The races of WoTmud IV, the Wheel of Time mud, from Andor
to Myrddaal
Altara
Wedged between the more powerful nations of Illian and Amadicia, Altara faces
the Sea of Storms with its northern borders touching Murandy, Andor, and
Ghealdan. The nation is unified only in name with citizens prefering to identify
with a certain town or following a particular lord or lady, rather than being
from Altara. Even nobles care little for Altara, seldom paying taxes or offering
more than lip service to the Crown.
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Amadicia
Ruled more by the Children of the Light than the rightful ruler, Amadicia
lies south of the Mountains of Mist between Tarabon and Altara. The Appearance
of a monarchy is maintain to free the Children from ceremony, but the King
does have some power as long as he does not cross the Children. Channeling
and channelers are outlawed in the land and thieves are treated harshly.
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Andor
'Forward the Lion!' is the battlecry most often heard in Andor, a fitting
tribute to the largest and most powerful realm in the land. Andor has been
a country since the time of the Breaking of the World, and is always ruled
by a Queen, currently Morgase. Caemlyn, its bustling capital, is noted for
producing vast quantities of lightfriend soldiers of all specialities, men
that are bluff and straightforward, who dislike being manoeuvered or bullied.
Most Andorans are dark-haired and dark-eyed people of medium height and fairly
pale-skinned.
Such is the size of its capital that many different factions
can be found within its walls, and with the Queen's Guard stretched to cope
with the Trolloc threat, peace is not always assured..
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Arad Doman
AJust north of Almoth Plain and in between the Mountains of Mist and
the Aryth Ocean lies Arad Doman. The people believe they are the descedants
of those who made the Tree of Life. However the Domani are best known by
their women, copper-skinned and exceedingly graceful. They are said to be
able to twist a man around their wrists with a look, and imprison his heart
with a single smile. The nation trades heavily with Tarabon, though that
commerce may decline due to the outbreak of war, and with Saldaea.
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Arafel
Just west of Shienar is Arafel, made up of more rugged country than its Borderland
counterpart. The men are easily recognized by the way they wear their hair,
two long braids usually with silver bells on the braid-ends. Arafellin warriors
are skilled swordmen, wearing two swords strapped to their backs, one hilt
over each sword. They have maintained a strong military tradition for protection
from creatures of the Blight.
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Borderlands
Historically in the front line against the Dark One's forces, Bordermen don't
fight each other as they already have the Blight to contend with. It draws
them together as a common cause, and indeed, only the Borderlands completely
escape Daes Dae'mar, the political game of houses, the political machinations
practised in the south. Men from the north often have long hair, held back
with braided leather headbands.
Referring to the rest of world as southlanders, such is
the culture of combat in the north that the many Borderland warriors
count their age as from the time they were given their swords.
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Cairhien
Located on the spine of the world, the Cairhien used to be the only people
who were allowed trade with the Aiel of the Waste. But due to the actions
of a scheming King, the people violated the trust of the Aiel and the city
was burned. The people are short and thin and enjoy the precision in life.
But foremost on the citizens mind is Daes Dae'mar, the Game of Houses, which
everyone, from peasant to king, play in an effort to improve their position
in life.
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Ghealdan
Most towns of Ghealdan are walled and contain buildings made mostly of stone
and roofed with slate. Multi-storied building are not uncommon in the larger
towns, with some of them even having palaces. The people are quiet and kept,
but are subject to influence of the Children of the Light with the nation
being located in between Amadicia and Altara.
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Kandor
Another of the four nations of the Borderlands, Kandor lies between Arafel
and Saldaea. The marial arts have been highly developed here, but the nation
is known for its skill in trade and has gained a respect for its guild of
merchants. Kandori men are easily spotted by their distintive forked beards.
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Mayene
Resting on the end of a pennisula in the Sea of Storms, Mayene is actually
a city-state rather than a nation. The looming nation of Tear to the west
has always claimed Mayene as a province, despite the citizen's protests.
The ruling family claims to by descended from Artur Hawkwing and uses the
Paendrag name. Because of the constant threat from Tairen assassins, all
nobles are trained in basic self-defense. The elite guard of the Winged Guards
protect the nation.
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Murandy
The people of Murandy respect their local nobility and tend not to respect
the political identity of the nation. Ruled by a King, the actual power is
divided between all with independant lords and ladies ruling their little
pieces of land. Many believe the reason why the nation allows a king is to
provide a deterrent against the annexation of the nation by its neighbors.
Andorans are partiularly despise because of constant disputes about their
common border.
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Saldaeae
One of the four Borderland nations, Saldaea is the largest among them. In
fact the nations covers more area than Shienar and Arafel combined. The Saldaeans'
ferocity in battle is at least comprable to any other Border nation, but
their equestrian skills are far better. In fact, they are considered the
finest light calvary in the known world. If you are ever looking for a good
time, or perhaps a sound clubbing, as a Saldaenan female to dance the Sa'sara
for you.
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Shienar
The struggle to survive on the Blightborder affects every aspect of a Shienaran
warriors life and thoughts. Ask any what three things he values most and
he will most likely answer, Peace-because all he has known is war, Beauty-because
the Blight is filled with ugliness, and most of all Life-because he has already
sworn himself to death. Shienar is one of the four Borderland nations, located
in the far northwest, flanked by the Mountains of Dhoom and the Spine of
the Dragon.
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Tarabon
A fractious, stratified country, the way Daes Dae'mar is played in Tarabon
leads to endless, tangled feuds between the houses, often employing the assassins
for which the back streets of Tanchico is noted. Tanchico's precise relationship
with its secretive illuminators is unclear, although they can be seen travelling
the width and breadth of the land. Tarabon men often sport hefty moustaches,
and the women are said to have pouty lips. Get on the wrong side of a Taraboner,
and you are likely to find yourself called the son of a goat, as they characteristically
use animal insults.
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Tear
The nation of Tear is just east of Illian and contains the greatest port
on the Sea of Storms. The High Lords rule from the Stone of Tear, a fortress
made during the Breaking of the World with the One Power. All channeling
is outlawed in Tear, but Aes Sedai are tolerated as long as they do not channel,
unlike Amadicia. Girls able to channel are still sent off to the Tower and
are discouraged from returning.
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Two Rivers
Although the Two Rivers region is technically part of the realm of Andor,
it has not seen a tax collector in six generations or a member of the Queen's
Guard in seven, and there probably is not another place where men live that
is as isolated. It is said that Two Rivers' people can give mules lessons
and teach stones, and people from the area are certainly noted for their
independence and stubbornness. Indeed, if you find yourself in the Two Rivers
area on Bel Tine and a lady asks you to dance, consider yourself taken ...
for life!
Recently, the old blood of Manetheren has resurfaced in
the Two Rivers, and it is believed that the Dark One has concentrated his
search here for several Ta'varen that have woven their thread in the pattern.
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Dreadlords
Dreadlords are channelers that have faltered from the Light and have been chose by the Dark One as his emissaries. Exceedingly powerful, they are in cohoots with all the forces of the dark, and little is known about their attributes other than they appear not to age.
Note: experienced players only.
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Myrddaal
Myrddaal, or fades, are creatures of the Dark One, the commanders of the Trollocs and other Shadowspawn. Fades can lead Shadowspawn mobs, have access to the Shadowspawn sightings, can ride and have autohide and autosneak. They are the twisted offspring of Trollocs in which the human stock used to create Trollocs has resurfaced, but tainted by the evil that made the Trollocs. They have no eyes, but can see like eagles in light or dark. They have certain powers stemming from the Dark One, including the ability to cause paralyzing fear with a look and the ability to appear in the shadows, coming out of nowhere. They have few known weaknesses, but one of these is that they are reluctant to cross running water. In different lands they are known by many names, among them Halfman, the Eyeless, Shadowman, Lurk, Fetch, and Myrrdraal.
Note: experienced players only.
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Trollocs
Creatures of the Dark One, created during the War of the Shadow. Huge of stature, they are a twisted blend of animal and human stock. They are divided into tribe-like bands, among them the Dha'vol, the Ko'bal, and the Dhai'mon. Viscious by nature, they kill for the pure pleasure of killing. Deceitful in the extreme, they cannot be trusted unless coerced by fear. They are also unable to ride, as horses are unwilling to be commanded by such beasts.
Note: recommended for experienced players only.
Seanchan
Serving the Crystal Throne, the Seanchan come from across the ocean on a continent named seandar. Fiercely militaristic, they are known for their use of exotic beasts in warfare.
Note: recommended for experienced players only.