Welcome to the Wheel of Time forum game, based on the popular Fantasy Series the Wheel of Time. This is intended for people who atleast know the basics of the book, but for anyone who doesn't just PM me and i'll give you a general rundown of the series.
Aiel: Proud, fierce, strong, and deadly, the Aiel live in the aptly named Aiel Waste, the vast rocky desert to the east of the spine of the worldThey rarely interact with people from the west "wetlanders," in Aiel slang, except for the occasional peddler or trader. They implacably oppose the Dark One and his minions. They regard wetlanders as weak, foolish, and generally contemptible. Aiel are driven by their code of honor and obligation, ji'e'toh. Virtually every aspect of Aiel life invovles its own road to honor, and considerations of personal honor play a part in every major decision an Aiel makes. Most important to an Aiel's honor is the meeting of toh, or obligation. An Aiel who owes a debt of any kind to another person must meet the obligation in full.
Extra point in Spear combat, Unarmed combat, and Wilderness Lore. If using a weapon besides a spear or bow, it is treated as an improvised weapon and they get a penalty for using it.
Borderlander: In the far north, four kingdoms keep watch on the Blight, preventing its creatures from pouring forth to ravage the entire known world. Although customs vary from kingdom to kingdom, a powerful code of honor and fierce determination to triumph in their battle against evil unite the Borderlands. Borderlanders have a reputation as hard-bitten, fearsome warriors, and an unforgiving personality. To a certain extent, this is true; living life on the defensive, so close to the Shadow, tends to affect people. However theres more to the Borderlander than a fatalistic personality shaped by war and struggle. They have a saying "Peace, Beauty, Life" that summarizes Borderlander attitudes well. Because they know so many battles, Borderlanders greatly values life's few moments of peace.
Extra point in melee weapon of choice, Extra point in armor of choice.
Cairhienin: The people of Cairhien are justly proud of their rich society, mighty nobles, and precise, flawlessly laid out city of the Topless Towers. But in the past twenty years the Cairhienin have fallen far from the height of power and prestige they once enjoyed. The foolish decision of one of their kings to destroy a descendant of the Tree of Life long ago presented to the Cairhienin people by the Aiel, precipitated the devastation of the Aiel War. The most notable quality of the Cairhienin personality is the desire for order, planning, and control. But the Cairhienin predilection for planning and authority also has its downside. Cairhienin, especially noble Cairhienin, can't resist an opportunity to engage in scheming, manipulative, celver behavior, particularly in the political arena. Constant plotting and planning for personal gain is the rule of the day.
Extra point in Diplomacy, Extra point in Sense Motive. The Aiel are generally at bad terms with them, a common word for Cairhienin for the Aiel is a "Treekiller".
Domani: Located far to the west, between the Mountains of Mist and the Aryth Ocean, Arad Doman is one of the most unusual kingdoms in the westlands, with customs and mannerisms that most other people find odd, even baffling. Although locked in ongoing war with Tarabon and struggling with internal strife, the Domani still value the pursuits of trade and politics. The Domani have a well deserved reputation for hedonism. They enjoy pleasure for its own sake: falconry, the company of lovers, gambling, sports, combat, and political conspiracy.
Extra point in Bluff. Not in good relations with Taraboner's.
Ebou Dari: Residents of the chaotic, canal-filled capital of the kingdom of Altara, the Ebou Dari are merchants, seamen, and craftsmen of great skill. Ohter westlanders know them even better for their penchant for dueling. Anyone who visits Ebou Dar had best take the time to learn their ways and customs, for the last thing a visitor wants to do is accidentally offend an Ebou Dari and get involved in a deadly duel. In general, the Ebou Dari are polite, friendly, and easygoing. Their culture includes an elaborate code of manners, conduct, and etiquette. Not surpising in a society that uses duels to resovle disputes. Every Ebou Dari child leanrs how to respond to questions without giving offense.
[/i]Extra point in Dagger Combat, Extra point in Street Sense[/i]
Illianer: Illian is a powerful nation on the Sea of Storms, made wealthy by centuries of trade with the Sea Folk, the other coastal nations of the westlands, and event the distant lands of Shara, with whom few other nations can trade. Illian's people take pride in a heritage that defies tyranny and supports an ordered, civilized society. Illian's society and history are defined by its distaste for tyranny. Although officially ruled by a King, Illian in fact has three ruling bodies. Another example of Illian's abhorrence of tryanny appeared during the reect Whitecloak War. The Children of the Light invaded Illian's Neighbor, Altara, and appeared likely to take over the weaker nation. Illian came to Altara's aid, risking its own army but eventually driving the Whitecloaks back. Illian is the tradition starting point for the Great Hunt of the Horn, which was recently launched with a grand ceremony. Thousands from around the westlands gathered in the Square of Tammaz to recieve the blessing and set out in search of the fabled Horn of Valere.
[/i]Extra Money at start, Extra point in a craft of their choice.[/i]
Midlander: Midlanders come from the kingdoms, cities, and towns at the heart of the westlands: Andor, Murandy, Far Madding, Ghealdan, and the scattered villages along the fringes of the Caralain Grass and the River Manetherendrelle. This includes the Two Rivers region, Emond's Field, and the Baerlon. Characters from Amadicia and the northern backcountry of Altara, Illian, and Tear could also claim the Midlander background. Midlanders tend to be solid, dependable, adaptable, hard-working people. Even in the isolated parts if the midlands, such as the Two Rivers, or the Hills of Kintara, they are open and friendly, willing to help a stranger in need. Although slow to anger, once they are roused midlanders fight until they achieve the victory they seek. Compared to the other inhabitants of the southern cities, midlanders seem conservative-even prudish- in their tastes. They dislike gaudiness, ostentation, arrogance, and the display of wealth.
Extra point in Concentration, Extra point in a Profession of their choice.
Tar Valoner: Located on the River Erinin at the foot of the Dragonmount, halfway between Cairhien and the Borderlands, Tar Valon is a unique cosmopolitan center and trade hub. Although its people share many characteristics of the midlands, they add to the mix and urbane quality, a wordly sesnitivity born of the trade that flows through the island city, and the presence of the Whtie Tower- the headquarters and home of the Aes Sedai. Tar Valoners are much like the people of the midlands: practical, forthright, hard-wroking and adaptable. What they add beyon that is a broader sense of the world an acceptance of its many and varied cultures, an educated outlook, and an intense pride in their city and its place at the center of hte known world. Tar Valoners have great faith in the White Tower, knowing it to be a center of diplomacy and a mighty force that protects them from even the though of attack.
Extra point in a Knowledge of their Choice, Extra point in Concentration.
Taraboner: Subjects of one of the oldest monarchies in the westlands, taraboners are an ancient people who take pride in their traditions, culture, and customs. Though locked in war with Arad Doman over possession of the Almoth Plain, and suffering from other forms of societal turmoil, Taraboners somehow find a way to carry on with their lives and preserve what they truly hold dear. Among other inhabitants of the westlands, Taraboners are not known for their personality traits as for their custom of concealing their faces. Taraboners regard it as impolite to expose their faces, even in the private, except when eating or drinking. They wear veils, men and women alike-sometimes heavy, but often thin and guazy. When they feel the need for greater privacy, they wear masks. Taraboners are generally proud of their heritage. Their lords and rulers trace their descent from the heroes of the Age of Legends, and many of the buildings in Tanchico, the capital city, are believed (falsely) to date from that period as well
Extra point in Stealth, Extra point in Disguise. Not in good relations with Domani.
Tairen: Lying along the southern coast of the westlands just west of the Spine of the World, Tear is home to the greatest seaport on the Sea of Storms. Located on the River Erinin and guarded by the huge and implacable fortress called the Stone of Tear, the city of Tear is the capital of this proud nation and the home of the High Lords that rule it. The Tairen people have a gamut of personalities, though all but the poorest and weakest seem possessed of a certain self confidence of and self esteem that guides them through life. The division between noble and commonoer is nowhere so pronounced as in Tear. Confident though a workman or craftsman may be, he knows full well that he must respect and bow to any of the multitude of nobles that live in his kingdowm.
Extra Point in Sense Motive, Extra point in a Weapon Skill.
Also, im not going to be including any characters that use the True Power a.k.a. magic. Also no evil characters.
1. Talarion, reserved.
2. Draignean, reserved.
3. Adwarf, reserved.
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