One; however, playing an Aiel character requires DM permission as their background and traditions require setting knowledge and familiarity.
Casters all recieve a channeling token on log in that represents ones training and affects the shielding system. Please see here for more information: Channeling Token System.
These are only the two dramatically different main points that this setting has compared to others. For more information feel free to send PMs, post here, ask anyone in game, or check the websites I'll list below for more. Or read the books.
There are of course many options and available factions for non-channelers too, but their experiences are not so dramatically different compared to casting characters on other servers.
Please ask around if you have any questions and as always, have fun!
Races - Everyone is allowed to play whichever NWN race they like as far as builds and appearances go, but in character they are all considered human. Tall humans, small humans etc. Half-orc is usually used for Ogier, but it could also be a large human.
The only playable races are humans and Ogier, and Ogier require DM permission to play as they have particular quirks that would need the player to be familiar with the setting.
Despite there only being two playable races, there is still enormous variety. One of the real charms of this setting are the numbers of nationalities, traditions, and peculiarities of nations and their people which lend to rich and colorful interactions, both regular and political.
For build purposes you may also choose what you like and switch to the human appearance via the body tailor in the OOC room.
Extra Information:
{3. What are the common playable cultures in Wheel of Time? (Click Here)}
This list of links to more information may help in creating a character's history or background. Feel free to pick any culture, mixture, but don't feel obliged to play them exactly by the book or anything. Central region characters can sometimes be a bit easier to play, with less lore, but don't feel restricted! People can and do play their characters in a whole variety of ways!
Wheel of Time Map: Click Here
Very Detailed Cultural Lore Information Search Concordance: Click Here
Also Click Individual Nations for WoT Wiki:
Central Nations
Andor
Andor - Two Rivers
Andor Law & Treaties
Far Madding
Ghealdan
Murandy
Tar Valon (City State)
Borderlands - The North
Arafel
Kandor
Saldaea
Shienar
East/South-East - To the Spine of the World
Cairhien
Tear
Mayene (City State)
West - To the Aryth Ocean
Arad Doman
Tarabon
Toman Head & Almoth Plains
The South - To the Sea of Storms
Amadicia
Altara
Illian
This list of links to more information may help in creating a character's history or background. Feel free to pick any culture, mixture, but don't feel obliged to play them exactly by the book or anything. Central region characters can sometimes be a bit easier to play, with less lore, but don't feel restricted! People can and do play their characters in a whole variety of ways!
Wheel of Time Map: Click Here
Very Detailed Cultural Lore Information Search Concordance: Click Here
Also Click Individual Nations for WoT Wiki:
Central Nations
Andor
Andor - Two Rivers
Andor Law & Treaties
Far Madding
Ghealdan
Murandy
Tar Valon (City State)
Borderlands - The North
Arafel
Kandor
Saldaea
Shienar
East/South-East - To the Spine of the World
Cairhien
Tear
Mayene (City State)
West - To the Aryth Ocean
Arad Doman
Tarabon
Toman Head & Almoth Plains
The South - To the Sea of Storms
Amadicia
Altara
Illian
{4. Are there any websites which have more information about the setting? (Click Here)}
List of helpful websites with setting information:
www.wotmania.com
www.tarvalon.net
www.tarvalon.net/library/
www.encyclopaedia-wot.org/
www.dragonmount.com
wot.wikia.com/wiki/A_beginning
www.redbrick.dcu.ie/~melmoth/wotguide.html#contents
List of helpful websites with setting information:
www.wotmania.com
www.tarvalon.net
www.tarvalon.net/library/
www.encyclopaedia-wot.org/
www.dragonmount.com
wot.wikia.com/wiki/A_beginning
www.redbrick.dcu.ie/~melmoth/wotguide.html#contents
{5. What is Andor (the central region of the server) like? (Click Here)}
Map of Andor: Click Here
Click Here for More Information
Map of Andor: Click Here
Click Here for More Information
{6. How big are the military forces in this world? (Click Here)}
This is a list which contains approximate numbers of military forces in the world.
//OOC Note:
//Some faction bases would be known, others would be unknown and militaries etc. may well not be where you think they are.
//Use IC discretion in terms of your character. ((Though this information is all available if you look at lore guides (+rewrite a little for our server)).
//These are the guides for looking at full list below:
Non-nation faction numbers = knowledge internal to factions, though hazy guesses would be possible for some factions e.g. Children of the Light (15-30k, as a guess), in terms of scouting, and possibly IC for superiors in other military organisations.
Nations = Rough closer guesses.
Andor = Well known.
Seanchan = Would currently be unknown.
Aiel = Would be unknown to non-Aiel/BT/Legion (just several hundred thousand + guess).
Shaido = Unknown.
Black Tower = Unknown.
White Tower = Quite hazy.
Prophet = Quite hazy.//
-----------------------------------------------------------------------------------
Full List
Amadicians (King Ailron)
-> 5,000
Andor
-> Up to 200,000 (1/3 Well Trained, Mostly Farmers etc.)
-> Great House Forces
Arad Doman
-> 8,000 with Rodel Ituralde (pushed out of Arad Doman/guerilla tactics)
Arafel
-> 45,000
Band of the Red Hand
-> 20,000
Black Tower - Various Ranks
-> 500-600
Cairhien
-> 20,000
Children of the Light
-> 10,000 Horse/10,000 Foot and Hand of the Light
-> Amador: (7,000 Horse and Foot) and Hand
-> Tarabon: (8,000 Horse and Foot)
-> Andor (5,000 Horse and Foot - Caemlyn, Four Kings, Spread Out)
Ghealdan
-> 1,000 Lancers
Illian
-> 45,000
Kandor
-> 48,000
Legion of the Dragon
-> 20,000 [Mobile camps?]
Murandy
-> Up to 30,000 if alliances can be made
Perrin
-> 3,000 Two Rivers
Rand's Aiel
-> 400,000 (11 Clans) [Various Locations]
-> 2,000 Wise Ones
Saldaea
-> 40,000
Seanchan
-> 500,000+ (Unknown) [Arad Doman, Falme, Unknown Crossing]
-> Damane (unknown)
Scattered Shaido
-> Up to 80,000
Shara
-> Unknown
Shienar
-> 37,000
Tar Valon - Defenders of the Flame
-> 19,000
Tar Valon - Younglings
-> 200
Tar Valon - Aes Sedai
-> 1035 (approx)
Tear
-> Up to 40,000
The Prophet's Army (Masema) - Ghealdan
-> 20,000
This is a list which contains approximate numbers of military forces in the world.
//OOC Note:
//Some faction bases would be known, others would be unknown and militaries etc. may well not be where you think they are.
//Use IC discretion in terms of your character. ((Though this information is all available if you look at lore guides (+rewrite a little for our server)).
//These are the guides for looking at full list below:
Non-nation faction numbers = knowledge internal to factions, though hazy guesses would be possible for some factions e.g. Children of the Light (15-30k, as a guess), in terms of scouting, and possibly IC for superiors in other military organisations.
Nations = Rough closer guesses.
Andor = Well known.
Seanchan = Would currently be unknown.
Aiel = Would be unknown to non-Aiel/BT/Legion (just several hundred thousand + guess).
Shaido = Unknown.
Black Tower = Unknown.
White Tower = Quite hazy.
Prophet = Quite hazy.//
-----------------------------------------------------------------------------------
Full List
Amadicians (King Ailron)
-> 5,000
Andor
-> Up to 200,000 (1/3 Well Trained, Mostly Farmers etc.)
-> Great House Forces
Arad Doman
-> 8,000 with Rodel Ituralde (pushed out of Arad Doman/guerilla tactics)
Arafel
-> 45,000
Band of the Red Hand
-> 20,000
Black Tower - Various Ranks
-> 500-600
Cairhien
-> 20,000
Children of the Light
-> 10,000 Horse/10,000 Foot and Hand of the Light
-> Amador: (7,000 Horse and Foot) and Hand
-> Tarabon: (8,000 Horse and Foot)
-> Andor (5,000 Horse and Foot - Caemlyn, Four Kings, Spread Out)
Ghealdan
-> 1,000 Lancers
Illian
-> 45,000
Kandor
-> 48,000
Legion of the Dragon
-> 20,000 [Mobile camps?]
Murandy
-> Up to 30,000 if alliances can be made
Perrin
-> 3,000 Two Rivers
Rand's Aiel
-> 400,000 (11 Clans) [Various Locations]
-> 2,000 Wise Ones
Saldaea
-> 40,000
Seanchan
-> 500,000+ (Unknown) [Arad Doman, Falme, Unknown Crossing]
-> Damane (unknown)
Scattered Shaido
-> Up to 80,000
Shara
-> Unknown
Shienar
-> 37,000
Tar Valon - Defenders of the Flame
-> 19,000
Tar Valon - Younglings
-> 200
Tar Valon - Aes Sedai
-> 1035 (approx)
Tear
-> Up to 40,000
The Prophet's Army (Masema) - Ghealdan
-> 20,000
{7. What are the population sizes in this world? (Click Here)}
Population: Year 999NE
Estimates working with some comments at Dragonmount & military Force numbers.
Feel free to offer comment if significant correction needed, thanks!
-------------------------------------
Total Westlands Population: 20 Million +
Central Nations
Andor – 6,100,000 [Caemlyn – 300,000]
Far Madding – 240,000
Ghealdan – 160,000
Murandy – 1,100,000
Tar Valon (City State) – 530,000
Borderlands - The North
Arafel – 2,100,000
Kandor – 2,000,000
Saldaea – 1,800,000
Shienar – 2,200,000
East/South-East - To the Spine of the World
Cairhien – 1,100,000
Tear – 320,000
Mayene (City State) – 160,000
West - To the Aryth Ocean
Arad Doman - Unknown? (Seanchan Invasion)
Tarabon – 1,100,000
Toman Head & Almoth Plains - Unknown? (Seanchan Invasion)
The South - To the Sea of Storms
Amadicia – 160,000
Altara – 1,000,000
Illian – 400,000
Population: Year 999NE
Estimates working with some comments at Dragonmount & military Force numbers.
Feel free to offer comment if significant correction needed, thanks!
-------------------------------------
Total Westlands Population: 20 Million +
Central Nations
Andor – 6,100,000 [Caemlyn – 300,000]
Far Madding – 240,000
Ghealdan – 160,000
Murandy – 1,100,000
Tar Valon (City State) – 530,000
Borderlands - The North
Arafel – 2,100,000
Kandor – 2,000,000
Saldaea – 1,800,000
Shienar – 2,200,000
East/South-East - To the Spine of the World
Cairhien – 1,100,000
Tear – 320,000
Mayene (City State) – 160,000
West - To the Aryth Ocean
Arad Doman - Unknown? (Seanchan Invasion)
Tarabon – 1,100,000
Toman Head & Almoth Plains - Unknown? (Seanchan Invasion)
The South - To the Sea of Storms
Amadicia – 160,000
Altara – 1,000,000
Illian – 400,000
{8. What are the in character travel distances like in this world? (Click Here)}
//Useful guide to approximate miles (mostly for reference or event flavour), although time is necessarily bent and distorted, so people can actually get around the game world.
Based estimates off known Cairhien-Caemlyn, Tear-Tar Valon//
-------------------------------------
Westlands Distance Across = 3500 Miles
Caemlyn to Amadicia = 1200 Miles
Caemlyn to Cairhien = 600 Miles
Caemlyn to Falme = 2000 Miles
Caemlyn to Far Madding = 400 Miles
Caemlyn to Four Kings = 75 Miles
Caemlyn to Illian = 900 Miles
Caemlyn to Tar Valon = 800 Miles
Caemlyn to Tear = 800 Miles
Caemlyn to the Two Rivers = 1200 Miles
Caemlyn to Whitebridge = 500 Miles
Tar Valon to the Borderlands = 600 Miles
Tar Valon to Tear = 1,600 miles
Tarwin's Gap Largest Width = 75 Miles
//Useful guide to approximate miles (mostly for reference or event flavour), although time is necessarily bent and distorted, so people can actually get around the game world.
Based estimates off known Cairhien-Caemlyn, Tear-Tar Valon//
-------------------------------------
Westlands Distance Across = 3500 Miles
Caemlyn to Amadicia = 1200 Miles
Caemlyn to Cairhien = 600 Miles
Caemlyn to Falme = 2000 Miles
Caemlyn to Far Madding = 400 Miles
Caemlyn to Four Kings = 75 Miles
Caemlyn to Illian = 900 Miles
Caemlyn to Tar Valon = 800 Miles
Caemlyn to Tear = 800 Miles
Caemlyn to the Two Rivers = 1200 Miles
Caemlyn to Whitebridge = 500 Miles
Tar Valon to the Borderlands = 600 Miles
Tar Valon to Tear = 1,600 miles
Tarwin's Gap Largest Width = 75 Miles
{9. What is a Blademaster and who are they here? (Click Here)}
Blademasters are the most skilled swordsmen. They have perfected what is commonly as the Sword Forms. Most carry blades with a heron upon the hilt as a symbol of this prowess.
Blademasters
Names only, of known Blademasters by publication in the Caemlyn Academy.
Caetrin Manellar
Fiona Taliesen
Khallen
Lysander Kinsani
Tokai Shioka
Zachari Armatua
Deceased Blademasters
Mathelio Derlin
Zander al'Cain
Blademasters are the most skilled swordsmen. They have perfected what is commonly as the Sword Forms. Most carry blades with a heron upon the hilt as a symbol of this prowess.
Blademasters
Names only, of known Blademasters by publication in the Caemlyn Academy.
Caetrin Manellar
Fiona Taliesen
Khallen
Lysander Kinsani
Tokai Shioka
Zachari Armatua
Deceased Blademasters
Mathelio Derlin
Zander al'Cain