@ Живик - Няма нужда да си чел Колелото за да играеш. Ето ти малко инфо.(Копирано безсрамно)
(( I'd like to thank Minjin for helping me with this. Also Minjin will be co-DM, and I am giving him him full DM power. What he says goes, unless of course I over-ride it. ))
After the defeat of the Dark One, peace reigned over the world. Dark friends were few and between. After many generations the White Tower and the Black Tower join making the White Tower. Trolloc attacks on the borderlands became an extreme rarity and the destruction of the war between the Dar One and the Dragon Reborn was almost forgotten. The Seanchan were pushed back to Tarabon and Arad Doman. People prospered. There were a couple wars between some countrys, like Tear and Illian, but for the most part, there was peace. The Forsaken had been killed by the Dragon Reborn, so there was no threat of a new Dark One. Or so everyone thought.
Moridin, the Dark One's "right hand man", had somehow survived. Trolloc attacks increased. Dark friends increased. The Aes Sedai and Asha'man were the first to realize this, but they all thought that if a new Dark One was truly arising, then the Wheel would provide a new Dragon to combat it. But one wasn't provided. The Trolloc attacks increased farther.
Now it is up to the common man to combat this new threat. Who has the courage to save the world? Who has the power? Who is willing?
Races:
Human- Everyone knows what a Human is.
Ogier- A nonhuman race , characterized by great height (ten feet is the average for adult males), broad, almost snoutlike noses and long tufted ears. They live in stedding, which they rarley leave, and they typically have little contact with humankind. Knowledge of them among humans is sparse, and many believe Ogier to be only ledgends, though they are wonderous stonemasons and built most of the great cities constructed after the breaking. Although they are thought to be pacifist people and extremely slow to anger, and some old stories say they fought alongside humans in the Trolloc Wars, and call them implacable enemies. By and large, stories often contain information lost to humans. A typical Ogier lifespan is at least 3 or 4 times that of a human.
Classes:
Aiel: (if you choose Aiel, you must also choose a clan and society within the Aiel)
The people of the Aiel Waste. Fierce hardy. They viel their faces before they kill. Deadly warriors with weapons or bare hands, they will not touch a sword even on the point of death, nor ride a horse unless pressed. Aiel call battle "the dance" and "the dance of spears". They are divided into
twelve clans: the Chareen, the Codarra, the Daryne, the Goshien, the Miagoma, the Nakai, the Reyn, the Shaarad, the Shaido, the Shiande, the Taardad, and the Tomanelle. Each clan is devided into septs. Sometimes they speak of a thirteenth clan, the Clan That Is Not, the Jenn, who were the
builders of Rhuidean (The only real city in the Aiel waste, long abandoned). All know that Aiel supposedly once failed the Aes Sedai and were banished to the Aiel Waste for that sin, and that they will be destroyed if they ever fail the Aes Sedai again. The Aiel are all members of twelve societies. These are Balck Eyes (Seia Doon), Brothers of the Eagle (Far Aldazar Din), Dawn Runners (Rahien Sorei), Knife Hands (Sovin Nai), Maidens of the Spear (Far Dareis Mai), Mountain Dancers (Hama N'dore), Night Spears (Cor Darei), Red Shields (Aethan Dor), Stone Dogs (Shae'en M'taal), Thunder Walkers (Sha'mad Conde), True Bloods (Tain Shari), and the Water Seekers (Duadhe Mahdi'in). Each has its own customs and sometimes specific duties. For example, Red Shields act as police, and Stone Dogs are often used as rear guards during retreats, while Maidens are often scouts (Maidens are the only society comprised soley of women). Aiel clans frequently raid and battle one another, but members of the same society will not fight each other even if theur clans do so. Thus there are always lines of contact between the clans, even during open warfare.
Aes Sedai/Ashaman: (You must choose an Ajah if you choose this class.)
Wielders of the One Power. Respected and honored by many, yet widely distrusted and feared, even hated. Also widely blamed for the Breaking of the World, and thought to meddle in the affairs of nations. At the same time, few rulers are without an Aes Sedai adviser, even where such a connection must be secret. Apparently after some years of channeling the One Power, Aes Sedai take on an ageless quality, so that one old enough to be a grandparent may show no signs of age except a few gray hairs. Societies among the Aes Sedai, six in number and designated by colors: Blue, White, Green, Brown, Yellow and Gray. All Aes Sedai except the Amyrilin seat (the leader of the Aes Sedai) belong to one. Each follows a specific philosophy of the use of the One Power and the purposes of Aes Sedai. The Brown forsakes the mundane world and dedicates itself to seeking knowledge, while the White largely eschewing both the world and the value of worldly knowledge, devotes itself to questions of philosophy and truth. The Green Ajah (called the Battle Ajah during the Trolloc Wars) holds the itself ready for Tarmon Gai'don (the Last Battle), the Yellow concentrates on the study of healing, the Blue sisters involve them selves with causes and justice. The Gray are mediators, seeking harmony and consensus. A Black Ajah, dedicated to serving the Dark One, is officially and vehemently denied. (After the defeat of the Dark One, and with the male side of the One Power clensed of the taint the Dark One put on it, joined together. Ashaman(males) and Aes Sedai(females) live (not in the same rooms) together and work together. Ashamen also join the Ajahs of the Aes Sedai, the only real differnece between the two is that the Ashamen have kept their name, instead of choosing to be known as Aes Sedai. The Red Ajah was 'discarded' when the White Tower and the Black Tower joined. The average Aes Sedai/Asha'man life span is 250-350 years. After working long enough with the One Power, Aes Sedai/Asha'man are nearly impossible to guess their ages, they may look 20 at first glance, 60 at second and 40 at third.
Warders:
A warrior bonded to an Aes Sedai. The bonding is a thing of the One Power, and by it he gains such gifts as quick healing, the ability to go long periods without food, water or rest, and the ability to sense the taint of the Dark One at a distance. So long as the Warder lives, the Aes Sedai whom he is bonded knows he is alive however far away he is, and when he dies she will know the moment and manner of his death. Warders and Aes Sedai both gain the ability to sense where each other are, though the farther away the other is, the more general the sense get, and the closer, the more exact. While most Ajahs believe an Aes Sedai may have one Warder bonded to her at a time the Green Ajah believes an Aes Sedai may bond as many Warders as she wishes. Ethically the Warder must accede to the bonding, but it has been known to be done involuntarily.
Borderlanders:
The nations bordering the Great Blight: Saldaea, Arafel, Kandor and Shienar. Their history is one of unending raids and war against Trollocs and Myrddraal, therefore they are great warriors, almost as good if not as good as the Aiel.
Children of the Light:
Society of strict ascetic beliefs, owing allegiance to no nation and dedicated to the defeat of the Dark One and the destruction of all Darfriends. Founded during the War of the Hundred Years to prosecelytizr against an increase in Darkfriends, they evolved during the wat into a completely military society. Extremely rigid beliefs, and certain only they know the truth and the right. Consider Aes Sedai and any who support them to be Darkfriends. Known disparagingly as Whitecloacks. Their Sign is a golden sunburst on a field of white.
Darkfriend:
Adherents of the Dark One. They believe they will gain great power and rewards, even immortality, when he is freed. Among themselves, they sometimes use the ancient name Friends of the Dark. (Keep in mind that darkfriends can be Aiel, Ogier, Aes Sedai (Black Ajah), etc. if you choose to be a Darkfriend you must choose another class aswell, but keep in mind you're 'evil') With the defeat of the Dark One, Dark friends are few and inbetween.)
Seanchan:
Descendants of the armies Arthur Hawkwing sent across the Aryth Ocean, who conquered the lands there. They believe that any man or woman that can channel must be contralled for the saftey of everyone else. After the defeat of the Dark One they Seanchan, who had started and invasion of the main continent, they were pushed back to Arad Doman and Tarabon, and after many year of war, there was an uneasy truce between them and the other countrys. One of the conditions of the truce was that the Seanchan would be allowed to keep the two countrys that they had fallen back to.
Sea Folk:
More properly, the Atha'an Mierem the People of the Sea. They live most of their lives on their ships and strongly dislike going any distance from the ocean. Relatilvly little is known of their customs, giving rise to an air of exotic mystery and often fanciful tales. Most seaborne trade is carried by Sea Folk ships.
Wisdom:
In villages, a woman chosen by the Women's Circle for her knowledge of such things as healing, and fortelling the weather, as well as for common good sense. A position of great responsibility and authority, both actual and implied. She is generally considered the equal of the mayor, just as the Women's Circle is the equal of the Village Council. Unlike the mayor, the Wisdom is chosen for life, and it is very rare for a Wisdom to be removed from office before her death. Depending on the land, she may instead have another title, such as Guide, Healer, Wise Woman, or Reader.
Nations: When choosing your nationality, keep in mind that some classes are only based in certain nations (ie. Borderlanders).
Andor: The largest country on the continent, it includes the once country of Cairhien. They were joined by Elayne, one of the Dragon's lovers, when he over through a Forsaken who had used the One Power to pursuade the Queen and become the first King of Andor, after which he gave the throne of both countrys to Elayne. It has the largest army and most of it's inhabitants are very 'insistant', and don't give up easily.
Saldaea/Kandor/Arafel/Sheinar: All on the northern part of the continent they are the nations bordering the Blight, a massive area of corrupt and tainted land where Trollocs and Myrddraal inhabit. These are the nations of the Borderlanders.
Tear: It was once a fairly small country, but after winning a war with Illian it became a fair size. It is the wealthiest of all the countrys.
Arad Doman/Tarabon: These are the lands of the Seanchan.
Amadicia: After many wars, Amadicia expanded to infold the former countrys of Murandy, Ghealdan, and Altara. It is the country that holds the main headquarters of the Children of Light. It is not truly ruled by it's king, but by the Lord Captain Commander of the Whitecloaks.
Stedding Shangtai: The stedding is the place where Ogier live. They are beautiful places with many trees and natural gardens. The Ogier live in houses made in the ground. If they are gone from this place for enough time (no more than 10 years), then can get very sick, and die soon afterwood. The only city left with a Grove, areas made by the Ogier so that they could stay out of the Stedding while they built the city's, is Tar Valon, the home of the Aes Sedai/Asha'man and the White Tower.
Tremalking: The land of the Sea Folk.
Character Sheet:
Name: Your name, duh.
Age: If you don't know what this is, then you worry me.
Class: What class are you?
Description: What do you look like?
Nationality: What nation do you hail from?
History: Your bio.
(You can add stuff, but what is there, must be kept)
Живик, не се чуствай изолиран от играта - не е речено че точно по колелото ще играем. Ако искаш, пусни и ти някоя игра, пък после всички ще решим. Колкото повече, толкова по добре.
@ Морвен. Началото е поствано на английски защото съм безсрамен плагиат.

Под оригинални герои имах предвид наши оригинални герои.
Ще потърся и за други интересени игри, пък и вие хвърлете 1 око на мрежата, може нещо подходящо да изскочи.