Spanning 10,000+ pages, translated into multiple languages and topping the NY Times bestseller lists on each release, Robert Jordan's Wheel of Time novels is a classic fantasy series with a breadth and depth unmatched by other authors in the genre. The series make an excellent base for a game, as it contains all the elements (magic, combat, race & clan rivalry) that make for exciting gameplay. This is only the briefest of introductions: check out the longer version and the glossary for more details.
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The books follow the adventures of Rand al'Thor and his companions. You won't find Rand at WoTmud as we are set immediately prior to the series. Thus, you'll find all the setting elements and characters from the series that affected the companions, but not the companions themselves.The idea is for you to live the same adventures.
Central to the Wheel of Time is magic, referred to as Channeling, weaving, or the use of the One Power. This One Power is made up of five elements, named according to the sorts of things that can be accomplished using them: Fire, Spirit, Air, Water and Earth. Only the most polished of channelers have the use of all five elements: most have two, possibly three.
The amount of the One Power that can be handled by individual channelers varies but can be increased by the use of ancient artifacts. These Angreal are highly sought after and are almost impossible to find. Since 'The Breaking', a period primarily remembered for the bloody descent of male channelers into a frenzy of genocide, women have sought to keep a monopoly on the use of the One Power, and their order of channelers has Tar Valon as its homebase.
Men that are born with an ability to channel vex Tar Valon most of all. The One Power has both male and female parts, Saidin and Saidar. Quoting history, the time of 'The Breaking', Aes Sedai (female channelers associated with the White Tower of Tar Valon) are convinced that men tainted with the Power must inevitably lose their senses.
Hearsay offers another view. They believe that the Dark One will ultimately only be routed by a channeling man, and that all in the land shall fall before his armies. He will be known as the Dragon Reborn. Fearing the loss of power, Aes Sedai seek out male channelers in order to nullify their grasp of the One Power: Gentling.
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The eternal struggle against the Dark One, Shai'tan, is the background to everything that occurs in the Wheel of Time. He is the antithesis of the creator and source of all evil. His minions glory in malice.
Most dreaded amongst these are the Forsaken, or 'Chosen' as they prefer to call themselves. They were 13 of most powerful channelers in a previous age who went over to the Dark One. Trollocs are the most abundant of the Dark One's servants. Twisted brutes of human and animal stock and huge in stature, they will eat anything or anyone. They live for the kill. They cooperate with the Forsaken, and often accompany the Dark One's other creations, most noticably fades.
The Aielmen, the people of the Waste, are ruthless and sturdy. Glorifying combat, they veil their faces before the kill and refer to combat as the 'dance'. Lethal warriors with their bows and arrows, they will neither touch a sword nor ride a horse. The Aiel can be recognised by their sand-coloured clothing, Cadin'sor, and a veil which they wrap round their head and neck leaving only their faces bare, the Shoufa.
The most austere opposition to the Dark One's forces are the Children of the Light, or Whitecloaks. They are an ascetic fighting Order from Amador. Independantly-minded, they loathe and fear the One Power. Aes Sedai, male channelers and anyone that supports either are considered Darkfriends.
The land in which the action takes place is riddled with a massive network of underground tunnels, the Ways. A handy shortcut, but for the less fortunate, death at the hands of the Black Wind, the creature that haunts the tunnels is the result.
The oldest Kingdom in the land is the Crown of Andor, which rules the area around Caemlyn, located broadly in the centre of the land. Directly to Caemlyn's north lies Tar Valon, city of the Aes Sedai. To Tar Valon's north lie vast battle plains and the city of Fal Dara, whose inhabitants are directly in the front line in the battle against the Dark One's forces which come from the nearby Blight, Mountains of Dhoom and Shayol Ghul.
"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 Third Age by some, an Age yet to come, an Age long past, a wind rose.... 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."
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Also at the Wheel of Time Mud (game) site:
general wheel of time (wot) and jordan information , mud help for newbies and immortals of the Wheel of Time Mud (WoTmud), wot roleplay, or rp, at the Wheel of Time Mud (WoTmud), mud pk, or playerkilling at the Wheel of Time Mud (WoTmud), zones to explore at the Wheel of Time Mud (WoTmud), rules of the Wheel of Time Mud (WoTmud),
credits for the Wheel of Time Mud (WoTmud),
features of the Wheel of Time Mud (WoTmud), also check out the glossary