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The Halls of Knowledge

A little bit of information...

For more information, check out the links.

How Shattered Reality fits into the WoT world
Shattered Reality is based on the ideas of Robert Jordan. The Aes Sedai, Aiel, Seanchan...All ideas by Robert Jordan. Unlike a few roleplays I have come across, in Shattered Reality, we do not replay the events from the books. In fact, you may not play an original character from the books, or claim to be connected to one of them in any way. No long lost siblings, old lovers, ect...I want to create a new story using the fantasy world of RJ.

Things that you may see in the Roleplay
Aes Sedai, Warders, the White Tower, Tar Valon and the Amyrlin seat and such will be appearing.
The Black Tower created by Rand will be appearing, though it's now simply the Black Tower, created in the same way the White Tower was. Just with the Asha'man instead of the Aes Sedai.
Atha'an Miere,Children of the Light, Hunters of the Horn and such will also be appearing, assuming that we have a considerable amount of players.
All the countries and such, Caemlyn, Ebou Dar, the Waste, ect, are going to be used.

I'm clueless. What the hell have you been talking about?
*Aes Sedai are women who can touch saidar, or in other words, use magic. They come to the White Tower as Novices, are raised to Accepted, and then to Aes Sedai. The leader of the Aes Sedai is the Amyrlin Seat, and her right hand is the Keeper of the Chronicles.
The Asha'man* touch saidin, the male half of the True Source, where saidar is the female half. They come to the Black Tower as Soldiers, and become Dedicated, and are then made Asha'man. The leader of the Asha'man is M'Hael, kind of like the Amyrlin. As far as I know, it's just the M'Hael, no little helper for him...
Aiel*. The Aiel live in the Waste, the Three Fold Land, but sometimes venture out past the Dragonwall. They live in clans, and have clan chiefs. The only clans I plan on using are the Taardad, Nakai and Shaido. In the book, the Aiel also have septs, example "Soandso of the Taardad Bloody Water". Since I don't think Shattered Reality will have lots of players the clans' only septs are-
Taardad:Bloody Water.
Nakai:Black Cliffs.
Shaido:Domai.
The Maidens of the Spear, or Far Daeis Mai* will be playable, as well as Wise Ones. Any Aiel girl that can channel becomes a Wise one eventually, but some Wise Ones can't channel. Confusing, yes.
Atha'an Miere*. Sea folk. They live on ships their entire lives, men and women have tattoes and piercings. The Ships are run by the Wavemistress. Sometimes Atha'an Miere women can channel, and become a ships Windfinder. Usually, a Wavemistress has a Swordmaster. The 'queen' of the Sea Folk is the Mistress of Ships, her Swordmaster is instead called the Master of Blades. Like the Aiel, they also have clans. The ones were gonna use are-
Somarin
Takana
Rossaine
Hunters of the Horn*. People who haven taken some Oath to hunt for the Horn of Valere which is supposed to bring back dead heros from past ages. They come from all over, so there isn't really much to be said about the Hunters...
The only items that have any magically purpose are usually kept by the Aes Sedai. They are called ter'angreal, angreal and sa'angreal. Sa'angreal allow anyone capable of channeling to handle a greater amount of the Power than would be safe or even possible unaided. Sa'angreal are similar to, but more powerful than, angreal. Ter'angreal were made to do particular things. Not all require channeling to work.





More on Aes Sedai
Most Aes Sedai bond men as Warders. Warders provide physical protection and the bond provides additional mutual benefits.
The Amyrlin. The leader of the Aes Sedai, elected until her death by the Hall of the Tower. She has authority among the Aes Sedai. She gives up her Ajah and is considered to be of all Ajahs and of none.
Keeper of the Chronicles. Second in command to the Amyrlin Seat, she also acts as secretary to the Amyrlin. She is chosen until her death, by the Hall of the Tower, usually from the same Ajah the Amyrlin was raised from.
Mistress of Novices. The Aes Sedai in charge of training and discipline for novices and Accepted.
Hall of the Tower. Three Sitters from each Ajah who are elected by their Ajah to represent them in the Hall.
The Ajahs. All Aes Sedai except the Amrylin Seat belong to an Ajah. Each follows a specific philosophy of the use of the One Power and the purposes of the Aes Sedai. There are seven official Ajahs, each often called a color. The eighth, unofficial Ajah, is the Black Ajah.

Each Ajah has its own organization and communications network including a spy network called the eyes-and-ears. Strange but true, the head of each Ajah is a closely guarded secret within that Ajah and the Ajah head is usually not a Sitter. In certain occasions, and just in general by some, Aes Sedai wear shawls the color of their Ajah.

Blue Ajah-The Blue Ajah's main goal is to fight for certain causes and uphold justice. They are well known for their good sense of Justice and what is right.
Red Ajah-The Red Ajah is dedicated to finding and stilling men who can channel. They dislike men, and never bond.
White Ajah- The White Ajah tries not to involve itself in the outside world. Instead they set themselves to finding answers for questions of logic, philosophy and truth. They are cool, collected and very calm.
Green Ajah-Sometime called the Battle Ajah. Sisters of the Green Ajah prepare constantly for the Last Battle. They learn forms of battle and are allowed to bond more than one Warder. The other Heads of the Ajahs don't entirely approve of bonding more than one Warder.
Brown Ajah-The Brown Ajah is the Ajah that is constantly seeking knowledge. They travel in search of things unknown or forgotten.
Yellow Ajah- The Yellow Ajah is the healing Ajah. They're world renowned for these abilites. Any Novice or Accepted who shows strong talent for Healing are strongly urged to choose this Ajah.
Gray Ajah-The Gray Ajah is the mediation Ajah. These sisters are usually advisors of Kings and Queens all over the the world. They are calm and solve problems with usually good results.

Talents of Aes Sedai and Asha'man
Aligning the Matrix

Those who have the Talent of Aligning the Matrix have the ability to strengthen a metal beyond what would normally break it. This Talent was also believed to be a contributor to the creation of several buildings, such as the Stone of Tear and a slight help to the Ogier for the White Tower.

Cloud Dancing

Any channeler with the Talent of Cloud Dancing can control the weather to some degree. This control can range from creating a breeze to a full-fledge storm; lightning, tornadoes and hurricanes are probably not much more difficult for the channeler, so long as they have the ability to get it started. The Windfinders of the Atha'an Miere Cloud Dance.

Concealment

Concealment is the Talent of "bending the light" so that a person's eye does not see an object. This weave can be used on any stationary object, including a person, so long as they do not move. The weaves do not need to be inverted to hide an object from another channeler.

Delving

Usually thought to be the process involved when someone begins Healing, the Talent with Delving actually involves the channelers ability to feel and sense metals in the earth and extract them easier. Channelers with the Talent of Delving have an affinity for some metals and can feel them without actually channeling.

Dreaming

Any channeler who has the Talent of Dreaming puts much worth into his or her dreams. Their dreams usually give the person glimpses of the future, and although less concise in their meanings than a Foretelling. Dreamers usually learn to remember and catalogue their dreams for interpretation.

Earth Singing

Earth Singing allows the channeler to control the earth's movement. This can be anything from creating or stopping an earthquake to lessening fissures or creating chasms. Those with the Talent of Earth Singing are the only ones adept enough to be able to actually stop an earthquake.

Foretelling

The Talent of Foretelling is rare in any channeler and it may only happen once or twice in the channeler's lifetime. Often viewed as erratic, the Foretellings are surprisingly accurate and concise, even if the wording can be cryptic to those who are present when a Foretelling occurs.

Healing

The ability to cure wounds in a person, anything from a simple bruise to a life-threatening cut. Limitations on this Talent are set only by the wounded person's inner strength. Anything short of death can be Healed.

Illusion

Also referred to as the Mirror of Masks, any man or woman with the Talent of Illusion can alter the appearance of any object or person. These Illusions will not work on channelers of the same gender unless the weaves have been inverted, however.

Reading Auras

The Talent of Reading Auras is usually as erratic and infrequent as Foretelling, although those with the Talent can usually catch a glimpse around a person if they are in mortal danger or are about to make a drastic life-changing decision. This Talent does not occur only when the person is channeling.

Spinning Earthfire

Spinning Earthfire is both a dangerous and very effective weapon when controlled. This is the ability to create and control molten earth. Most who possess the Talent have a strong affinity for Fire and Earth and are some of the most effective channelers in a war, wiping out lines of Shadowspawn with a single weave.

Sniffing

Sniffing is another Talent that is not restricted to channelers. Sniffing allows a person to be able to "smell" violence. Discussions with a sniffer has revealed that the greater the violence, the stronger the smell, possibly the reason Shadowspawn and Darkfriends are so easy to identify.

Ta'veren Spotting

Ta'veren spotting is the ability of the person to see an aura about the presence of someone who is ta'veren. The stronger the ta'veren, the greater and brighter the aura. This is a minor Talent, although rare, and not proven to be connected by the One Power.

Ter'angreal Making

Thought to be lost after the Breaking, the Talent of Ter'angreal Making has resurfaced recently. Only hindered by the channeler's imagination and creativity, anything can be made, although it takes much time and practice.

Tracing

Tracing allows the channeler to duplicate a weave created for gateways and recreate the weave so that the gateway will open in the same exact location. This is a rare Talent, and although most channelers can look at a weave, there are very few who can duplicate it exactly.

The Voice

A Talent that is left over from the Age of Legends, this is not a Talent that is solely for channelers. Also known with the Ogier as Treesingers and the Jenn Aiel, anyone who possesses the Voice can help to make anything natural grow, and manipulate it to their wishes.


All that was from this, http://www.wheeloftimerp.com/library.htm
site.

If there is anything major I forgot....Please tell me.
This page was created in a little over an hour, so it's very likely I've left something out. If you see it, email me, please.



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