Newbie Guide: WoTmud intro to clans.

... A place to ask for help on any topic whether it be starting out to player killing to IT issues.
Post Reply
Elysia
Posts: 7027
Joined: Sun Feb 15, 2015 1:29 pm

Newbie Guide: WoTmud intro to clans.

Post by Elysia » Fri Sep 17, 2021 2:43 pm

Here is an intro to all the clans in the game, how much they typically engage in player killing/ pvp, smobbing/ pve, roleplay, politics, exploring and whatnot.

Children of the Light/ Hand of the Light

The Children of the Light are an organization of religious zealots who are based out of Amadicia. While Amadicia has a King, he is effectively a puppet of the Children. The Children believe that since the Breaking of the World was due to (objectively, male) channelers, all channelers are darkfriends, and all must be killed. Obviously, the White Tower, who trains female channelers, is their greatest adversary.

The Hand of the Light, or the Questioners, is the branch that is even more extremist than the Children, they also "question" (torture), suspected darkfriends prior to "cleansing" (killing) them.

Clan activities:
Player killing/ pvp: less crossrace because they cannot group with many who fight up north
Sameside pk: yes, very much so.
Smobbing/ pve: less in groups so due to grouping issues.
Roleplay: some roleplay, depending on the player.
Politics: some.

Civil Watch:

The Civil Watch is the force under command of the Panarch of Tarabon. The Panarch and the King jointly rule Tarabon, where the Panarch is responsible for taxes and justice. After the invasion of Falme by the Seanchan, large numbers of refugees have flocked to Tarabon and the city of Tanchico, and the precarious political and social situation has lead to some of the Civil Watch exhiting flexible morals, some would even say corrupt.

Most of the Civil Watch (ingame) are competent fighters who are not afraid to back down, or escalate a situation.

Clan activities:
Player killing/ pvp: yes.
Sameside pk: often.
Smobbing/ pve: some, depending on the player.
Roleplay: some roleplay, depending on the player.
Politics: some.

Defenders of the Stone

The Stone of Tear is a fortress built during or shortly after the Breaking of the World, a cataclysimic event approximately 3000 years ago that reshaped the world. The Heart of the Stone holds the sword called Callandor, intended to be used by the Dragon Reborn to fight the Dark One during the Last Battle. To date, the Stone has never fallen, and once it will, the Last Battle will be upon the world soon.

Tear is in near constant conflict with the neighboring nations Illian and Mayene, the latter which the Tairens consider a rebellious province.

Clan activities:
Player killing/ pvp: yes.
Sameside pk: yes.
Smobbing/ pve: some engage in smobbing a lot, others not so much.
Roleplay: a medium amount of roleplay, depending on the player.
Politics: quite a bit.

Dragonsworn

Having taken advantage of the political instability in Ghealdan, the Dragonsworn now hold Jehannah. They hold themselves ready for the coming of the Dragon Reborn, but are ostracized by the White Tower for their lenient attitudes towards male channelers. Other nations bookishly fear the instability they can bring.

They previously followed a False Dragon named Bardomir Lazar, who lead them to Ghealdan and was subsequently killed by the Children of the Light. Now, they are lead by a Shienaran named Masema, who believes in the Dragon Reborn with all his heart.

Clan activities:
Player killing/ pvp: some.
Sameside pk: targeted by Children of the Light and Red Ajah, fighting those in return.
Smobbing/ pve: some engage in smobbing a lot, others not so much.
Roleplay: a medium amount of roleplay, depending on the player.
Politics: some.

Foresters

The Foresters are a clan that is unique to the Wheel of Time Mud and not found in the books. Foresters live in the Tree Top City, which lies above the Stedding Tsochan in the Great Forest. Comprised of hunters, these woodsmen and -women dedicate themselves to knowing the lay of the land, unlocking secrets and knowledge only those attuned to their surroundings will notice.

Some of the older members believe in Ma'at, which is a reference to an Egyptian goddess. Core tenets are seeking balance and harmony with nature.

There are close ties with the Ogier of the Stedding. There was an experiment to turn them all into Ogier, but coding changes are needed to make Ogier work. I expect that once Ogier go live, Foresters will be given the option to change into Ogier.

Clan activities:
Player killing/ pvp: some engage in player killing a lot, others don't.
Sameside pk: rarely, mostly darkfriends and male channelers.
Smobbing/ pve: some engage in smobbing a lot, others not so much.
Roleplay: some roleplay, depending on the player.
Politics: rarely, who needs city dwellers after all.
Exploration: the most explorer oriented clan in the game.

Gleeman

Gleemen are the minstrels, the bards, the storytellers and entertainers of the west of the Spine. They (bookishly) travel widely to show their skills at acrobatics, knife throwing, singing and other forms of performance entertainment. They write their own performances to entertain the masses.

Clan activities:
Player killing/ pvp: rarely.
Sameside pk: rarely.
Smobbing/ pve: some engage in smobbing a lot, others not so much.
Roleplay: a lot of writing and creating shows.
Politics: no.

Illuminators

Illuminators have Chapterhouses in both Cairhien and Tanchico, where they learn to craft and handle the delicate and dangerous fireworks of their trade. They are secretive, not letting anyone in on how to work the different powders and components of these explosive devices, which can also scatter a crowd in playerkilling.

Clan activities:
Player killing/ pvp: rarely.
Sameside pk: rarely.
Smobbing/ pve: some engage in smobbing a lot, others not so much.
Roleplay: a lot of writing and creating shows.
Politics: some.

Kandori Merchants Guild

Kandor is one of the Borderlands, and to help Kandor prosper and help pay for its defense against the Shadow's forces in the Blight, Kandori merchants have joined forces in a nation-wide guild. With the exception of the, predominantly female, Domani merchants, Kandor is the only nation to have such a guild. In most other nations, merchants are too protective of their interests.

Clan activities:
Player killing/ pvp: rarely by choice, often targeted by Shadowspawn.
Sameside pk: extremely rarely, mostly darkfriends and male channelers.
Smobbing/ pve: yes, one of their primary way to acquire merchandise.
Roleplay: some roleplay, others don't.
Politics: a little, if there's something to gain.

Kin

An organization of Healers from (bookish) Ebou Dar, these women are reported to be highly skilled. Should they find you worthy, of joining their sisterhood, they will contact you.

Illian Companions

The elite force of Illian, the Companions are the King's personal guard, who are sent where the fighting is heaviest and follow the King into danger. They frequently clash with their easterly neighbor Tear. In the books, on rare occasion, Illian hosts the Great Hunt for the Horn, where adventurers explore and seek the famed Horn of Valere. There are hints that the Horn of Valere is linked to the Last Battle somehow.

A tidbit of relevant info:
Illianers have a distinctive accent and speech pattern:
"I do be seeing my mother tomorrow, which do be pleasing."

Clan activities:
Player killing/ pvp: yes.
Sameside pk: yes.
Smobbing/ pve: some engage in smobbing a lot, others not so much.
Roleplay: a medium amount of roleplay, depending on the player.
Politics: quite a bit.


Legion of Unity

The Legion of Unity is a clan that is unique to the Wheel of Time Mud and not found in the books as such. The Legion was founded by players who roleplayed that they were a remnant of the forces from all over the world who united to throw back the Aiel who came over the Dragonwall, about 20 years ago in the books/ game. After the Aiel were defeated, a few members felt that the world needed Unity to be able to win at the Last Battle, or Tarmon Gai'don, against the Shadow.

Clan activities:
Player killing/ pvp: some engage in player killing a lot, others don't.
Sameside pk: rarely, mostly darkfriends and male channelers.
Smobbing/ pve: some engage in smobbing a lot, others not so much.
Roleplay: some roleplay, depending on the player.
Politics: mostly the roleplay that they are political.

Queen's Guard

Since the foundation of Andor after Hawkwing's empire collapsed, Andor has always been ruled by Queens and the Queen's Guard are her elite forces. Andor is the most central, largest and most prosperous nation west of the Spine of the World and always under threat from other nations. Bookishly, Andor and Cairhien have been in conflict only slightly less than Illian and Tear, and there are regular problems with lawless Murandy, such as cattle theft. Additionally, the Children of the Light take offense at the Daughter-Heir being sent to study in the White Tower, whether she has any ability to channel or not. This frequently leads to tensions, or outright war in the game.

Clan activities:
Player killing/ pvp: yes.
Sameside pk: yes.
Smobbing/ pve: some engage in smobbing a lot, others not so much.
Roleplay: some roleplay more than others.
Politics: some.

Red Eagles

The Red Eagles are a clan that is unique to the Wheel of Time Mud and not found in the books verbatim, however, it is akin to a force in the later books.

The Red Eagles are of the Old Blood. Men and women with memories of past lives, often the fall of Manetheren, which once stood where the farming region of the Two Rivers now lies. Proud and stubborn, these people don't suffer fools lightly.

Clan activities:
Player killing/ pvp: yes.
Sameside pk: yes, especially if you cross them.
Smobbing/ pve: some engage in smobbing a lot, others not so much.
Roleplay: some roleplay more than others.
Politics: if necessary.

Rising Sun

Sitting at the end of the Silk Path, Cairhien once was wealthy and powerful enough to rival Andor. To mark the peace between Cairhien and the desert dwelling Aiel, the Aiel presented the Cairhienin with a cutting of Avendesora, the last specimen of a legendary tree species from the Age of Legends. The cutting was planted in Cairhien, until approximately 20 years ago bookwise, King Laman cut down the tree to make a throne out of it. Enraged, the Aiel invaded Cairhien and destroyed the city, but not its extensive renowned library.

After Laman's death, Cairhien has since been trying to recover, its famed towers still topless. As it rebuilds, it tries to remain neutral. Cairhienin of high and low birth engage in the Game of Houses, where high and low engage in political and social maneuvering to gain status or wealth, or to hinder adversaries.

Clan activities:
Player killing/ pvp: yes.
Sameside pk: rarely, mostly darkfriends.
Smobbing/ pve: some engage in smobbing with some regularity, others not so much.
Roleplay: a decent amount of roleplay, depending on the player.
Politics: quite a bit.

Saldaean Cavalry

Saldaea is the westernmost of the Borderlands, the lands that border the Great Blight, which is territory held and corrupted by the Shadow. As the Borderlands hold back the Blightborder, their primary interest is fighting the Shadow. Only on rare occasion do any of the Borderlands engage in southland affairs, one such occasion was the Aiel attacking Cairhien, as the Borderlands did not want the threat of Aiel at their backs as they were fighting the Shadow.

A tidbit of relevant info:
Saldaean women are fierce and accompany their husbands on military campaigns, but not into the Blight, sometimes even leading a battle if their officer husband is wounded or incapacitated.

Clan activities:
Player killing/ pvp: yes, it's their core business.
Sameside pk: extremely rarely, mostly darkfriends.
Smobbing/ pve: any clan can smob, so yes.
Roleplay: of the two Borderland army clans, Saldaeans are the most roleplay inclined.
Politics: rarely, on account of their pre-occupation with holding back the Blight.

Secret clans:

Some clans are harder to get in to and they do not have the usual application process. Kin and Wolfbrothers are two of them, but they are mentioned elsewhere because they are bookish things that might be asked about. There are other secret clans, play long enough and you may learn about them. Apply yourself and be good enough and who knows...

Shienaran Lancers

Shienar is the easternmost of the Borderlands, formerly also bordering Malkier which has been overtaken by the Blight. The Borderland nations hold back the Blightborder of the Great Blight, the land which has been corrupted by the Dark One's presence. Their primary goal is to keep the Shadow's forces contained, although raids into the Borderlands do happen, both bookishly and ingame. Only on rare occasion do any of the Borderlands engage in southland affairs, one such occasion was the Aiel attacking Cairhien, as the Borderlands did not want the threat of Aiel at their backs as they were fighting the Shadow.

Expressions:
They believe they all came from the earth and that they must return as they came, naked and unarmed, into the last embrace of the mother (TWoRJTWoT, Ch. 20). "The Light shine on you and the Creator shelter you. The last embrace of the mother welcome you home" (TGH, Ch. 10) is a common saying.

They use the expression "peace favour your sword", or Suravye ninto manshima taishite in the Old Tongue, as a blessing.

Clan activities:
Player killing/ pvp: yes, it's their core business.
Sameside pk: very rarely, mostly darkfriends.
Smobbing/ pve: any clan can smob, so yes, albeit very rarely in practice.
Roleplay: of the two Borderland army clans, Shienarans are the least roleplay inclined.
Politics: rarely, on account of their pre-occupation with holding back the Blight.

Sword and Hand

Historically (bookishly) often at odds with Tarabon over the control of Almoth Plain, Arad Doman has no real standing army. The Sword and Hand are the King's personal force, but effectivel (ingame) call the shots in Arad Doman. When the Seanchan invasion was at its heigh, they mostly occupied themselves with fighting off the invaders.

The Sword and Hand was once a player run (non-bookish) clan called the Swordbrothers, where men and women alike would join forces to keep the land safe. They were offered a position in Bandar Eban and have called that home ever since.

Clan activities:
Player killing/ pvp: yes.
Sameside pk: rarely, mostly male channelers and darkfriends
Smobbing/ pve: some, depending on the player.
Roleplay: some roleplay, depending on the player.
Politics: some.

Thiefbane:

Some nobles in the world employ Thieftakers who investigate crimes and hunt down criminals. In our weave of the Wheel, these men and women have banded together in an organization who is at odds with the more lawless elements in the world. These days, the group is mostly comprised out of rogues who take out criminals with a surprise attack. They are employed by some nations, but not all.

Player killing/ pvp: yes.
Sameside pk: yes, this is their core roleplay.
Smobbing/ pve: some, depending on the player.
Roleplay: some roleplay, depending on the player.
Politics: more than average.

Wall Guard

The Wall Guard dedicates itself to protecting the interests of the trade city of Far Madding and to that end is neutral when it comes to most conflicts. Far Madding is one of the cities where, bookwise, women are the ones in power. Women run most businesses and occupy most government positions. For practical reasons, the Wall Guard ingame is comprised of both men and women, all with equal say.

One unique feature of Far Madding is that it is protected by the Guardian ter'angreal. An item from the Age of Legends which blocks the channeling of the One Power in the city. Bookishly, it also senses channeling in the vicinity and points towards the location the channeling took place. Perhaps one day, we will be able to accurately replicate that ingame.

Clan activities:
Player killing/ pvp: some engage in player killing a lot, others don't.
Sameside pk: rarely, mostly darkfriends and male channelers.
Smobbing/ pve: some engage in smobbing a lot, others not so much.
Roleplay: some roleplay, depending on the player.
Politics: mostly the roleplay that they are neutral.

White Tower

The White Tower, both the organization and the building, were founded just after the Breaking of the World, with the aim to stand against the Shadow and unite the world. Aes Sedai live and work in the White Tower and train other female channelers in how to use the One Power safely. The White Tower is comprised of seven Ajahs, each of which focus on different aspects of combating the Shadow, varying from admin, justice and causes (Blue), preserving knowledge, research and teaching (Brown), mediation, politics and law (Gray), fighting the Shadow (Green), finding and Gentling male channelers (Red), logic, philosophy and the search for Truth (White) and Healing (Yellow).

Additionally, the Gaidin protect the Aes Sedai they are Bonded to. The Tower Guard serves and protects Tar Valon and the White Tower as a whole.

Clan activities, depending on rank and Ajah:
Player killing/ pvp: some engage in player killing a lot, others don't.
Sameside pk: targeted by the Children of the Light, Red Ajah more than others, focussing mostly on male channelers and damane.
Smobbing/ pve: most Ajahs except Green and Red do this often.
Roleplay: a solid amount of roleplay.
Politics: yes, Aes Sedai "meddle".

Winged Guard

The Winged Guard are the personal guard to the First of Mayene, currently Berelain sur Paendrag Paeron. The Firsts of Mayene claim descendance from the legendary Artur Hawkwing, who once united the world west of the Spine of the World under his rule. The claim is generally not taken seriously outside Mayene.

Mayene's economic strenght comes from the oilfish shoals, the location of which is kept secret. Mayene clashes often with its westerly neighbor, Tear, who feels Mayene is a rebellious province. Navigating these politics and assassination attempts have made the Mayeners exceptionally deft at politics and combat.

Clan activities:
Player killing/ pvp: yes.
Sameside pk: yes.
Smobbing/ pve: some engage in smobbing a lot, others not so much.
Roleplay: a decent amount of roleplay, arguably the most roleplay inclined of the Illian/ Tear/ Mayene trio.
Politics: quite a bit.

Wisdoms

Wisdoms go by many names in many different lands, but whether they are called Mother, or Wise Woman, they all are women who are highly adept at crafting potions and healing the sick and injured. The Wisdoms have Healing Stations in various parts of the world, where those with injuries can be tended by a Wisdom. Some Wisdoms have an affinity for the weather and learned to Listen to the Wind and foretell the weather, or even a season of crop growth.

Clan activities:
Player killing/ pvp: some, depending on the player.
Sameside pk: rarely.
Smobbing/ pve: some engage in smobbing a lot, others not so much.
Roleplay: Wisdoms are one of the clans in which roleplaying is rewarded the most.
Politics: some.

Wolfbrothers

Throughout the Ages, there have been rumors about animals running with man, but this Age-old ability finds you, you do not find it.

Elysia
Posts: 7027
Joined: Sun Feb 15, 2015 1:29 pm

Re: WoTmud intro to clans.

Post by Elysia » Fri Sep 17, 2021 5:11 pm

To be filled in later. Reserving the space.

Damane
Damane are the channelers of the Seanchan. However, after a period in Seanchan history where Aes Sedai were rulers and causing issues, Seanchan view channelers as dangerous women who must be leashed to be made safe. The damane is linked to the sul'dam by a silver collar and leash, the a'dam.

In Seanchan held lands, young women are tested for the spark every year and if they have it, they will be leashed. Sul'dam are discovered during this test as well and promptly become women of high standing. As a damane player, you will be able to roleplay both the damane and the sul'dam.

Clan activities:
Player killing/ pvp: yes.
Sameside pk: rarely.
Smobbing/ pve: some engage in smobbing a lot, others not so much.
Roleplay: a decent amount of roleplay, arguably the most roleplay inclined of the Seanchan.
Politics: none.

Deathwatch

Property of the Empress, may she live forever, the Deathwatch are the elite personal guards to the Empress, the Imperial family and anyone the Empress appoints them to. In the game, they speak for the Empress and handle all crime and justice related issues for Seanchan. As such, Ogier are half a step above anyone in the Ever Victorious Army, even if they are of the same rank.

Once Ogier are fully coded, Deathwatch who wish to roleplay as an Ogier Gardener will likely be offered the option to do so.

Clan activities:
Player killing/ pvp: yes.
Sameside pk: rarely.
Smobbing/ pve: some engage in smobbing a lot, others not so much.
Roleplay: some.
Politics: some, depending on reports of unseemly behavior of Seanchan.

Ever Victorious Army

The Ever Victorious Army is the name of the entirety of the Seanchan armed forces. While it has divisions, every Seanchan soldier is part of this organization. Some have dedicated themselves to one of the divisions, or are exotic handlers. There are, however, those mere soldier who are only serving under the banner of the Ever Victorious Army.

Clan activities:
Player killing/ pvp: yes.
Sameside pk: rarely.
Smobbing/ pve: some engage in smobbing a lot, others not so much.
Roleplay: depending on the player.
Politics: none.

Mandarb a'Shar

Those in the Seanchan armies who employ stealth in odrer to (rpishly) poison and assassinate, these men and women know all about their craft of swift and silent death. They employ these skills in name of the Empress, of course, and mostly towards those east of the Aryth Ocean who have forgotten their oaths to Obey, Wait and Serve.

Clan activities:
Player killing/ pvp: yes.
Sameside pk: rarely.
Smobbing/ pve: some engage in smobbing a lot, others not so much.
Roleplay: depending on the player.
Politics: none.

Morat'raken

The most esteemed of the exotic handlers, the morat'raken fly their giant pterodactyl-like beast across the land, scouting for the Seanchan forces. Since they often operate alone, they are skilled fighters, aided by their beast's ability to take off beyond reach.

Clan activities:
Player killing/ pvp: yes.
Sameside pk: rarely.
Smobbing/ pve: rarely.
Roleplay: not a lot, but ultimately depending on the player.
Politics: none.

Morat'torm

Another clan of exotic handlers who scout, however, their giant lizard beasts known as torm can inflict damage if they end up in combat. These too are skilled fighters, often found where the battle ragest fierces.

Clan activities:
Player killing/ pvp: yes.
Sameside pk: rarely.
Smobbing/ pve: some engage in smobbing a lot, others not so much.
Roleplay: depending on the player.
Politics: some, in lieu of Deathwatch activity.

Seanchan Imperial Guard

The Seanchan Imperial Guard dedicates itself to keeping the continent of Seanchan safe from any outside force, whether it be Shadowspawn incursions or forays of Oathbreakers. In addition to this, it actively organizes the logistics of keeping Seanchan forces supplied with enough weapons and armor, the Seanchan Imperial Guard are a small division within the Ever Victorious Army.

Clan activities:
Player killing/ pvp: yes.
Sameside pk: rarely.
Smobbing/ pve: yes.
Roleplay: depending on the player.
Politics: none.
Exploration: arguably the most of the Seanchan clans.

Elysia
Posts: 7027
Joined: Sun Feb 15, 2015 1:29 pm

Re: WoTmud intro to clans.

Post by Elysia » Fri Sep 17, 2021 5:14 pm

Work in progress.

Ahf'frait

Formerly the bodyguards of the Chosen, now that the Chosen are disbanded, they serve as the trolloc band that protects the accursed citadel of Thakan'dar, which (ingame, not bookishly) holds the Pit of Doom where the Pattern is thinnest and the touch of the Dark One can be felt the most.

Dhai'mon

Years back, the Dhai'mon prided themselves on being the fiercest fighters of the Horde in the west of the Great Blight and the adjacent western Borderlands. Now that opposition in that area has been mostly ceased, this band with various skills goes where they are needed.

Dha'vol

The scouts of the Horde and at one point the band that supplied most Myrddraal to the Shadow's cause. As they are scouts, there are many hunters in this trolloc band, which is based out of Shayol Ghul.

Dreadlord

During the Age of Legends, the first dreadlords were powerful channelers who swore to the Shadow. For a time, the Shadow employed a way to turn trollocs into Dreadlords (ingame, not books), but now only those who survive a long and arduous process serving the Shadow as a darkfriend will become a dreadlord.

This is one of the two Darkside remort classes, as you are "remorted" into a dreadlord.

Ghar'ghael

The Ghar'ghael hold the Ruined Keep, which lies in the Blight north of Tarwin's Gap and is the main muster point for the continued battles between the Shadow and the Light. The Ghar'ghael of old were armor and plate mail wearing hunters, but in more recent times have been comprised mostly of warriors who wield heavy weapons to beat the puny humans to the ground using a skill called bash.

Ko'bal

The band known as Ko'bal holds a small fort in Deception Pass, east of Tarwin's Gap. The Ko'bal slink through the Shadows, stalking their prey with patience and temerity, before stabbing them in the back. In more recent times, they have been the clan to supply the Shadow with most remorts.

Myrddraal

Myrddraal are known by many names across the lands: halfmen, Eyeless, Shadowmen, lurks, fetches, fades, Nightrunners and Neverborn. They all describe a genetic throwback to human stock from trolloc breeding. They function as the leaders of the Horde and orchestrate raids out of the Blight. They can ride horses to give them a greater range. Bookishly, they are sinuous, unsettling creatures that exude hate, leading to a saying that 'the look of the Eyeless is fear'.

Ingame they are remorts, which can be achieved when a trolloc has exhibited fighting prowess and temerity in his clan. They gain a new set of skills to practice, as well as the ability to fade (teleport), where they (bookishly) turn sideways and disappear.

Nylen
Posts: 101
Joined: Tue Sep 04, 2018 9:18 am

Re: WoTmud intro to clans.

Post by Nylen » Fri Sep 17, 2021 5:31 pm

Elysia wrote:
Fri Sep 17, 2021 2:43 pm

Foresters

The Foresters are a clan that is unique to the Wheel of Time Mud and not found in the books.
On my reread a few months ago, I thought of this when I saw the following quote:

“The man should have grown a beard to hide that narrow jaw. It made his head look like a forester’s splitting wedge.”
― Robert Jordan, The Path of Daggers

Canon!

Geoff
Posts: 135
Joined: Wed Jun 13, 2018 9:03 am

Re: WoTmud intro to clans.

Post by Geoff » Fri Sep 17, 2021 9:12 pm

This is helpful, thanks Elysia.

Dimmu
Posts: 190
Joined: Sun Mar 22, 2015 7:38 am

Re: WoTmud intro to clans.

Post by Dimmu » Sat Sep 18, 2021 10:52 am

Ghar'ghael
Ghar'ghael bash. ;)
Ghar'ghael are all but dead because of being bash, abs and warriors.

Post Reply