Liz

The Wheel of Time: Chronicles of the Fifth Age [Casting Call]

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The Wheel of Time 

Chronicles of the Fifth Age


 

The Wheel of Time turns, and Ages come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that gave it birth comes again. In one Age, called the Fifth Age by some, an Age yet to come, an Age long past, a wind rose at the top of Drago's Mountain. The wind was not the beginning. There are neither beginnings nor endings to the turning of the Wheel of Time. But it was a beginning.

 

The War of the Four Nations shattered the Dragon's Peace after nearly one and a half millennia and shattered the land along with it. Though the dark one stands two ages defeated, new threats rise in a world that has rebuilt itself. As technology rises and the One Power grows faint, what role will you play in the Fifth Age? 

 

Rules:

 

1. This is a literate role play, and literacy standards (complete, well-phrased sentences with correct spelling, grammar, and punctuation) shall therefore apply. Please avoid powerplaying or godmodeing unless you have explicit permission from all other role players involved. While it is reasonable and expected that "main characters" in a story will have attributes that make them stand out, please avoid getting carried away. 

 

2. Please keep all out-of-character inquiries, chatter, and comments to this thread. Conversely, the in-character thread should only contain in-character posts or non-player-character posts/content/setup. A tiny comment here-or-there is alright, but if its more than a quick line, clarification, or translated text put it here.

 

3. The setting is the Fifth Age after the Dragon's Peace broke down from years of Aes Sedai and Asha'man political maneuvering against one-another. Channeling is an extremely rare talent as compared to the third age, and while its reasonable for any/all who want to be player-characters to be able to channel, please watch the setting. Other Talents that began to rise at the end of the 3rd age - wolfbrothers, sniffers, foretelling - are fair game if you treat them reasonably. Don't mix-and-match too much, though (no wolfbrother channelers, please). For the sake of interaction, please make your characters (at the start) connected to/attending the Great College at Verl'lion.

 

Setting:

 

While most of the names of places and the smaller details of the geography have changed, the map current to A Memory of Light generally holds. All of the kingdoms, governments, boundaries and the like have not yet been decided but are up to player suggestion. Small details should be filled in on-the-spot, large decisions should probably be PMed to me. The general technology level is the ragged edge of the industrial revolution; use of the One Power is pretty much restricted to academic practices, street performers, the occasional medicine man/woman and nations outside of the scope of this role play. Both the White and Black towers no longer exist as organizations; the former has been repurposed into a college campus and the latter serves a role similar to Versailles where the nobles in attendance at the Court of the Sun go when the city proper becomes too hot. Other notable landmarks, e.g. Dragonmount (Drago's Mountain) or the Aiel Waste (The Anvil of the North or just The Anvil), are around but similarly modified or repurposed. 

 

The details of the Third Age have been entirely lost; those of the Fourth Age are scattered and contradictory. What is known is that early in the Fourth Age there was a great peace among all of the nations enforced by a great weave; the predecessors to the al'Dai-Bekkar (the people living east of The Anvil) subverted the weave and as a consequence, Traveling became impossible. Historians believe hardships related to the drastic change in trade routes and trading from the loss contributed to the Time of Unease, a period lasting between 200 and 500 years after which the War of the Four Nations began. Channeling was used as a weapon in the war and at least two channeling factions were involved, perhaps as many as six (the subject is hotly debated among scholars); the damage inflicted was so intense as to be thought to be the worst tragedy ever seen on the continent. Civilization was set back hundreds of years as a consequence, and nearly all knowledge pertaining to Channeling was lost. 

 

Prior to the War of the Four Nations a group of scholars at the Great School of Karen made plans to produce a "living timecapsule" in the form of a portable library and a skeleton group of caretakers to oversee the materials. This plan was hastily put into effect as war swallowed the world and the crew set out for one of the Stedding in the hopes of preserving some knowledge of the age. The library's contents were lost in transport but the crew themselves were able to wait out the war in Stedding Chandar, soon joined by other refugees who were aware of the area's special properties. The crew evolved into a village, then a town, and eventually a city; the first city of the Fifth Age still stands even now in the Stedding. The Chandarans began to launch expeditions into the south and west, and resettled Karen. While the Great School had been emptied and ravaged the original structure remained, and was eventually built up into the first of the Great Colleges. 

 

In this age, the Great Colleges serve many of the ends the White Tower did in the Third Age. Masters and Great Masters from the school serve as all manner of royal advisers, court scholars, doctors, lawmakers, and artists in the Fifth Age; the political power and pull of the Great Colleges is unmatched. Attendance is not mandatory but schooling is offered free of charge, however, the cost of lodging and books/supplies/materials and the social barrier to entry prevent all but the privileged or extremely talented from remaining much past the equivalent of secondary school. Primary education is handled by the family, secondary education runs from ages 13 to 18, and then two more years of education and an unlimited number of years of study and research can be completed to become a Master. Great Masters are made by a formal challenge-and-defense process not unlike the dissertation and defense portions of a PhD in our world. 

 

The Great Colleges have many campuses, including the Great College of Verl'lion, where this role play begins. Once a student has advanced past secondary school a focus must be chosen; this focus guides the research performed in pursuit of Mastery and will limit the choice of fields a student can enter. Focuses are divided up as follows:

 

Living Sciences

Physical Sciences

Maths

Law and Histories

Creative Studies and Politics

 

With each focus having its own specialized fields (e.g. Living Sciences can choose between Plant Studies, Animal Studies, and Person Studies; Maths can choose between different fields of math or physics or the like, Physical Sciences contains things like chemistry, astronomy, meteorology, etc) almost any pursuit can be accommodated. While there is no strict requirement that a field be chosen most students have specialized past just a Focus by the end of their second year of post-secondary education. Research is mostly self-directed; a Great Master is assigned as a mentor but in all but Creative Studies and Politics the relationship is mostly a matter of paperwork, at best. Some small purse exists in the Great Colleges to fund extraordinary research but students are expected to be self-funded or to find an interested patron to fund their research, usually in exchange for partial or full ownership of the ideas or technologies developed. 

 

The main setting for the first portion of the role play is the Great College of Verl'lion, situated in the remains of the White Tower in what was once Tar Valon. The White Tower, like the Black Tower, survived the War of the Four Nations mostly intact; the surrounding city less so. The gleaming white bridges and walls have been reduced to rubble and sand and Stepping Stones across the myriad of streams separating the city from the surrounding countryside. At the southern end of the city is a great chain made of unbreakable stone called the Maker's Chain; the origin of the name and of the purpose have long since been lost. The city is a thriving center of trade and industry, and very little can't be had in Verl'lion. Though nominally under the rule of Talundor, the government-mandated mayor is a figurehead at best and usually absent besides; the College holds all of the true power in the city. 

 

The Great College of Verl'lion itself is divided up in a manner somewhat reminiscent of the tower's previous purpose - novice's quarters house those pursuing secondary education boarding from abroad, accepted's quarters house those pursing the first two years of post-secondary education. After that, students (and anyone else living at the College without superior property in the city, such as Masters pursuing a challenge to become a Great Master) are divided up into three living areas - women in the former Red Ajah quarters, married couples in the Green Ajah quarters, and men in the former Warder barracks.

 

The remaining Ajah halls are assigned by discipline and serve as classrooms, study rooms, storerooms, practice halls, temporary quarters, and the like for their respective disciplines. Yellow Ajah halls are reserved for Living Sciences, Brown Ajah halls for Physical Sciences, White Ajah halls for Maths, Grey Ajah halls for Law and Histories, and the Blue Ajah halls for Politics and Creative Studies. The kitchens and dining halls are still in active use and the president of the college and his/her secretary occupy the former Amerlyn Seat's chambers. The basements, beyond the first level, are sealed off and guarded against trespassers. This is not out of fear of theft or vandalism, but because students who venture down into the old storerooms and old cells have a nasty tendency of never returning.

 

FAQ:

Below are what may be common questions, or questions asked by other players that seemed fit to live in the sticky.

 

Q: What do channelers do, with no white tower/black tower?

A: Channeling is so rare as to have no dedicated organization or support structure for it; less than 0.001% of the population can learn, and The Spark is unheard of. Most people who can channel never learn; all students progressing past secondary school with declared intention to remain for Mastery are tested by a known channeler of the same sex for presence of the talent. If a student can channel, he/she is offered an opportunity to learn, and the student usually utilizes channeling to some extent in their research. Channeling students are usually guided towards fields where their talent can be of the greatest benefit; the Physical Sciences and Living Sciences represent over 90% of channelers in the College system. 

 

Q: What happened to all of the angreal/sa'angreal/ter'angreal?

A: Many of them disappeared during the War of the Four Nations. Some are likely still in the basement storerooms of the Great College of Verl'lion or of the Summer Court of Karen. Objects of the One Power are pretty much unheard of outside of the right academic circles; the names angreal/sa'angreal/ter'angreal would be gibberish to most people. 

 

Q: Are there still Warders and the Warder Bond?

A: No. The weave has been forgotten.

 

Q: What about Circles?

A: Also forgotten. There aren't usually enough channelers in one place to be worth figuring it out, anyway. 

 

Q: Traveling?

A: At some point during the War of the Four Nations, Traveling became impossible (scholars argue it was connected to the al'Dai-Bekkar breaking the weave that was responsible for enforcing peace). With the mass-death of Channelers resulting from the war, and the inability to demonstrate the weave to anyone else after that point, Traveling first became theory, then myth, and has now been entirely forgotten.

 

Q: Where are the Aiel?

A: The Aiel disappeared or were wiped out some time during the War of the Four Nations. 

 

Q: Where are the Ogier?

A: The Ogier opened the Book of Translation and departed at the start of the Fourth Age.

 

Character Template:

 

Name:

Age:

Gender:

Appearance:

Talents: (e.g. Wolfbrother, Healing, Foretelling; leave blank if none)

 

If at the Great College

Level of Education: Secondary Student/Master's Student/Master/Great Master

Focus:

Field: (leave blank if not applicable)

 

If able to Channel

Strengths: Fire/Air/Earth/Water/Spirit

Years of Channeling Experience:

Specialty: (this can be separate or similar to Talents)

 

Biography: 

Recent Activity: (fill this out as the RP goes on, so newcomers can have an idea as to what's happening with your character)

 

Characters: 

 

Name: Katerlyin Al'awayne

Age: 20

Gender: Female

Appearance: Unusually tall and proportionally slim with piercing green eyes, Katerlyin can strike an imposing figure... if she can be bothered to. Most of her days, however, are spent dressed in wrinkled skirts and ink-stained bodices with her waist-length blonde hair pulled into a bun so messy as to more closely resemble a bird's nest. One or more writing implements are usually shoved behind one or both ears and into her hair; charcoal pencils, pigment sticks, and even the occasional still-wet quill have been seen taking a ride (and leaving unnoticed marks on her cheeks from insertion and removal). At least two of her fingers are bandaged at all times from inattention with her animal subjects; only quick tending from another of the channeling Life Sciences students prevents her hands from being a solid mass of scar tissue. Similar inattention leads to a mix of feathers, fur, and the occasional un-mended tear decorating her outfit of the day. 

Talents: [Classified]

 

Level of Education: Master's Student

Focus: Living Sciences

Field: Animal Studies [?]

 

Strengths: Spirit

Years of Channeling Experience: 8

Specialty: Bonding, commanding, and controlling of animals to aid in her research. Currently developing a weave to allow for a channeler to control an animal while seeing through it's eyes. 

 

Biography: The Al'awayne family is one of the few in Talundor to still have some semblance of channeling in-the-blood; her great grandmother and great-great grandfather both possessed the talent, as did one of her cousins (who unfortunately fell to a hunting accident before completing his second year as a Master's student). By that token, her parents were pleased but not surprised when, at age twelve, Katerlyin tested positively for the ability. Though she could channel little more than enough to warm a cup of tea until she was sixteen she received a great amount of tutoring and lessons on both the theory and practice of weaves; she is easily the most well-trained channeler in Verl'lion among her similarly-aged peers. Though not lacking for funds, Katerlyin's parents lacked for time, and decided that one child (especially one who could channel) was more than enough for the family. Katerlyin thus lived life as an extremely pampered only-child in one of Talundor's richest entrepreneurial families. Or would have, had Fate not intervened. 

 

[Rest to-be written after I've spoken to Rift a bit more]

 

Recent Activity: 

Edited by Liz

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Name: Lukaeus Carpenter


Age: 21
Gender: Male
Appearance: Pending
Talents: Can create ter'angreal

 

Education
Level of Education: Master's Student
Focus: Creative Studies and Politics
Field: TBD

Channeler
Strengths: Fire/Earth
Years of Channeling Experience: 4
Specialty: TBD

Biography
Biography: Pending
Recent Activity: TBD

Edited by Shattered Rift

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Ok, fine, I'll play! I was really trying not to add something to my plate, and then you just had to come up with something that sounds this fun, didn't you?

 

Also, I've not really ever been involved in a serious RP. So tell me if I mess up too terribly. 
 
Name: Aliana Aberran

Age: 20
Gender: Female
Appearance: Slender, average height, long brown hair with a single streak of silver typically worn in a long braid. Usually wears nondescript clothes in browns, tans, and greens. The style will fit whatever setting she is in, she always works to blend with those around her.
Talents: Wolfsister. Is also able to enter the wolf dream physically, but can only exit it at her point of entry. 
 
If at the Great College
Level of Education: Graduated as a secondary student. Cannot afford further study but because of her talents in the wolf dream has been taken in as a study subject classmates who are studying at the Masters level. Her free housing provides her the opportunity to join in on other research or classes as they interest her.
Focus: n/a
Field: n/a
 
Cannot Channel
 
Biography: Raised as an only child in a small mountain village. She discovered that she was a Wolfsister at a young age. An older man in the village was a wolfbrother, so the Talent wasn't looked on with much shock. Upon arriving at school in Verl'lion, she learned just how unusual her dreams really were. She has now been in the city for over six year, the last two as a study subject for some of her former classmates.
Recent Activity:

Edited by Celairiel

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Ok, fine, I'll play! I was really trying not to add something to my plate, and then you just had to come up with something that sounds this fun, didn't you?

 

Also, I've not really ever been involved in a serious RP. So tell me if I mess up too terribly. 

 

Name: Aliana Aberran

Age: 22

Gender: Female

Appearance: Slender, average height, long brown hair with a single streak of silver typically worn in a long braid. Usually wears nondescript clothes in browns, tans, and greens. The style will fit whatever setting she is in, she always works to blend with those around her.

Talents: Wolfsister. Is also able to enter the wolf dream physically and thereby can Travel in a sense. (if this isn't too much of a break from the world you've created?)

 

If at the Great College

Level of Education: Graduated as a secondary student. Cannot afford further study but because of her talents in the wolf dream has been taken in as a study subject by some Masters in the school and therefore has local housing provided to her and is able to sit in on classes or assist in research projects when she has spare time. Has not pursued a focus because she has determined she prefers working a little bit in many subjects and her position as "merely a study subject" allows greater flexibility.

Focus: n/a

Field: n/a

 

Cannot Channel

 

Biography: Raised as an only child in a small mountain village. She discovered that she was a Wolfsister at a young age. An older man in the village was a wolfbrother and gave her early training in the wolf dream and introductions to the local pack. As she grew older, her desire to learn and stretch herself led to her particular strength in the wolf dream and her desire to study at the Great College. Her mother, a widow by this point, sent her to the city at the age of 14 where she quickly caught up with her class. She has now been a study subject for four years and is a particular favorite among the animal studies and creative studies masters and great masters.

Recent Activity:

 

So, that's mostly fine, but there are a few things you need to know (spoiler'd for those who don't want... well, spoilers!):

 

Every major city from the 4th age is under the protection of a very powerful Dreamspike. To that end, you cannot travel, pre-se; you are limited by the bounds of the dreamspike. I know that Perrin manages to go through the spike, but I'd request that you just think its a thing that Cannot Be Done (for now, at least). To that end as well wolfpacks have been limited in their range in the Wolfdream. So you can move within a city (or within whatever part of a city stands on where the Old Cities were), but otherwise there's some solid limitations.

 

The OOC explanation is that Traveling breaks a lot of things, and while I understand that Jordan's world allowed it, for plot purposes its pretty game-breaking. See - D&D once a party gets teleportation. It'll be fine once we're all at a higher 'power level', but for now it'd make plots very hard to manage.

 

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Ok! Sounds good. I'll just have it so I can go into the wolf-dream physically but that I cannot exit at a different point. Would that work? The reason could be dreamspikes and beyond that the fact that without having recent exposure to a physical location, I cannot enter it. 

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Name:zeref Nightsbane

Age:21

Gender:Male

Appearance:Similar to that of rand al Thor but with striking black hair purple

Eyes and he almost always wears a black and red coat similar to an

AShaman coat.

Talents:Dreamer

Level of education:Master

Focus:Law and History

CAN CHANNEL

years of channelling:9years

Strengths:Fire,Earth and spirit

Speciality:Nil

Biography:His parents were murdered in front of him when he was a young child but he managed to escape

He was then rescues and raised by a great master and taught himself how to channel at the age of 12.He has a fiery temper

And has been trying to kill the people who murdered his parents ever since he reached 20 and became a master

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