Wheel of Time RPG

The original "one-shot" idea has been revised and broken into four optionally independent but ordered single stories each intended to run for 3-5 hours not including character generation but including all backstory, investigation, violence, and conclusion phases. The stories utilize a Wheel of Time RPG system that bases itself on the White Wolf World of Darkness systems used for Mage, Vampyre, and Werewolf. Character play is free form, magic follows simple rules and has unlimited creative permutations, and advancement is expected to be slow or story driven.

The foundation of the quadriligy is a story of support from the shadows that both does not conflict with activities bore out through the WoT book series, provides support to the final goal, and provides closure to an open issue from the series.

Chapter 1: Long Lost Reserves

Set in the Age of Legends at a time before the Bore was attempted. Players will craft characters that lived normally in this ancient time and explore the visions drawn from artistic license and limited references available prior to the publication of Memory of Light.

Chapter 2: Finding Purpose

Set in the time of Rand, Players can build upon their characters from the previous chapter or can create new characters that would exist in the time of Rand. Characters will be placed on the edges of the storyline of Rand's first journey out of Emond's Field along with Mat and Perrin.

Chapter 3: Walking the Worlds

Set in the Mirror Worlds. Players can continue to build upon previous characters or can create new characters. For this chapter Players can choose to create characters from Legend who have not been drawn into the path of the Ta'veren (see: Birgitte Silverbow). With limited exception, legendary characters will not be be allowed to continue to the next chapter unless significant play time is spent on creating a reflection.

Chapter 4: Cleaning the Slate

Set in the final moments of Towers of Midnight, using all the knowledge thus far gained, and reusing any characters previously generated, Players will attempt to prepare the final battle for Rand's victory, slaying the secret Reserves of The Adversary, and destroying the Well that the Dark Lord uses to tip the balance. Failure here means that Rand's defeat is assured.