In one Age, called the Fourth Age by some, an Age yet to come, an Age long past, a wind rose in the Land of the Crystal Throne. It sped across the great Aryth Ocean to the Tai’Seanchan coast. It continued over the Mountains of Mist, picking up the scent of Two Rivers fine tabac and singing along to a tune made by a Tinker’s tea kettle. It swirled around the vast prairie known as the Caralain Grass, with it’s Black Tower fortress, and the island city of Tar Valon, home of the fabled Ogier-made White Tower...The wind swept through the valleys, skimming along the lake that once was Shadar Logoth, lifting the raven in flight. It howled through the Blight past the snorts and bellows of Trollocs, carrying on it the stench of their cookpots and rot as it whipped by a Myrddraal without creating so much as a ripple in its dark cloak. If you listen closely to the wind you can hear the sound of “friends” whispering in the dark as it whistles by you. The shadows beckon you to their warm embrace; where will the wind take you? For you must know, the wind was not the beginning. There are neither beginnings nor endings to the turning of the Wheel of Time. But it was A beginning.
Talents
On A Turning of the Wheel, we have decided to define "Talents" as those inborn abilities that, whether associated with the One Power or not, do NOT require active channeling. Descriptions of each Talent can be found to the right. Requirements and characters with claimed Talents below.
Yellow = Rare
Red = Very Rare Talents at this level are unlikely to be approved unless they mesh well with the concept and include an excellent biography.
Just because your OP score may make it possible for you to do any of these, you cannot do them all. Talents aren't learned. It's either something you can do or something you can't. Due to their rarity, Talents will only be approved for exceptional biographies in limited numbers.
Talents can undergo an in-character discovery process, which can require several posts to develop from scratch. Talents do not need to be chosen at character creation, but must be approved by staff before starting this process. In order to develop talents through play, you should have three posts minimum demonstrating the emergence of the new Talent, experimentation with its properties, and mastery of the completed Talent.
Yellow = Rare
Red = Very Rare Talents at this level are unlikely to be approved unless they mesh well with the concept and include an excellent biography.
Just because your OP score may make it possible for you to do any of these, you cannot do them all. Talents aren't learned. It's either something you can do or something you can't. Due to their rarity, Talents will only be approved for exceptional biographies in limited numbers.
Talents can undergo an in-character discovery process, which can require several posts to develop from scratch. Talents do not need to be chosen at character creation, but must be approved by staff before starting this process. In order to develop talents through play, you should have three posts minimum demonstrating the emergence of the new Talent, experimentation with its properties, and mastery of the completed Talent.
Requirements
Talent | Air | Earth | Fire | Spirit | Water |
---|---|---|---|---|---|
Dreaming | - | - | - | - | - |
Dreamwalking | - | - | - | - | - |
Flexible Shielding | - | - | - | 3 | - |
Foretelling | - | - | - | - | - |
Listening to the Wind | 3 | - | - | - | 3 |
Ravenkin | - | - | - | - | - |
Read Residue | 3 | 3 | 3 | 3 | 3 |
Read Ter'angreal | 3 | 3 | 3 | 3 | 3 |
Sense Saidin | 3 | 3 | 3 | 3 | 3 |
Sense Saidar | 3 | 3 | 3 | 3 | 3 |
Sense Ta'veren | 3 | 3 | 3 | 3 | 3 |
Sniffing | - | - | - | - | - |
Viewing | - | - | - | - | - |
Wolf Brother | - | - | - | - | - |
descriptions
Dreaming**: The ability to enter Tel'aran'rhiod from one's sleep, and to have prophetic dreams of what might be.
Dreamwalking**: The ability to enter Tel'aran'rhiod and control people's dreams.
Flexible Shielding: The ability to hold a shield that even a much stronger channeler cannot break through. Instead of breaking, the shield stretches and bends.
Foretelling: The ability to see part of the Pattern. Very rare. Although always true, Foretellings are often very difficult to interpret.
Listening to the Wind: Senses weather, but also less literal storms such as upcoming battles.
Ravenkin**: Sharper vision, enhanced memory. Can communicate with and see through the eyes of ravens.
Read Residue: All channelers can detect the residue of weavings, but some have this ability so refined that they can read and duplicate a weaving as much as two days after it has dissipated.
Read Ter'angreal: Channelers with this Talent can examine a ter'angreal and determine its use.
Sense Saidin: The female ability to sense male channelers holding the Source. A very rare talent.
Sense Saidar: All male channelers can sense when women are holding Saidar near them (goosebumps form on their flesh); with this Talent, they can tell which woman is wielding Saidar and how strong they are. Very rare.
Sense Ta'veren: The ability to sense that someone is ta'veren.
Sniffing**: The ability to smell violence and those who have done violence, the worse the violence, the stronger the smell.
Viewing**: The ability to see auras and images around people that foretell the future.
Wolf Brother**: Heightened senses including smelling moods and night vision and the ability to communicate with wolves.
** = This Talent is unconnected to the One Power