Far Madding

Far Madding is an independent city-state in the Southeastern part of the Westlands on the Plains of Maredo. It is the only known significant human settlement where channellers are unable to access or even sense the presence of the True Source.

The city is protected from the One Power by the Guardian. The Guardian is an immense ter'angreal in the Hall of the Counsels. Made of three disks, it creates an area around the city in which channelers are cut off from the True Source.

Men are cut off about a mile around the city and women at the city limits. The third disc creates an even larger area that allows channelers to be tracked. Each of the disks has within it a crystal wedge which ordinarily points to the center of the Guardian's chamber. When a channeler channels, the wedges all swing to point to him or her. When the Guardian detects saidar, the wedges turn red, and when it detects saidin they turn black. The stones around the three rings are marked with highly detailed points of the compass, allowing the channeler's position relative to the ter'angreal to be plotted on a map.

The existence of the Guardian is kept secret except to a few, but there are rumors none the less. There is some confusion however, because the force that has developed to police the villages outside of the City is called the Madding Guardians (or Mad Guards for short) and the average person believes them to be the origin of the name.

While Channeling is strictly outlawed, there are exceptions to every rule and Far Madding has a secret exception. Some who have defected from Tai'Seanchan, namely Damane and Sul'dam who want nothing more to do with the True Source, have been working to extend and duplicate the effects of the Guardian.

Governance

Far Madding has remained an openly matriarchal society. Women run the city's businesses and occupy most government positions. Even when a man is given authority, he is overseen by a woman with more authority; and he is only ever given authority over other men. From infancy, men are taught to obey their mothers or older female relatives, and once married are expected to obey their wives.

The city is governed by a committee of thirteen women, the Counsels, presided over by the First Counsel, who is "first among equals." The Counsels meet in the Hall of the Counsels, an imposing building in the Counsels' Plaza, near the geographic center of the town.

Geography

Far Madding's city lies at the Northern end of the Plains of Maredo. It is situated on an island in the midst of a lake, and is connected to the mainland by three bridges. The city is entered through three gates. The northern Caemlyn Gate offers access to the Ajalon Bridge; the Illian gate, to the Ikane Bridge; and the Tear Gate, to the Goim Bridge. At the mainland ends of the bridges are the satellite towns of Glancor, Daigan, and South Bridge.

As immigrants from Amadicia and Tear, unhappy with their nations' changes of stance on channeling, made their way to Far Madding, and the population increased, farm villages began to crop up (pun intended) in the plains. Though the Guardian does not extend to cover all the lands belonging to Far Madding, the law against channeling does extend throughout the entire city-state.

Domestic Affairs

Far Madding is no longer the bustling trade hub it once was in the Third Age. Their continued anti-channeling stance even after the last battle has kept them out of the lucrative gateway trade routes. This has only increased their dislike of those who can weild the One Power.

Foreigners may trade at only three of the town's markets. These three are collectively called the Strangers' markets, and are named the Nethvin, Amhara, and Avharin Markets, after three important women in Far Madding's history.

Though the economy is struggling, the people of Far Madding almost seem to take pride in their struggle and remain fiercely loyal to their long held beliefs.

While it is legal to carry weapons in Far Madding, any weapon brought into the city must be "peace bonded," in a process by which a sword or knife is wrapped in wire mesh while in its sheath, so that the weapon cannot be drawn. Peace bonding costs a small fee, and a peace bonded weapon must be presented for inspection by the town guard on departure, where any signs of tampering attract a fine. Name lists of visitors and their weapons are distributed to all three gates so that a visitor and his peace bonded weapon may be tracked. Many travellers instead opt to leave their weapons at the guardhouse. To reclaim their weapons, they must then leave by the same gate through which they originally entered the city.

International Relations

After the Last Battle, Far Madding felt like a metephorical island as well as a litteral one. They alone stood firm against any use of the One Power, believing all the trouble was because of channlers in the first place.

They even feel a slight superiority to the Children of the Light in this respect, who had attempted diplomatic relationships with both Towers. After the Tower War however, they have developed a close relationship with Children. Murandy seems a likely ally as well, given their vital economic ties, and Far Madding is keen to exploit that relationship if possible.

With exception to Mayne however, Far Madding has few friends in the Westlands and has especially rocky relationships with their neighbors: Tear, Andor, and Manetheren.

Flag

Map

Far-Madding

Ranks

This is not an exhaustive list, feel free to apply for something not detailed to be considered by the Admins.

You may apply for any of the Adoptable or Restricted ranks, but only superior applications will be considered and must pass through Admins before being accepted.


First Counsel
Counsel

Mad Guard
Merchant
Farmer