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The Wheel of Time RPG planning thread-vers. 2.0


ShadowLord_Lith

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Hey! There was a thread exactly like this one a little while ago, but other than me, @Silverblade5, and @Exalted Dungeon Master, it sort of died. I liked the way the thread had started and decided to start a new one to try and re-weave this RPG. 

The story:

Spoiler

Eight years after Tarmon Gia'don, The Dragon's Peace- multiple documents with the signatures of the rulers of every country in the world promising that war would not be waged while the peace lasted- still holds, the blight is still retreating, and the world hangs in an uneasy balance with every nation still attempting to recover from The Last Battle. Unbeknownst to the world at large, the two surviving forsaken*, Moghidean and Sammael, have escaped the captivity in which the Dragon Reborn had placed them. With Saidin cleansed, and men able to channel as easily and safely as women, the forsaken are free to wreak their havoc on the world without the risk of losing themselves to madness or having to fight each-other. Tension between the female Aes Sedai of The White Tower and the male Asha'Man of The Black Tower remains high as both still regard the other through eyes tainted by the memory of the third age when men were hunted and women put at risk by mens insanity. As the planet attempts to regain its balance the blight ceases its retreat and Trollocs begin to appear within them again. Wolfbrothers are emerging into the world again as well, after countless millennia of not existing, they have returned to fight alongside their brother wolves against the Trollocs and the shadow. Those that remain of the Aiel have returned to the waste, now developing small forest and rivers, and have once again set up their septs and live in relative comfort and ease despite the harshly rigid beliefs they still hold to. Here in the waste is where our story starts, as the threads of life that the wheel will use to end the forsaken are woven together and begin their journey on a road between villages. None of them yet know what is about to happen.

Anyone can join at any time, but you have to follow two simple rules:

1. To play, you must follow both this thread and the actual RP thread; this will keep you updated about whose turn it is and what is going on.

2. To play you must provide a character profile and an introductory scene. I'll provide an example** below, hopefully you find it helpful.

I know it might rankle a bit to have to follow these rules in order to play, but I want this thread to start off well and survive to the finish. Those ideas actually came from the Reckoners RP, and it's been around for years, so I know that they work. I hope you enjoy the game, let's all have fun and play together!^_^

 

*This is an AU or alternate universe wherein Sammael was reborn by the shadow before Tarmon Gai'don and he and Moghidean were captured and held captive so that they could be rung for information on weaves from the age of legends.

**The example:

Spoiler

Name: Shae Isha'Bekkar

Age: 19

Gender: Male

Nationality: Saldea

Type: Channeler- Wilder

If Channeler, strong/ has an affinity with: Fire and Air

Talent(s)***: Dreamer

Description: 5'4", built as a runner, fairly thin with bright green eyes, chocolate brown hair and pale skin. Wears a brown hunters cloak with a light green shirt and doeskin trousers. Wears an iron ring on his left hand as the last memory of his mother.

Weaponry: knives and a longbow, highly skilled with both. He refuses to learn how to use anything else, due to his beliefs about himself.

History: Optional. ex.: Merrin (Shae) was raised on the outskirts of a small village in Saldea, son of a hunter and a midwife. Distrustful of channelers to an extreme, his parents raised him on the stories of the breaking of the world and the atrocities committed by channelers of both genders. 

By age five, he both hated and feared channelers of the one power, to the point where he'd run screaming if he saw one. Around age six, a fire caused by a stray bolt of lightning burned most of the village houses to the ground. Both his parents and and baby sister died, leaving him only his elder brother. 

Life continued and he lived life almost uneventfully for almost two years. His brother taught him how to use both knives and a longbow, to deadly effect. A few months after his eighth birthday, however, his brother was burned to death while teaching Merrin to hunt, along with a rabid wolf that had been attacking them. 

Having seen the fire come from his palm, and having felt the power as he used it, he knew he was a channeler, the first of his blood to be so in centuries. He returned to his village in shame and renamed himself Shae Isha'Bekkar, using words from the old tongue he'd learned from his mothers stories. 

He now wanders around the woods for long periods of time, days or weeks, often, refusing to live as a human, forcing himself to suffer for the pain he believes he will unavoidably cause others. 

The available types are: Channeler- Wilder, Wise One, Aes Sedai, Windfinder, or Asha'Man; Human; Wolfbrother; and Warder.

***The talents mentioned above are the talents that the Aes Sedai have mentioned. I would advise picking one or none as they are supposed to be rare and many can be game changing later on, but they are your characters and its up to you how you design them. Most of the talents require channeling, Some don't. The ones in this RP are as follows:

Spoiler

Healing- obvious. Power related.

Delving- either sensing where ores in the earth are without disturbing the earth itself, or the ability to sense exactly what it is that ails a person. Both are Power related.

Aligning the matrix- the ability to strengthen metals, allows for the creation of power wrought weapons and tools. Power related.

Cloud dancing- the ability to control weather patterns, allows for the manipulation of the weather. Power related.

Dreaming- the ability to enter Tel'Aran'Rhiod at will. Wolfbrothers have this talent innately and it is not Power related.

Ter'angreal Making- the ability to make Ter'angreal. Power related.

Fast learning- the ability to memorize new weaves after seeing them done relatively few times. Power related.

Shielding- the ability to block another Channeler from the One Power. Power related.

and,

Residue reading- the ability to see what remains of weaves after they have been woven and potentially reproduce them. Power related.

Edited by ShadowLord_Lith
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Copied from the original Wheel of Time RP Planning Thread, with a few edits:

Laeran Al'Elarin

5'4", Andoran, with dark brown hair and blue eyes, quiet and more cautious than most. Wilder and former member of the Black Tower, but he ran away during the initial stages of training after an incident with a bully. He doesn't know whether the Tower is still searching for him or not. Laeran has rudimentary control of weaves and is attempting to teach himself more complicated ones, but his favored weapon is a longbow--he enjoys channeling and is a quick learner, but his power level is abnormally low because of a block he isn't aware of. He keeps a dagger hidden in each boot for emergencies, and prefers to wear a leather jerkin over farmer's clothing for a small amount of protection. He also owns a wood pendant which he keeps on a cord around his neck, a parting gift from his childhood sweetheart from his home village, which he hasn't been back to in several years. Laeran is currently on the run from the Black Tower, despite not knowing if they're really following him, and thus has been avoiding villages or any sort of population centers for over a year. He is homesick and desperate for some sort of excuse to rejoin society.

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If he had a talent, it would be fast learning, but he doesn't really have the strength in the Power to mimic a lot of useful weaves. His "unique weave" was the ability to create a platform of Air that gave the illusion that he was floating, but after training at the Black Tower for a few weeks it had become obvious that such an ability wasn't really unique at all. 

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Sounds fantastic. A platform of air that he could stand on seems rather unique actually. It was mentioned in the series that a person couldn't use air to hold themselves up no matter how strong in the power they are; something about pulling oneself into a standing position by pulling on their own hair. what you suggest Laeran can do would imply that he can create a specialized weave of air that it capable of holding not only other people, but himself as well, in the air. I bet certain people would do almost anything to learn a weave like that. 

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2 hours ago, ShadowLord_Lith said:

Sounds fantastic. A platform of air that he could stand on seems rather unique actually. It was mentioned in the series that a person couldn't use air to hold themselves up no matter how strong in the power they are; something about pulling oneself into a standing position by pulling on their own hair. what you suggest Laeran can do would imply that he can create a specialized weave of air that it capable of holding not only other people, but himself as well, in the air. I bet certain people would do almost anything to learn a weave like that. 

Hmm, wasn't Egwene channeling a platform when she got raised Amyrlin? Or was that one of the others doing it for her? 

In any case, it doesn't move fast enough to be of much use, but he certainly thinks it looks cool.

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It was the sitters working together. still, it could be useful when he's trying to climb somewhere. 

Until we get enough people to play, we should probably be discussing the finer points of the game. for example: Who will play as the forsaken? What will alert the players to the presence of the forsaken and their escape? and what will convince the players characters to stick together?

Edited by ShadowLord_Lith
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We could maybe pass the Forsaken around between players, using some sort of Plot Points system? Alerting the players of the Forsaken's escape could be as easy as a slain Trolloc having something with Sammael's token, or rumors of a rogue Black Ajah channeler eerily reminiscent of Moghedien. Until we know more about the other players, I can't think of anything specific that would convince them to stick together.

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