The Wheel of Time RPG

The Wheel of Time RPG

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The wheel of time is one of my favorite fantasy series. Ironically enough I've only read the first three books. Can you blame me? It's a 14-book series for Christ's sake. Anyway, despite that I absolutely love it. Again the world building is Tolkien worthy. And so without further ado allow me to introduce you to it:

This world is canonically a far-flung future of Earth where things have reverted back to medieval times. So, your typical fantasy setting. On the surface anyway. In reality it's an incredibly dense and intricately crafted world. The most important three pieces of info you must learn are the One power, the breaking of the world and the dragon reborn.

The first thing we need to talk about it is the breaking of the world. The Lore goes like this. In the beginning the creator bound his antithesis (Shai 'tan) in Shayol Goul. It's a mountain range, think "Mordor". Anyway, fast forward a couple thousand years and humanity is doing pretty good. Having mastered the One power (the metaphysical driving magical force of the universe) they advanced far in their technology and stuff. About 3 thousand years ago, Aes sedai (users of the one power basically, sorcerers), fucked around and found out using the one power. They opened a gateway for the dark one to enter the world. Being the dark one, he covinced, coerced and consipired with Aes sedai and normal people alike to join his side. Shit went south pretty quick and the world was brought under the shadow. It was so bad that the 13 most powerful Aes Sedai of that day defected to his side and forever became known as the forsaken. In the end Lews Therin Telamon, the most powerful Aes Sedai of them all, the dragon went and lead hundred of his best in a last ditch attempt to defeat the shadow. They won. But the dark one, being the petty bastard that he was,permanently tainted the male half of the one power. After he was sealed away , male Aes sedai began to go insane. Lews therin went insane as well killing his entire family then raise enitre mountain around himself taking his own life. In a period of about 200 years or so every male Aes sedai went insane, their power breaking the world. Literally. Continents shifted, oceans boiled, climates were rewritten, mountains flattened and new ones raised. Humanity was brought to the brink of extinction. The breaking of the world ended with the death of the last male Aes sedai. When it was all said and done the planet's geography was completely altered. A prophecy would come which said that the Dragon would be reborn to face the dark once more in the last battle.

The One Power

### I. Foundational Principles & Metaphysics

* Origin & Purpose: The One Power is the energy that emanates from the True Source, the force the Creator made to literally turn the Wheel of Time and thus drive all of creation and reality.

* Duality: The True Source is split into two complementary yet opposing halves:

* ***Saidar*** (Female): Conceptualized as an infinite, irresistible river. To access it, a channeler must surrender to it, guide it, and flow with its current—a process called "embracing the Source." It is described as patient, all-encompassing, and cooperative.

* ***Saidin*** (Male): Conceptualized as a wild, chaotic storm or a raging torrent of fire and ice. To access it, a channeler must fight it, dominate it with sheer force of will, and wrest control—a process called "seizing the Source." It is aggressive, untamed, and must be mastered.

* The Five Powers: The Power is woven using threads of five elemental forces:

* Earth, Air, Fire, Water, Spirit.

* Gendered Affinities: On average, men are stronger with Earth and Fire (destructive, solid forces), while women are stronger with Air and Water (fluid, communicative forces). Spirit is equally distributed and rare; it is essential for healing, Dreaming, and affecting the mind and soul.

* Renewable & Addictive: The One Power is an infinite wellspring; it cannot be used up. However, drawing it (especially saidin) produces a euphoric, all-encompassing vitality that is highly addictive. Channelers speak of an emptiness when not holding the Power.

### II. The Nature of Channelers & Channeling

* The Spark vs. The Ability:

* The Spark: An innate, inborn talent that forces the individual to channel, often spontaneously during times of stress or need, whether they want to or not. These individuals (**"wilders"** if untrained) face a ~75% mortality rate without guidance, often dying from a mysterious "channeling sickness."

* The Ability: The latent potential to learn to channel, which will lie dormant unless actively sought out and tutored.

* Strength & Dexterity: These are two separate but related attributes.

* Strength refers to the raw amount of the One Power a channeler can draw and handle. As a rule, men are significantly stronger in raw power than women of an equivalent strength tier.

* Dexterity refers to skill, precision, and the number of flows one can weave simultaneously. Women possess greater natural dexterity, allowing for more complex and subtle weaves.

* Blocks & Wilders: Self-taught channelers often develop psychological blocks as a survival mechanism. These are rigid mental conditions required to channel (e.g., only when angry, only with eyes closed). Breaking these blocks is difficult and requires intense training.

* Longevity & The Oath Rod:

Channeling *drastically slows aging**. A channeler's lifespan is directly proportional to their strength. In the Age of Legends, the strongest could live 800+ years.

The *Oath Rod** (or Binder), used by Aes Sedai to swear their Three Oaths, halves a channeler's remaining lifespan and causes ageless, unreadable faces. This is a major secret of the White Tower. Other groups (Wise Ones, Kin, Windfinders) who do not use it appear younger and live longer naturally.

### III. Mechanics, Limits, & Interactions

* Detection:

A woman channeling saidar* is visible to another trained woman as a glowing white aura. Women can also sense the latent ability in other women.

A man channeling saidin* is felt by another man as a sense of awe, menace, and electric tension, but it is hard to pinpoint. Women have no innate ability to detect active saidin, though they can develop a weave for it or use ter'angreal.

Men get *goosebumps on their skin** when a woman channels nearby.

* Linking (Circles):

Channelers can combine their power into a *circle**. The circle's total strength is greater than the sum of its parts.

* Critical Rules: A woman must always start and control (lead) a circle. A circle can contain up to 13 women alone. To include more than 13, at least one man is required, and a man can then take control. The maximum circle size is 72 (with both sexes).

* Resonance: A circle containing both saidin and saidar is uniquely powerful due to the resonance between the two halves.

* Burning Out, Severing, & Healing:

* Drawing Too Much: Attempting to draw more of the One Power than one can handle results in burning out (permanent loss of ability), death, or brain death.

* Severing (Gentling/Stilling): The permanent cutting of a person from the Source. For men it is called Gentling, for women Stilling. It typically induces severe depression and a loss of the will to live.

* Healing Severing: Recently discovered by Nynaeve al'Meara (for women). The process is difficult and imperfect. Healing by a channeler of the opposite gender is theorized to be more effective. Healing by the same gender typically leaves the person at about two-thirds of their original power.

### IV. The Taint on Saidin

* Origin: At the end of the Age of Legends, during the Sealing of the Bore, the Dark One's counterstroke tainted saidin at its source. Lews Therin Telamon and the Hundred Companions went instantly mad.

* Effects: The taint is described as a slick of rancid oil atop pure water. Every time a man channels, he touches this corruption, which slowly drives him insane (with paranoia, hallucinations, and erratic behavior) and eventually causes a wasting sickness that rots the body alive. This led to the Breaking of the World.

* Consequences: Because of the taint, male channelers are universally feared. They are hunted down and gentled by the Red Ajah of the White Tower to prevent the destruction their madness would cause. This has made the organized use of saidin impossible for over 3,000 years.

### V. Major Channeling Organizations

* Aes Sedai (The White Tower)

* Composition: Women only.

* Key Traits: The most politically influential group in the Westlands. Ruled by the Amyrlin Seat and divided into seven Ajahs for specialization. Based in Tar Valon. Their use of the Oath Rod to swear the Three Oaths secretly halves their lifespans and creates ageless faces.

* The Wise Ones (Aiel)

* Composition: Primarily women (channeling is not a requirement to be a Wise One).

* Key Traits: The spiritual and political leaders of the Aiel clans. They retain ancient Talents like Dreamwalking, lost to the Aes Sedai. They do not use the Oath Rod, leading to longer natural lifespans. Numbering in the thousands, they were largely unknown to the White Tower.

* ***Damane* and Sul'dam (Seanchan)**

* Composition: Women only. Damane are active channelers; Sul'dam are women with the latent ability to learn.

* Key Traits: Cornerstone of Seanchan imperial power. Damane are leashed with an a'dam and enslaved as living weapons and tools. Sul'dam control the leashes but believe they cannot channel. This system ensures all channelers are under state control.

* Windfinders (Atha'an Miere / Sea Folk)

* Composition: Women only.

* Key Traits: Masters of Air and Water weaves for controlling winds, waves, and weather for their ships. They possess a high average strength, govern themselves through a secretive hierarchy, and maintain strict independence from the White Tower.

* The Kin

* Composition: Women only.

* Key Traits: A secret society of women who ran away from or failed White Tower training. Far larger than the Tower knew (~2,000 members). They live under a rule of hiding but enjoy significantly longer lifespans because they avoid the Oath Rod.

* The Ayyad (Shara)

* Composition: Women (male channelers are killed).

* Key Traits: The ruling channeler caste of the secretive land of Shara. All infants are tested. Male channelers are used as breeding stock and executed before they can manifest the Power. Ayyad tattoo their faces and serve the monarchs (Sh'boan/Sh'botay).

That's a summary of the one power, now lets move on to some basic world lore beginning with Shadowspawn:

The black clothed creature is a halfman or Fade and the things he's leading are trollocs. Here's a bit more info:

Shadowspawn

### Shadowspawn: Overview

Shadowspawn is a collective term for the various evil creatures created to serve the Dark One. Most are artificial constructs bred during the War of Power, primarily by the Forsaken Aginor, using horrific genetic engineering that blended human and animal stock and was infused with the taint of the Shadow. A key weakness of almost all Shadowspawn is that they die instantly if they pass through a gateway.

---

### Major Types of Shadowspawn

#### 1. Trollocs

* Description: The most common and numerous type. They are large (approx. 8 ft tall) hybrids with the bodies of men and the heads/feet of various animals (bear, wolf, bird, goat, etc.).

* Traits: Strong but lazy, cowardly, and kill for pleasure. They see well in the dark but are blinded by bright light. They are useless as disciplined soldiers on their own.

* Organization: Divided into tribes named after mythical creatures (e.g., Dha'vol, Ko'bal, Gho'hlem).

#### 2. Myrddraal (Fades, Halfmen)

* Origin: Rare genetic throwbacks from Trolloc offspring that revert toward human form but are even more evil.

* Description: Man-sized, pale, and eyeless, yet see perfectly. They wear black plate armor and wield swords forged at Thakan'dar, wounds from which are almost always fatal.

* Powers: Can travel instantly between shadows, cause supernatural fear, and "link" with Trollocs to control them (though linked Trollocs die if the Myrddraal is killed). They are formidable fighters, on par with a blademaster. Their blood is corrosive, and their bodies thrash violently even after death until sunset.

#### 3. Darkhounds

* Description: Giant, pony-sized hounds or wolves.

* Traits: Used as relentless trackers and hunters. Their saliva is a deadly poison, and they leave footprints in stone and a sulfur scent. They are very fast, difficult to kill (some regenerate, and a stronger variant can only be killed by balefire), and are created by twisting the soul of a wolf.

#### 4. Gray Men (Soulless)

* Description: Humans who have voluntarily given their souls to the Dark One.

* Traits: Not constructs, but perfect assassins. They are not invisible but are psychologically unnoticeable, allowing them to infiltrate any area unseen until they strike.

#### 5. Draghkar

* Description: Pale, humanoid creatures with large eyes and bat-like wings.

* Traits: Weak fighters but deadly assassins. They use a hypnotic song to lure victims, then drain their soul and life with a "kiss," leaving an empty shell. They often work in concert with Trolloc attacks.

#### 6. Gholam

* Description: Rare, human-like constructs created specifically as channeler-killers.

* Traits: Boneless, allowing them to squeeze through tiny openings. They are immune to the One Power, immensely strong, and nearly impervious to physical weapons (wounds heal instantly). They can sense channelers from a distance, live on fresh blood, and are feared even by the Forsaken. The only known weapon that can harm them is Mat Cauthon's foxhead medallion.

#### 7. Other Notable Types:

* Jumara: Giant, worm-like predators of the Blight so dangerous that other Shadowspawn flee from them. Extremely hard to kill; described as a larval stage.

* Forgers: Non-living, stone-like beings found only on Shayol Ghul whose sole purpose is to forge Myrddraal blades.

* Zomara: Slender, beautiful, mind-reading servants created for the Forsaken. They have perfect recall for only a few minutes at a time.

* Cafar: Likely insectoid "deathswarms" or "bloodwrasps" that kill in pestilent swarms.

Then of course there are the great cities such as:

  1. Tar Valon:

    ### Core Identity

    Tar Valon is the sovereign city-state and the unparalleled heart of Aes Sedai power in the Westlands. It is the second largest and most populous city in the known world, renowned for its breathtaking beauty, advanced engineering, and immense political and economic influence. The city occupies an entire island in the River Erinin.

    ### Governance & Power Structure

    * Supreme Ruler: The Amyrlin Seat, who is both the head of the Aes Sedai and the head of state for Tar Valon. (Currently Cadsuane Melaidhrin).

    * Administration: Day-to-day governance of the city is managed by a council of Aes Sedai sisters and civil administrators.

    * Symbol: The White Flame or Flame of Tar Valon, representing the Aes Sedai and their mission to stand against the Shadow.

    ### Geography & Architecture

    * The Island: Eight miles long and over two miles wide, the city fills the entire island except for the Ogier Grove.

    * Defenses: Protected by the legendary Shining Walls—immense, white walls that line the entire island's bank—and six magnificent, mile-long bridges connecting it to the mainland.

    * Construction: Built primarily by Ogier stonemasons with the aid of the One Power, resulting in graceful, towering buildings, unique skybridges, and structures shaped like animals, fish, and birds (e.g., The Blue Cat inn, the Great Fish Market).

    * The White Tower: The central and tallest structure in the world, housing the Aes Sedai, their novices, and the Tower Guard.

    ### Societal & Economic Role

    * Trade Hub: Its location makes it the critical link for trade and transport between the Borderlands in the north and the rich southern nations like Andor and Cairhien. This trade wealth fills the White Tower's coffers.

    * Cultural Center: It is a center of learning, diplomacy, and power. The Ogier Grove within the city is the most beautiful in the land and contains a Waygate.

    * Independence: Tar Valon has remained an independent nation for its entire history, never conquered, though it has suffered sieges.

    ### Detailed History & Evolution

    1. Founding (98 AB): Constructed after the Breaking as a unified base for the Aes Sedai. The site was chosen for its defensibility and the symbolic view of Dragonmount.

    2. Ten Nations Era: At its peak of prestige, Tar Valon controlled a large territory and no ruler held a throne without Aes Sedai consent, bound by the Compact of the Ten Nations.

    3. Trolloc Wars (c. 1000 AB): The city was assaulted four times. During the last assault in 1290 AB, Shadowspawn breached the walls, and the Tower itself was partially damaged in fierce fighting led by the "Soldier Amyrlin," Rashima Kerenmosa.

    4. Artur Hawkwing's Siege (FY 973 - 994): The most defining conflict. After conquering the surrounding lands, Hawkwing besieged the city for 20 years following a political dispute with Amyrlin Bonwhin Meraighdin. The siege only ended with Hawkwing's death and the intervention of Ishara Casalain, forging a lasting alliance with the new nation of Andor.

    5. Modern Era (1000 NE): Tar Valon now controls only the island and a small adjacent territory. It remains the preeminent power center, as seen when it hosted the Battle of the Shining Walls (the climax of the Aiel War) just outside its walls in 978 NE.

    ### Strategic Importance

    The axiom, "The Wheel of Time turns around Tar Valon, and Tar Valon turns around the Tower," encapsulates its role. It is the linchpin of the Westlands—economically, politically, and in the perpetual struggle against the Dark One. All major events, from false Dragons to world wars, inevitably involve or impact Tar Valon, making it the true pivot around which the world's fate revolves.

2. Andor/Caemlyn:

Caemlyn, the capital of Andor.

### General Description & Layout

* Reputation: Considered one of the most beautiful cities in the world, often ranked second only to Tar Valon. Its natives may dispute this ranking.

* Visual: Described as "a gleaming crown upon its gently rolling hills," with towers and domes of white and gold.

* Structure: The city is divided into three distinct sections:

1. The Inner City: The ancient, elevated core.

2. The New City: The larger, surrounding urban area.

3. Low Caemlyn: The sprawling, un-walled populace outside the main fortifications.

* Scale: The outer city walls are 50 feet high and stretch for over 24 miles, enclosing an area of 53.82 square miles. The pre-destruction population was roughly 300,000.

### Travel & Gates

* Major Roads & Gates: The city is a central hub with gates leading to:

* West (Whitebridge Gate): Road to Four Kings.

* North: Road through the Braem Wood to Tar Valon.

* South (Far Madding Gate): Road to Far Madding.

* East: Road to the major port of Aringill on the River Erinin.

* Southwest: Lugard road.

* Inner City Access: The primary entrance to the Inner City is the Origan Gate, a great white marble arch. The Mondel Gate is another entrance.

### The Inner City

* Construction: The ancient heart of Caemlyn, built by Ogier stonemasons, bearing their distinctive, beautiful, and incredibly strong craftsmanship.

* Location & Design: Situated on the highest hills at the city's center, surrounded by its own shining white wall. Its broad paved streets follow the natural curves of the hills, spiraling upward.

* Key Feature: It contains the Royal Palace and a massive underground cistern fed by an aquifer, making the city resilient to siege by ensuring a fresh water supply.

* Society: Effectively walls off the nobility and upper class from the rest of the city.

### The Royal Palace

* Role: The seat of government for the nation of Andor and the symbolic heart of the kingdom.

* Architecture: A pinnacle of Ogier work—its "snowy spires and stonework appear as delicate as lace, yet are as strong as iron."

* Grounds: Features extensive, continuously blooming gardens containing many rare flowers and plants.

### The New City

* Construction: Built by humans alone less than two thousand years ago to surround and expand from the ancient Inner City.

* Defenses: Surrounded by the massive 50-foot gray stone wall that defines Caemlyn's official perimeter.

* Alleys: Contains narrow, often muddy, and foul-smelling alleys called "crossing runs." These back passages typically have no doors or windows facing into them and are rarely used.

### Low Caemlyn

* Description: The heavily populated area outside the city's great walls. Buildings cluster thickly against the wall and spread out in a gradual dispersion. This is where the majority of the common populace lives.

### Notable Establishments & Culture

* Battle Cry: The Queen's Guard uses the cry, "Forward the White Lion!"

* The City's Nature: It is a "crazy quilt of streets and byways," a bustling, layered metropolis that combines ancient Ogier grandeur with human expansion, reflecting the enduring strength and beauty of Andor itself.

There's others like Cairhien and Tear but i'm too tired to explains. Now lets go to Important factions like Aes sedai and white cloaks.

  1. Aes Sedai:

    ### Aes Sedai: Overview

    The Aes Sedai (Old Tongue for "Servants of All") are women who can channel the One Power (*saidar*) and have been formally trained within the White Tower in Tar Valon. They are the primary and most powerful organization of channelers in the Westlands, wielding immense political influence as advisors to rulers. Upon becoming full sisters, they are bound by the Three Oaths (sworn on the Oath Rod) and belong to one of seven Ajahs, each with a different focus.

    ---

    ### History: From Golden Age to Decline

    * Age of Legends: The original Aes Sedai of the Second Age were true servants of humanity, using the One Power (both saidin and saidar) as scientists, healers, and philosophers. They were vastly more knowledgeable and powerful, capable of feats considered miraculous in the present day.

    * The Collapse and Breaking: An Aes Sedai research project inadvertently breached the Dark One's prison, leading to the War of Power. After the Dragon sealed the Dark One, saidin was tainted, driving male Aes Sedai insane and causing the Breaking of the World. The surviving female Aes Sedai guided humanity through the aftermath.

    * Establishment of the White Tower: The modern White Tower was founded in 98 AB to consolidate and train female channelers. Over time, its philosophy shifted from service to often prioritizing the Tower's own power and agenda.

    ---

    ### The Modern White Tower: Structure and Hierarchy

    The Tower is governed by a strict, multi-faceted hierarchy:

    1. The Amyrlin Seat: The supreme leader of the Aes Sedai, considered more powerful than any monarch. She is "of all Ajahs and none."

    2. The Keeper of the Chronicles: The Amyrlin's second-in-command and chief administrator.

    3. The Hall of the Tower: The governing council, composed of 21 Sitters (three from each Ajah). It authorizes policy and can elect or depose an Amyrlin.

    4. Ajah Heads: The secret leaders of each individual Ajah, who hold significant internal authority.

    5. General Aes Sedai Hierarchy: Among regular sisters, rank is determined by:

    * Granted Authority (e.g., leading an embassy).

    * Strength in the One Power (the most significant factor; stronger sisters outrank weaker ones).

    * Time in Training (shorter training indicates greater innate ability).

    * Age (the final tie-breaker).

    ---

    ### Becoming an Aes Sedai

    The path is long, rigid, and dangerous:

    1. Novice: Girls and women who can channel are enrolled. They are treated like children, given intensive lessons on the Power and history, and assigned chores. Training duration varies from a few years to decades, depending on strength and aptitude.

    2. Accepted: After passing a test in a ter'angreal that confronts them with their fears, trainees become Accepted. They gain more privileges, can wear the Great Serpent ring (on the left hand), and begin teaching novices.

    3. The Shawl (Full Aes Sedai): When deemed ready, an Accepted undergoes a final, grueling test in another ter'angreal, where she must perform 100 complex weaves under extreme distraction. Upon passing, she swears the Three Oaths on the Oath Rod, is inducted into an Ajah, and receives her shawl.

    ---

    ### Current Status and Challenges

    * Diminished Power and Knowledge: Modern Aes Sedai are significantly weaker and less knowledgeable than their Age of Legends counterparts. Many Talents (like Traveling) were lost and are only recently being rediscovered.

    * Widespread Distrust: Their reputation has suffered due to a perceived culture of manipulation, secrecy, and self-interest. The Three Oaths, intended to build trust, have backfired as Aes Sedai become adept at "truthful" deception. They are banned in some nations (like Amadicia) and hunted by the Children of the Light.

    * Severely Declining Numbers: Due to passive recruitment, their numbers had plummeted from a potential 3,000 to under 1,000 sisters by the time of the Dragon's Rebirth, critically weakening the Tower.

    * External Rivals: They now face organized, powerful channeling groups they long ignored or were unaware of: the Seanchan damane (who enslave channelers), the Aiel Wise Ones, the Sea Folk Windfinders, and the secret society of the Kin.

    There's also the cocept of Ajahs:

Then you got whitecloaks also known as Children of the light. A zealous paramilitary organization that hunts and kills anyone and anything that is "not in the light". They hate Aes Sedai and think they're all evil.

There's also cool stuff like blademasters. To be a blade master you gotta earn it by beating another blade master. Every baldmaster has a heron marked blade which is just a sword with a heron at the pommel. Some of these blades were made in the age of legends and are thus unbreakable and stuff

Also Aes Sedai can bond with warders. The bond gives them superhuman strength speed, reflexes and enhaced senses.

Again this world is a bitch of a job to adapt or force into a bot so you'll have to be check the personality. Anyway thanks again for trying it out and i really appriciate the support

Peace Among worlds.

PS: Alright fine, I've changed my mind. I added the chracters. Lets count em down shall we:

1.Rand al'thor

Rand is a boy from Emonds Field in the two rivers, a village in Andor. Rand is the dragon reborn but he doesnt know that. He would rather be a sheperd in his home village but the shadow wont let that happen. He must accept his destiny, perhaps you'll be able to conivince him, perhaps not. As the dragon he's likely to become the most OP channeler in the world. Guide him if you must, or work for the shadow and kill him.

2.Mat Cauthon:

Mat is mischevious, sly bastard. And probably everyone's favorite character anyone who ever read the books. He's and idiot. But he's awesome. The troublemaker, comic relief type, sleazy and funny. But the old blood is strong in him. The blood of the dead nation manetheren. This makes him able to undersatnd the old tongue and an innate tactical brilliance. He also has an ability which allows him to subconsciously manipulate chance. His luck he calls it. He's a serial gambler too and an absolte Donnattelo with a staff.

3. Perrin Aybara

Perrin is a gentle giant. He's a massive guy and is a blacksmith or rather the son of a blacksmith. He is a blacksmith at heart. He loves the forge and is quite good at what he does. He thinks things through and takes his time to consider anything. He can also telepathically communicate with wolves. Yeah i know. Crazy shit. Maybe you have the same power and you could teach him to control it.

4. Egwene al'Vere

Egwene is likely to become one of the most powerful Aes sedai in history. She's also Rand's main love interest in the beggining. She's also a stubborn, resourceful, brilliant and eager to learn girl. She isnt affected by the superstitions around Aes Sedai and wants to be one. A lot. Like look at that picture, look how happy she is.

5. Nynaeve al Maera

This is Nyneave. This woman is baisically a latina. Hot headed, terrifying and utterly in control. Unbeliavably stubborn and incredibly sharp tongued, she fears no Aes sedai. But she has to become one, if only to spite Moirraine. She's by far the most powerful prospect of female channeler in the world even more so than Egwene.

6. Moirainne Damodred

This is here is the Goat. Literally the character who's the catalyst that gets the story started to begin. A powerful Aes sedai of the blue ajah who's dedicated herself to the deadly and perilous task of finding training and protecting the dragon reborn so he can defeat the shadow. An absolute badass. She's mommy, argue with a wall.

Lan Mandragoran

Moirraine's Warder. Lan is the absolute chad who guards Moirraine and serves as her warder. Like any warder he has superhuman senses, can go days without sleeping or even eating and also has that added badassery of being a master amongst blademasters. Lan is the last living monarch of a dead nation, Malkier destroyed by the shadow years ago, in his own words: "Death is light as a feather, Duty heavier than a mountain".

Elayne Trakand

Elayne is the daughter Heir of Andor. She's destined to take the lion throne. Like Egwene and Nyneave she's one of the most powerful potential channelers in a thousand years. She's also beautiful, did i mention that? She's pretty laidback for a royal though and has more balls than most men though not quite as much as Nynaeve.

Loial

Loial is an ogier. Ogier are tree loving peaceful non human creatures. They speak slow, act slow and age slow oftening living centuries. Loial is 90 but that makes him very young in Ogier years. Ogier are famous for being master stone masons who built many of the great cities of the world. They often live in steddings which are these magic groves where any channeler who enters them can no longer use the one power. After the breaking of the world, Ogier were seperated from the steddings for a while which created this deadly phenomenon called the longing. Baisically if the spend too much time away from the stedding they die. Anyway Loial is a traveller and a scholar who loves to read and wants to see the world. But he bites off more than he can chew when he meets moirraine's crew in Caemlyn.

These are the main characters for now. The ones you need to know, the one's you'll interact with.

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