Hi @catchamber. Thanks for the interest. I am not familiar with myth-weavers. Just went to that page and it looks like another forum. If it will help you create a sheet there, please go ahead. But according to the plot of this RP, your character cannot have a past history or background. All you yourself know about your character is their age, race, gender and class. Your class skills are considered instinctive, therefore your amnesia hasn't wiped them away. But you don't know your name, nor where you come from.
I had posted this earlier in the 1x1 section. Basically, I am looking for one player to star in my fantasy RP that I have ambitiously titled No one escapes Reachwater Rock. The basic plot of the RP is that you wake up in a dark, locked cell, with no memory of who you are. I know. Classic. Your aim is to escape your prison, Reachwater Rock, and learn about your past.
I am a beginner when it comes to D&D3.5 and am basically looking for someone who won't mind my mistakes too much and might even teach me along the way. I do know how to weave a good adventure, so you don't have to worry there. The RP will be set in a medieval fantasy world with the usual D&D races, classes and magic.
We can do this either in the forum, over PMs, or over Discord. Your choice.
EDIT: Oh, by the way, this RP will feature violence, gore, and some adult themes. 18+ only.
After nearly three hundred years, the Council of Nine has sent out the call. North and west the news spread, into the Fortress of Light in Amador, past the ravaged lands of Arad Doman. North and east it spread, across the great kingdom of Andor, to the Amyrlin Seat in her White Tower, to the lords of the Borderlands. The Great Hunt has been called. Hunters of the Horn unite.
The Horn of Valere is the fabled artifact from the Age of Legends. With the power to summon all the heroes of legend to fight against the forces of the Dark One. Naturally, it has been a source of constant fascination among the adventurers and dreamers of our world.
The height of this fantasy is the Hunt for the Horn. In Illian, in the Square of Tammaz, adventurers and heroes of all stripes gather to take the Hunter's Oath: to quest for the Horn of Valere with heart and soul. Many do it for fun. Some do it for adventure. Some do it for glory. A very rare few really do want to find the Horn. But no matter the reason, the event binds many threads of the pattern together. For one day, in the Square, threads are enmeshed in the larger Age Lace. The effects of such confluence cannot be overstated.
You are about to take the Oath, for your own reasons. You are currently staying in the city of Illian, the pearl of the south. With its arching bridges and winding canals, Illian is a major city of culture and history. The Square of Tammaz is a grand plaza surrounded by large marble columns in the heart of the city. The plaza lies between the King's Palace and the Hall of the Council, acting as the fulcrum in a power struggle centuries old.
Unknown to you, other threads are being skillfully manipulated to bring about this Great Hunt. And not all of them benign. A name is whispered in darkness, a name stirred from a dark memory. It remains to be seen what part you will play in the Age Lace. People speak of the Dragon being reborn. They say the Dark One is stirring. Will you stand in the way of the storm of time? Will you etch your name among the other heroes of the Horn?
Remember what the legend says about the Horn: It will only be found at the end of a fantastic adventure.
Setting
The RP is set roughly twenty years before the start of the first book. To put that in perspective, the Aiel War has just ended. King Laman Damodred has been slain and Cairhien is plunged in Civil War. The young queen Morgase rules in Andor. Rand al'Thor is just a babe, probably born just a few days before the RP begins. The soldiers of the nations of the world are returning to their homelands after the devastating Aiel War. The current Amyrlin is Tamra Ospenya, an old but powerful Aes Sedai.
Character Application template
Name: Age: Gender: Nationality: (if applicable) Race: (see appendix) Class: (see appendix) Appearance: (pictures must be accompanied with words) Background: (Detailed history of your character) Desired equipment at the start of the game:
Based on your character's history and features, I will give you attribute points for the following six abilities: strength, dexterity, constitution, intelligence, wisdom and charisma. Channelers will additionally receive weaves that they can start with. Based on your character and class, you will be given skill points. You can use these skill points to purchase skills for your character before you start out. I will shortly put down the list of skills from which you can choose. Every character is assumed to start at level 1, so I will watch your CS carefully to make sure your story is not too hero-like already.
Ideally, I would like characters to die. But considering how long it takes to get a character up and running, I have modified it such that dying means losing all the XP points and skill points you have accumulated. Absolute death is still available in certain circumstances, of course.
Male channelers are not allowed at the moment. I might consider it for your second character, but not at the moment.
The same goes for Aiel characters. The aiel are not particularly welcome in the westlands at the moment, considering the Aiel War has just ended. It will be highly unusual for an Aiel to be seen in Illian, let alone be a Hunter for the Horn. I will, however, allow an Aiel character later in the RP.
Humans By far the most populous species of the world, humans can be largely split into two types: the westlanders and the aiel. They don't enjoy any natural bonuses or penalties. They are suited to any class and can learn skills quicker than others.
Ogier Not as common as humans, the Ogier largely stay in their stedding, venturing out only to handle building projects in the major cities. Ogiers live for far longer than the humans and consider the humans 'hasty'. An Ogier is slow to anger but a terror once enraged. They are largely peaceful, though, and stick to their books and their trees. Ogier characters receive a bonus to their intelligence and constitution, and can learn skills like Decipher Script easier than humans.
Appendix 2: Classes
Noble By far the most common type of Hunter, the noble is well-read, well-mannered and is educated in the basics of warfare and strategy. He is entitled, and in the feudal world, he is at the apex of his society. The noble understands what is right and tries to live justly. Adventuring nobles start with a larger coinpurse than others, not to mention a steed that can assist them in battles. As warriors, they are not very flexible, preferring a frontal assault to a more subtle approach.
Hitpoints: 8 Class skills: Concentration, Craft, Diplomacy, Handle Animal, Noble Knowledge and Ride. Special: The Noble starts with a warmount which can be leveled up independently.
Ranger A Ranger is a freelancing warrior, a sword-for-hire. Owing to a much more 'mobile' lifestyle, the Ranger carries what he must and travels as lightly as possible. He shuns armor for movement, and depends on his knowledge of herbs to heal himself. In battle, he prefers to be a swordsman or an archer, able to move freely.
Hitpoints: 8 Class skills: Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Geographical Knowledge, Nature Knowledge, Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, and Use Rope. Special: A Ranger can use body language and gestures to change attitude of an animal nearby. He also receives a bonus to tracking.
Bard Bards are famous for their songs and stories, but just as capable with court intrigues and politics. The bard is a keen observer, able to discern volumes from simple gestures. Being an entertainer, he can mingle with any crowd easily and sift fact from rumors. Apart from a bonus to charisma, the bard also enjoys a dexterity bonus owing to his practice in the arts of juggling and strumming.
Rogue The rogue is a sly character, quite deft with her hands and quite handy with knives and traps. The rogue is a creature of the city, thriving in places of corrupt officials and wealthy nobles. She is very street-smart and knows the ins and outs of shady negotiations and barroom brawls.
Hitpoints: 6 Class skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Intimidate, Disable Device, Sense Motive, Open Lock, Entertain, Search, Profession, Use Rope, Gather Information, Hide, Jump, Knowledge, Listen, Move Silently, Entertain, Sleight of Hand, Tumble and Swim. Special: Rogues can disarm traps of all kind and have an intuitive sense of traps nearby at higher levels. They also have an uncanny ability to dodge attacks.
Scholar The Scholar is an erudite student of history and the arcane arts. More than taking part in battles, the Scholar likes to record history. Her first love is knowledge and will never miss an opportunity to see history unfolding from close quarters. While not much use in battles, the scholar is indispensable when hunting for ancient artifacts with the help of obscure texts. The ogier are ideally suited to be scholars as their natural latent ferocity can overcome the martial disadvantages of the scholar.
Hitpoints: 12 Class skills: Concentration, Craft, Knowledge, Profession, Decipher Script. Special: Scholars start out being able to decipher most script of the Old Tongue.
Warder The Warder is the ultimate fighting machine. A warder's bond with his Aes Sedai gives him a great advantage in battle and survival. Most warders go through years of practice in one or more combat techniques and are considered superior to most foes. In battle, the Warder can perform in any capacity, be it a mounted charge or a volley of arrows. In-game, you can't start as an independent Warder. Another Aes Sedai player must agree to bond you before you can choose to be a warder.
Hitpoints: 12 Class skills: Concentration, Craft, Diplomacy, Hide, Handle Animal, Heal, Noble Knowledge, Profession, Ride, Spot and Sense Motive. Special: The Warder can detect evil or Shadowspawn at will. At higher levels, a Warder is immune to fear and can use his power to utterly kill a shadowspawn once per day. Like the Noble, the Warder also starts with a warmount that can be leveled up independently.
Wilder A Wilder is typically any woman who has taught herself to channel. Channeling saidar unaided can be a dangerous proposition, but some manage to teach themselves and learn some semblance of control. Usually, these are women too scared to go to the White Tower. Very often, the women themselves are not aware they can channel. They would attribute it to anything else but saidar. These women usually find themselves the village Wise Woman or some sort of Healer in the bigger towns. In battle, the cornered Wilder can do unpredictable and dangerous things with the Power. Typically a Wilder will have built a mental block against channeling and this can affect her performance.
Hitpoints: 8 Class skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Nature Knowledge, Listen, Profession, Ride, Channeling, Spot, Survival and Swim. Special: A Wilder, because of her connection to nature, can use body language and gestures to change the attitude of some animals near her.
Aes Sedai The Aes Sedai is the supreme channeler, with years of experience in working with saidar. She is a member of the White Tower and is a respected figure in most places. Even in Amador where they see Aes Sedai as witches, people will listen to her because she speaks the truth. The Aes Sedai is bound by her Three Oaths: to never speak a word of lie, to never use the power to kill except in self defense or in the defense of her warder or against Shadowspawn; and to never make a weapon with the power. In battle, the Aes Sedai can find many uses for herself without worrying about breaking the Three Oaths. A loud clap of thunder in a clear blue sky can be a big distraction even if it doesn't kill anyone.
Hitpoints: 4 Class skills: Concentration, Craft, Decipher Script, Knowledge, Profession and Channeling. Special: An Aes Sedai has the entire arsenal of saidar at her command.
Wolfbrother The Wolfbrother is a very rare type of men and women who have acquired the ability to communicate with wolves. It is not a very common ability and is shunned by most societies as evil. But it is not evil in itself. This ability grants the Wolfbrother the power to sense things over vast distances, gives them a heightened sense of smell, sight and hearing, and grants them a furious rage in battle. This has a downside, however. Being a wolfbrother is a constant battle against the seductive Wolf Dream. It is easy for one to lose himself in the fury and give in to the wolf side, becoming little more than an animal. The wolfbrother (and wolfsister) are identified readily by their golden eyes. Not many know what golden eyes signify, of course.
Hitpoints: 12 Class skills: Climb, Craft, Handle Animal, Intimidate, Jump, Listen, Ride, Survival, Smell and Swim. Special: Can fly into a battle rage for certain times a day, temporarily boosting attack and health at the expense of defense. Can call wolves into battle once per day. Wolfbrothers can have a certain number of wolf familiars.
Appendix 3: Bestiary
The forces of darkness come in several shapes and sizes. These are the kinds of shadowspawn you are likely to encounter in your travels.
Trollocs Trollocs are the rank and file of the Shadow. They are twisted amalgamation of men and beasts. Possessing minimum intelligence, trollocs are the hack and slash monsters of the dark. They are usually heavily armored and can cover large distances rather quickly. Although trollocs come in several varieties, three animals in particular are popular among the trolloc half breeds: the wolf, the ram and the eagle. Wolf trollocs and Eagle trollocs make for excellent scouts with their keen senses, while ram trollocs possess greater strength than average.
Myrddraal If the trollocs are the limbs of the Shadow, then the Myrddraal is its brain. Also called halfmen or shades, the Myrddraal are powerful creatures of the shadow. The Myrddraal acts as a battle captain, shepherding the trollocs into battle. They are themselves fierce swordsmen. The eyeless stare of a Myrddraal can instill fear in even the stoutest hearts. Myrddraal take a long time to die. But killing a Myrddraal in battle is always a priority since they are usually linked to many trollocs who will die along with the Myrddraal.
Draghkar Draghkars are avian beasts resembling a man in a large bat costume. They have leathery wings and a frail body. While Draghkars don't possess much strength, they are particularly dangerous to channelers. The song of the Draghkar is hypnotic and can cause sleepiness or loss of conscious thought.
Darkhounds The Wild Hunt is the Shadow's version of the Great Hunt. The Wild Hunt is when the Dark One himself will hunt the souls of men after the Last Battle. And his steeds will be darkhounds. Darkhounds are twisted versions of wolves. They are deadly in packs, able to move at tremendous speeds. Their saliva can burn through wood can cause scalding of the skin. Very few weaves of Power work against the Darkhounds.
Grey Men The Grey Men (and Women) are the assassins of the Shadow. They have a special dark gift that makes them nearly impossible to spot. Even in an empty, featureless room, the eye can simply slide past a grey man without spotting him as a threat until it is too late. They look like very common men and women, with not a single defining feature. They are merely hollow vessels with the ability to kill. They usually prefer daggers to do their deed.
Gholam The Gholams are the truly terrible weapons created during the War of the Shadow. Only six were ever created, and even one can mean the end of your adventure. Gholam look like regular humans, but lack any bones or blood in their body. They can squeeze through a keyhole and will not bleed even with a severed arm. A gholam needs blood to survive and will kill to quench its thirst. Channeling directly at a Gholam does nothing as the weaves will simply dissipate around it. But the gholam never attacks by itself and has to be ordered by its master. A gholam on a mission can truly be a deadly foe.
Darkfriends Apart from twisted creatures and monsters from nightmares, darkness lies even in the everyday people of the world. Some people give themselves over to the Shadow for various reasons. Such Friends of the Dark can be quite the threat to Light loving people. The Darkfriends are not Shadowspawn. They are regular people who have made the conscious choice to aid the Shadow. Therefore, a Warder's Shadowspawn sensing ability will not work on a Darkfriend.
Appendix 4: Nations of the World
This is a quick roundup of the nations of the world. This is by no means an exhaustive or detailed summary and must be seen as a refresher course for those of you out of touch with Wheel of Time.
Andor (Capital: Caemlyn) Ruler: Queen Morgase Trakand Andor is arguably the strongest nation in the world. For hundreds of years since the Trolloc Wars, Andor has grown in strength. They also have a tradition of female rulers. The current ruler, Queen Morgase Trakand, also has legitimate claims on the throne of Cairhien, which is currently under contention. People believe that Morgase might move against Cairhien any day. Andor is the northernmost of the southern nations and enjoys a temperate to cool climate. Some notable places in Andor include the mining town of Baerlon, the tabac district of Two Rivers, the cuendillar bridge called Whitebridge, and a middling town called Four Queens.
Cairhien (Capital: Cairhien) Ruler: King Galldrian Riatin Cairhien is a large kingdom constantly plagued with woes. Cairhien's modern history starts with the Silk Route. Owing to some distant help received from the Cairhienin, the Aiel allowed them to trade with the Sharans for silk. They allowed them the use of the Silk Route and gifted them with a sapling of the Tree of Life. But King Laman Damodred, in his pride, cut down the centuries-old tree to make a fancy throne for himself. This started the Aiel War. Many Aiel clans poured out of the Dragonwall and butchered the people of Cairhien, leaving behind a destroyed kingdom. The Aiel War has just ended and the process of rebuilding has already started. King Galldrian Riatin has claimed the Sun Throne. But Cairhien is the birthplace of Daes Dae'mar (the Game of Houses) - a tradition of political intrigue and conspiracy that continues to plague the royal houses. No king of Cairhien is ever secure on his throne without having to accept a hundred compromises.
Tear (Capital: Tear) Ruler: High Lord Council Tear is a powerful kingdom in the south, famous for its massive castle, the Stone of Tear. Prophecy states that the surest sign of the Dragon being Reborn will be the fall of the Stone. Tear is ruled by a council of High Lords. Tear is also well-known for its dislike of Aes Sedai and anything to do with the One Power. Outside Tar Valon, Tear has the largest collection of items of power confiscated by the Tairens.
Illian (Capital: Illian) Ruler: Council of Nine Illian is Tear's neighbour, and the two are constantly at each other's throats. Illian is home to the Companions, a fighting unit famed for its ferocity and professionalism. The Companions played a big part in the Aiel War. Illian is also the place where this RP starts, for it is in this city that the Great Hunt is called. Calling of the Great Hunt is a tradition that goes back to the Breaking. Though it is merely a symbolic ceremony these days, many Hunters take their oath seriously and set out questing.
Amador (Capital: Amadicia) Ruler: King Ailron Many nations have an army. Amador is the only nation where the army has the nation. The King of Amador is merely a puppet, and the true power has always been the Lord Captain Commander of the Children of the Light. The Children of the Light is a fanatic military unit with an obssessive hatred towards the Shadow. They also hate anything to do with the One Power and blame the White Tower and its Aes Sedai for anything wrong with the world. Channeling is banned in Amador and anyone found channeling will be put to the torch.
Tarabon and Arad Doman (Capitals: Tanchico and Bandar Eban) While they are politically two separate nations, it makes sense to talk about these kingdoms together. Both of them lay claim to the larger, historical kingdom of Almoth Plain, and they constantly fight over a piece of no-man's land between their kingdoms. Culturally they are very similar though they will die rather than accept it. Because of constant warfare, the economy is usually in shambles. Tarabon is ruled by a King and a Panarch. The Panarch (always a female) represents the interest of the burghers and merchants and is a powerful figure. Arad Doman, on the other hand, is ruled by a king in a traditional monarchical setting.
Ghealdan, Altara, Murandy and Mayene (Capitals: Jehannah, Altara, Lugard and Mayene respectively) While these four nations have not much in common, they are relatively minor nations in the larger scheme of things. Ghealdan is the inferior neighbor of Andor and has numerous border disputes that it tries to solve with the more powerful Andorans. Altara is a small but wealthy kingdom bordering Illian, ruled by Queen Tylin Mitsobar. The Murandians to the north of Altara always eye Altara with greed and desire. Some minor conflicts have erupted. Many want to restore the ancient union of Altara-Murandy. Mayene is probably the smallest nation in the southern kingdoms, constantly in fear of a Tairen invasion. The Mayene rulers use diplomacy and guile to keep Tairens away from them, but this has resulted in them giving in to a lot of concessions.
Saldaea, Arafel, Kandor and Shienar (Capitals: Maradon, Shol Arbela, Chachin and Fal Dara) These four nations together are called the Borderland Kingdoms. They are situated near the very north, bordering the Blight. The Blight is a vast plain of death and decay that has fallen to the Shadow. Trollocs and worms and other beasts roam there. And it is the duty of the Borderlanders to protect the rest of the world and keep the Shadow at bay. Because of this overpowering sense of duty, the borderlanders have never fought among themselves, nor have they waged wars of opportunity. In the borderlands where any day might bring a trolloc raid, Peace and not Light is what they seek and pray for.
White Tower Ruler: Amyrlin Tamra Ospenya The White Tower is the single most powerful entity in the world. Established at the time of the Breaking by female Aes Sedai, the White Tower has stood for thousands of years as a bastion, as a symbol against the Shadow. Even during the Trolloc Wars, even during Artur Hawkwing's wars, the Tower has never once fallen. Every Aes Sedai living in any part of the world is part of the White Tower. Geographically, the White Tower is a gleaming tower of white marble situated in the city of Tar Valon, an island in the middle of a large river. The White Tower has ambassadors in almost every court, and try to settle political disputes. Some call them witches, some call them interfering busybodies, but they are what stands in the way of total chaos. During the Aiel War, it was the White Tower that managed to unite the armies of all the nations to fight the Aiel menace.
Appendix 5: Channeling
Note: In-game, you will be given certain weaves corresponding to your background and class. As the game progresses, your experience will allow you to learn new weaves.
Channelers are people born with the ability to channel the One Power. The One Power is split into two parts - the male half called saidin and the female half, called saidar. A male channeler can channel saidin and a female channeler saidar. While the effects of both the halves are very similar, the nature of them is different. To channel the female half, the channeler must learn to surrender to the mystical river that is saidar. To channel the male half is a constant battle against the torrent that is saidin. Men can't teach women to channel and vice versa.
During the War of the Shadow at the end of the Age of Legends, the Dark One managed to touch the male half of the One Power. This left a taint of the Dark One inside the very essence of saidin. The effect was that anyone who channeled saidin, basically every male channeler, was destined to go mad. This resulted in the Breaking of the World, when the male Aes Sedai laid waste to the lands with their madness. It took several centuries for the female Aes Sedai to band together, hunt down all male channelers, establish the White Tower, and bring back stability to the world.
Since then, being born as a male channeler is certain madness and/or death. The Red Ajah of the White Tower specializes in hunting down men who can channel.
Whether saidin or saidar, the One Power is made of five aspects: Earth, Fire, Water, Air and Spirit. Every weave of saidin or saidar is made of one or more of these elements. Some of the more complex weaves require all five elements, most notably Healing.
There are several pitfalls to consider when channeling. Every person is born with a certain limit when it comes to how much Power they can hold. Exceeding this limit can result in a permanent burnout, with the ability to channel extinguished. This limit does increase over time and with practice. Certain objects of the power aid the channeler in holding more than her limit.
Several special objects were made with the One Power during the Age of Legends. While the knowledge of the making has been lost, these objects keep turning up time and time again across the world. By tradition, every object of Power belongs in the White Tower. Indeed, White Tower does have the largest collection of such objects. But there are private stashes strewn across the world.
These objects of power can be basically split into three types: angreal, sa'angreal and ter'angreal. Angreals aid a channeler to hold more Power than his or her limit. Angreals are usually attuned to either male or female. A male angreal cannot be used by a woman and so on. Sa'angreals are similar to angreals, but they magnify the Power to mammoth proportions. A channeler may be able to hold as much as hundred times his or her limit with a sa'angreal. Very few sa'angreal were ever made. Ter'angreal are much more common than angreal or sa'angreal. Ter'angreal are made for specific purposes and do not really increase the channeler's limit. Some ter'angreal are harmless, like a music box that plays when channeled; while others are more powerful or dangerous. The Oath Rod that the Aes Sedai use to bind their Three Oaths is an example of a ter'angreal.
Appendix 5.1 - Magic Gameplay
Upon choosing to become Aes Sedai or Wilder, you will be given a set of weaves. Each weave has a level associated with it, starting from level 0. Based on your current level, you can perform a certain number of weaves in one day. Minor weaves like Levitation, Ball of Light, Channeling Fire or Water, do not count against this daily limit unless used in combat situation.
Weaves can be tied off. Such tied-off weaves stay for a time duration that is dependent on your character's level and the weave's complexity.
Weaves can also be maintained. For instance, you might want to focus on keeping an enemy channeler from battle by maintaining a shield. You can only perform a lesser level weave when you are maintaining a weave.
The success and strength of a weave is also dependent upon your skill in Channeling, something you have to spend skill points on.
Appendix 6 - Skills
Skill represents your character's ability to do certain challenging actions. For instance, you don't need any physical skill or strength to climb a ladder. But you do need a high rank in the Climb skill if you wish to scale a rocky wall. Certain classes are naturally inclined to certain skills. It is easy for a Ranger to Handle Animal and learn quicker in that skill, but not so easy for her to disable a trap or unlock doors.
Each skill also has a key ability. This refers to one of the six attributes your character has: str(ength), dex(terity), con(stitution), int(elligence), wis(dom), cha(risma). What this means is that you may have a high rank in the Climb skill, but if you are a weakling with low strength, it will be really hard for you since strength is the key ability of Climb.
Skills are also split into Trained and Untrained. Your character can attempt any skill that is marked Untrained even if he/she does not have any rank in it. Skills like Climb and Jump are examples of such Untrained skills. Whereas disabling a trap, entertaining a crowd and deciphering a foreign script are all skills that cannot be attempted without at least a single rank in the corresponding skill.
You spend your skill points to gain rank in a skill. Spending skill points on a class-skill is more efficient than spending it on a non-class skill. For a class-skill, 1 skill point will gain you 1 rank. For a non-class skill, 1 skill point will gain you 1/2 rank. At level 1, you cannot spend more than 4 points in any class skill, and not more than 2 points in any non-class skill.
Now, on to the list of skills.
Appraise (Untrained) Class bonus for: Bard, Rogue Key ability: Int Your ability to appraise an object for its value will make the difference between buying a lame horse versus a healthy one. Appraise skill is used when gauging any object for its worth.
Balance (Untrained) Class bonus for: Bard, Rogue Key ability: Dex Balance is an indication of how sure-footed you are. When standing on a rooftop to observe your quarry, the Balance skill will determine whether you fall off or not.
Bluff (Untrained) Class bonus for: Bard, Rogue Key ability: Cha How good you are at bluffing. This will give an indication of whether someone believes your lie or not.
Climb (Untrained) Class bonus for: Wolfbrother, Bard, Ranger, Rogue Key ability: Str Self explanatory. A high Climb rank will let you scale steep cliff faces or fort walls.
Concentration (Untrained) Class bonus for: Bard, Wilder, Noble, Warder, Aes Sedai Key ability: Con This is more like a basic skill. Several moments in your adventure, especially in the heat of battle or when channeling a weave, your concentration is paramount. If it wavers, your weave may not work properly. Or your blade may not find skin.
Craft (Untrained) Class bonus for: all classes Key ability: Int The ability to craft items, from simple waterskins to sturdy axes and swords. Naturally, you cannot craft without the required materials.
Decipher Script (Trained) Class bonus for: Bard, Rogue, Scholar, Aes Sedai Key ability: Int Your ability in deciphering foreign scripts, like the Old Tongue, or the Trolloc's harsh script.
Diplomacy (Untrained) Class bonus for: Bard, Noble, Warder, Aes Sedai, Scholar Key ability: Cha When trying to calm a potential aggressor, or when trying to negotiate a settlement between opposing parties, this skill comes into play. Also useful when trying to bribe a guard to look the other way.
Disable Device (Trained) Class bonus for: Rogue Key ability: Int The ability to disable traps.
Disguise (Untrained) Class bonus for: Bard, Rogue Key ability: Cha How good you are in impersonating someone else. It can be a simple claim of being a lord when you are in fact a commoner, or it can be an elaborate disguise mimicking someone else - this skill will determine whether you pull it off.
Escape Artist (Untrained) Class bonus for: Bard, Rogue Key ability: Dex Your ability in extricating yourself from physical constraints like ropes, chains, or cages.
Forgery (Untrained) Class bonus for: Rogue Key ability: Int Your ability in making one thing look like another.
Gather Information (Untrained) Class bonus for: Rogue, Bard Key ability: Cha Your ability in sifting through rumors heard in an inn to find a fact that you can act upon.
Handle Animal (Trained) Class bonus for: Wolfbrother, Wilder, Warder, Ranger Key ability: Cha Your ability in handling an animal, domestic or wild.
Hide (Untrained) Class bonus for: Bard, Ranger, Rogue Key ability: Dex Your ability in finding places of cover, either to hide from an attacker, or to observe without being observed.
Heal (Untrained) Class bonus for: Wilder, Warder, Ranger Key ability: Wis Your knowledge of the fauna and flora enables you to try healing minor to major injuries. Naturally, herbs or potions must be carried before attempting healing.
Intimidate (Untrained) Class bonus for: Rogue, Wolfbrother Key ability: Cha How good you are in intimidating someone.
Jump (Untrained) Class bonus for: Wolfbrother, Bard, Ranger, Rogue Key ability: Str Self explanatory. This makes the difference between making the jump across the steep mountain gap or tumbling down to your death.
Listen (Untrained) Class bonus for: Bard, Ranger, Rogue, Noble Key ability: Wis Be it listening at doors or eavesdropping behind curtains or being able to hear your ally's cry for help - this skill determines the outcome of those type of situations.
Move Silently (Untrained) Class bonus for: Wolfbrother, Bard, Ranger, Rogue Key ability: Dex Self explanatory. Increase this skill if you want to be a stealthy character.
Open Lock (Trained) Class bonus for: Rogue Key ability: Dex Again, self-explanatory.
Entertain (Untrained) Class bonus for: Bard, Rogue Key ability: Cha Your ability to entertain and enthrall people. Be it with a simple story or a complicated juggling move, you can captivate your audience and hold their attention - either to simply please them, or to keep them away from more important things.
Ride (Untrained) Class bonus for: Wolfbrother, Noble, Warder, Ranger Key ability: Dex Your ability in riding any mount. A higher skill in this lets you gallop faster, or to execute complicated cavalry maneuvers in battle.
Search (Untrained) Class bonus for: Ranger, Rogue Key ability: Int This skill determines how thorough and productive you are in searching - either a pile of trash or the various rooms of a palace.
Sense Motive (Untrained) Class bonus for: Wolfbrother, Warder, Rogue, Bard Key ability: Wis This skill determines whether you are able to sense the motive of another character. Is that sly fellow simply ingratiating, or does he have an ulterior motive? Is the next blow from the trolloc going to come from the left or the right? These are situations where this skill comes into play.
Sleight of Hand (Trained) Class bonus for: Bard, Rogue Key ability: Dex Your ability in using your hands and fingers deftly, either to cheat in a game of cards, or to juggle, or to throw three knives in two seconds.
Speak Language (Trained) Class bonus for: Bard, Scholar, Aes Sedai Key ability: none Your ability in communicating in a foreign tongue.
Channeling (Trained) Class bonus for: Wilder, Aes Sedai Key ability: Int Note: Skill not available for any other class. Ranks in Channeling will determine how strong your weaves are. And also in determining whether you can weave at all. All Aes Sedai and Wilder characters compulsorily need to spend at least one point in this skill.
Spot (Untrained) Class bonus for: Wilder, Ranger, Warder, Rogue Key ability: Wis Your ability to spot things in your surroundings, like a hidden door or a stalking Grey Man.
Survival (Untrained) Class bonus for: Wolfbrother, Wilder, Ranger Key ability: Wis Your ability to use the environment to survive, especially out in the wild.
Knowledge Skills: The following set of skills are together the knowledge skills. This can be anything from knowing the lay of the land to knowing what a phrase in the Karaethon Cycle means. These skills will determine how right your judgments turn out to be when faced with a puzzle.
Arcane Knowledge (Trained) Class bonus for: Bard, Scholar, Aes Sedai Key ability: Int
Dungeoneering Knowledge (Trained) Class bonus for: Bard, Ranger, Aes Sedai Key ability: Int
Geographical Knowledge (Trained) Class bonus for: Bard, Ranger, Scholar, Aes Sedai Key ability: Int
Historical Knowledge (Trained) Class bonus for: Bard, Scholar, Aes Sedai Key ability: Int
Knowledge of Nature (Trained) Class bonus for: Wilder, Ranger, Aes Sedai Key ability: Int
Knowledge of Nobility and Royalty (Trained) Class bonus for: Bard, Scholar, Noble, Warder, Aes Sedai Key ability: Int
Knowledge of the Karaethon Cycle (Trained) Class bonus for: Bard, Scholar, Noble, Warder, Aes Sedai Key ability: Int
Knowledge of Tel'aran'rhiod (Trained) Class bonus for: Wolfbrother, Aes Sedai Key ability: Int
NOTE: Knowledge of the Wheel of Time series is necessary to be a part of this RP. However, all you really need to read is the first three books. I must warn you that there may be some accidental spoilers.
Thanks for all the interest guys. @Tom Lyon you can definitely play as a wilder, or even as Aes Sedai. I can definitely expect a Green to go traipsing with adventurers. Or even the White Tower to take an active interest in the hunting of the horn. Male channelers are... best avoided. I might consider it as a second character, or as a character development if your character is young enough. But not initially.
@POOHEAD189 Thanks for the bump. I will have a discord link for this RP up and running shortly and share the link with you guys. And I will start working on the OOC too. I have some ideas about stats and how to assign powers and skills.