The Wheel of Time: The Fourth Age
And it shall come to pass that what men made shall be shattered,
and the Shadow shall lie across the Pattern of the Age,
and the Dark One shall once more lay his hand upon the world of man.
Women shall weep and men quail as the nations of the earth are rent like rotting cloth.
Neither shall anything stand or abide...
The Karaethon Cycle
The Third Age has come and gone, joining the ages passed in the tattered pages of history. The Dragon had come and the Dragon had sacrificed as was prophesied in the Cycle, leaving a legacy of blood in his wake, his life bargaining salvation for all. Tarmon Gai’don has come and gone, the Dark One returned to his prison within Shayol Ghul, his Seals remade, His evil undone.
The Fourth Age was ushered in with the passing of the Dragon, the Wheel weaving a new Cycle for a new Age. The Two Towers, one onyx and one ivory, are wed in their mission against the Shadow. The White Tower, the home of the Aes Sedai Sisters and their Gaidin, rises above the sprawling island-city of Tar Valon, overshadowed only by the nearby mountain of Dragonmount. And the Black Tower, the grim barracks of the Asha’man, men who wield the Power as the Aes Sedai do, rises above the shimmering rooftops of Caemlyn, overshadowed only by the Royal Palace.
The Aiel, the wild warrior-folk from beyond the Spine of the World, are commonly seen and are not treated as the boogiemen that they were in the Third Age, being of the same people as the last Dragon earned them much acceptance in the Wetlands, but they were also still highly feared. The Aiel way of Jih’e’toh (Honor and Duty) has been adopted by many Westlanders as a creedo and code, one of the most notable being the Order of the Heron, the elite secret society of men and women who carry the Heron Mark Sword, the mark of the Blademaster.
In the handful of centuries that had passed since the end of the Third Age, the unified world left behind by the Lord Dragon crumbled, succumbing to the abuse of power and the weathering of time. Factions have sprouted like reeds, realms lay shattered like a dropped mirror, Lords and Ladies compete for power, either to take one of the many thrones in the world for themselves or to serve some other purpose. Such is the nature of Daes Dae’mar, the Game of Houses, which had only gotten more brutal over the years. With the Dark One once again growing in strength, pressing outward from his prison, Darkfriends have been rooting themselves all across the land, unseen to the eyes to even the Children of the Light. One thing remains constant in the Fourth Age – the farther north one goes, the scarcer Daes Dae’mar is. Only ever really being played by the hierarchy of Saldaea, the other northern realms of Malkier, Kandor, Arafel, and Shienar have other priorities as they hold the bastions at the Mountains of Dhoom, keeping hordes of Shadowspawn from crossing in to the other realms beyond the Blight. In this Age, where there are as many enemies stalking the realms as there are in the Blight.
Adhere to the rules of RPA
Follow the rules set by me and enforced by the other GM’s
Keep to the names and language of the world. Old Tongue dictionary is here and the Name Generator is here.
Please try to post once a week at minimum. If you have issues, PM me or one of the co-GMs and we will give you some leeway.
Name: be sure to keep it lore appropriate
Country: what country are you from?
Class: what does your character do? If you are an Aes Sedai, be sure to include your Ajah. If you are a Warder, be sure to say if you are bound or not. If you are bound, say to whom. If you are unbound, say so.
Gift: only if applicable. One of the unique abilities or Talents in the canon
Faction: do they belong to a faction?
Appearance: be sure to include height, frame, skin color, eye color, hair color and style, and clothing. If you are an Aes Sedai, you must wear the color of your Ajah. Asha’man must wear their black cloaks, but of whatever material the player wishes. Warders need to have their color-shifting cloak and their green jacket or tunic of some sort. Be sure to include distinguishing features
Skills: This includes any skills the character has ascertained through their life, including enhancements through bonding, skills of the Aes Sedai or Asha’man, and any diplomatic or martial prowess.
Weapons and Equipment: any weapons, angreal, armor, and gear your character has, including a horse if you have one.
Personality:Be sure to have their personality justified by their bio