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Seafolk Islands

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Table of Contents

General Description

    Culture

    Games and entertainment

    Sayings

    Courting and marriage

    Family life

    Magic and channeling

Political Description

    External politics

    Internal politics

    The military and warfare

Trade and Economy

People

       Physical looks

       Clothing

            Women

            Men

            Coats

            Military

Talents, skills, characteristics

Design Considerations

    Landscape

    Plant life

    Animal life

    Building exteriors

    Building interiors

    Food and drink

Cities/Towns/Sites

     Aile Jafar

     Aile Somera

     Cantorin
     Dantora

     Tremalking

    

 

   


General Description

Culture

  • Sea Folk can be touchy until they feel they know you. (IV: 308)
  • the Sea Folk are seen as secretive, and keep to themselves, they are almost as mysterious as the Aiel. (IV: 309)
  • Sea Folk keep unreadable expressions among strangers? (IV: 312)
  • Sea Folk are said to care only about sailing and searching for the Coramoor, the Chosen One. (I: 356)
  • Sea Folk refer to ships as masculine. (IV: 311)
  • Sea Folk rarely go on land - men weep when they must serve ashore.  (IV: 316)
  • touching the heart is the salute of a Sea Folk deckboy. (IV: 318)
  • it takes 7-10 days for an Sea Folk raker to sail to Tanchico from Tear, an unbelievable speed for any other type of ship. The next fastest ship would take 15 days, and a coasting craft could take up to 100. (IV: 335)
  • Sea Folk never take a ship further from open sea than nearest port.  (VI: 123)

Games and entertainment

Sayings

  • kissing one's fingertips and touching them to another's lips is a gesture of honor between lovers and family members. (IV: 641)
  • desc of formal greeting (IV: 311)
  • desc of tea ritual (IV: 314)
  • The Light be merciful to all who sail. (IV: 312)
  • If it pleases the Light. (IV: 313)
  • The Light see us safe to docking. (IV: 316)
  • desc of why Sea Folk refer to their ships as "he" (IV: 335)
  • shorebound (non-sailors) (IV: 314)
  • Father of Storms (Dark One) (IV: 318)
  • The wave that has passed cannot be called back. (IV: 333)
  • If it pleases the Light, all will be well. All will be well, and all manner of things will be well, if it pleases the Light. (IV: 334)
  • The Light illumine [his/her] soul, and the waters take [him/her] peacefully. (IV: 335)

Courting and marriage

  • examples of Sea Folk familial relationships (IV: 311)
  • Sea Folk divided into clans? (VI:  376)
  • kissing one's fingertips and touching them to another's lips is a gesture of honor between lovers and family members. (IV: 641)

Family life

  • Sea Folk feel you must be born and die on water, a woman will go onto a rowboat to give birth if she has to, to fulfil this, and corpses are given burial at sea. (IV: 316)

Magic and channeling

  • Sea Folk very rarely agree to carry Aes Sedai passengers, and Aes Sedai are the only people who may be refused passage, "and almost always are, as from the first day of the first sailing." Knowing this, the Aes Sedai rarely bother asking. (IV: 314-315)
  • many Sea Folk consider Aes Sedai bad luck. (IV: 318)
  • the real reason the Sea Folk are leery of Aes Sedai is because some Windfinders can Channel. (IV: 333)
  • there are Sea Folk Aes Sedai. (II: 52)
  • the Sea Folk send a few girls to the Tower so the Aes Sedai won't come looking for them and find out about the Windfinders. (IV: 334)
  • Sea Folk Windfinder could feel Elayne and Nynaeve's strengths. (IV: 334)

Healing and herbology

  • the Sea Folk have an oily potion to help those with seasickness.  (IV: 641)

Political Description

External politics

  • Sea Folk very close-mouthed with non-Sea Folk. (II: 108)
  • the Sea Folk are seen as secretive, and keep to themselves, they are almost as mysterious as the Aiel. (IV: 309)
  • even the Sea Folk know little of the lands beyond the Aiel Waste. They allowed only to dock in certain harbors, which are walled and closely guarded. Any ship other than the Sea Folk, or Sea Folk who go where they're not permitted simply disappear. (IV: 331)
  • Sea Folk refuse to cross Ayrth Ocean, they say the Islands of the Dead are on the other side. (II: 108; III: 20)
  • the Sea Folk don't approve of the excessive Cairhien revelry during the Feast of Lights. (VI: 666)

Internal politics

Intra-ship politics

  • the Cargomaster on a Sea Folk ship conducts trade based on the travel route. (IV: 317)
  • Sea Folk pay gleemen well. (II: 382)

Inter-ship politics

  • the Sailmistress and Windfinder of one vessel would honor their counter-parts on another vessel by bathing together, serving honeyed wine, and telling tall tales. (IV: 319)
  • it's the Windfinder, not the Sailmistress, who decides whether to accept passengers? (IV: 316-317)
  • the crew of a Sea Folk ship is half male, half female. (IV: 569)
  • Sea Folk Sailmistress' feelings towards her ship. (IV: 335)

The military and warfare


Trade and Economy

  • Sea Folk do not "charge" for passage, rather passengers exchange a gift of value equal to the gift of passage. (IV: 311)
  • it's the Windfinder, not the Sailmistress, who decides whether to accept passengers? (IV: 316-317)
  • the Sea Folk make the best looking glasses and burning lenses off on one of their islands. Spectacles are very rare. (IV: 317)
  • the Cargomaster on a Sea Folk ship conducts trade based on the travel route. (IV: 317)
  • the Sea Folk trade a good deal of silk through Tear. (III: 590)
  • the Sea Folk trade ivory and silk that they buy from lands beyond the Waste. (IV: 309)
  • the sources of ivory and silk are not known in the known part of the world, even to the SF who trade for them. (IV: 331)
  • Sea Folk porcelain as thin as leaves. (IV: 76)
  • porcelain in golden color. (IV: 76)
  • thin, green porcelain of Sea Folk costs its weight in silver. (III: 217)
  • Sea Folk pay gleemen well. (II: 382)
  • it takes 7-10 days for an Sea Folk raker to sail to Tanchico from Tear, an unbelievable speed for any other type of ship. The next fastest ship would take 15 days, and a coasting craft could take up to 100. (IV: 335)
  • the Sea Folk have an oily potion to help those with seasickness.  (IV: 641)
     
  • the sources of ivory and silk are not known in the known part of the world, even to the Sea Folk who trade for them. (IV: 331)
  • the Sea Folk make the best looking glasses and burning lenses off on one of their islands. Spectacles are very rare. (IV: 317)
  • there is at least one non-Sea Folk craftsman who makes lenses and looking glasses. (V: 463)
  • the "vast" sum of 3000 gold is considered necessary to convince a Sea Folk Sailmistress to change her sail plans, enough money to buy at least one ship, and probably more. (IV: 314)

People

Physical looks

  • the Sea Folk are not overly tall, of only average height. (IV: 311)
  • the Sea Folk are dark with curly hair. (III: 343)
  • the Sea Folk are dark-skinned, with straight black hair. (IV: 309)
  • Sea Folk man dark skinned and tattooed. (V: 234)
  • the Sea Folk are a graceful people, especially the women, who are also rumored to be exceptionally beautiful and tempting. (IV: 309)

Clothing

  • sailors go barefoot and bare-chested. The men are clean-shaven. (IV: 309)
  • both genders wear gold or silver necklaces, and earrings, sometimes more than one and with stones set in them. (IV: 309)
  • the number of earrings and other jewelry indicate rank among the Sea Folk. (IV: 310)
  • one of the tattoos is of stars and seabirds surrounded by stylized waves. (IV: 310)
  • gold wire inlays and carving decorate belt knives. (IV: 311)
  • desc of Sea Folk Windfinder jewelry (VI: 448)
  • the Sea Folk have tattoos on their hands. (IV: 309)

Women

  • both genders wear baggy breeches of dark, oiled cloth, held up by narrow, colorful sashes, and left loose at the ankle. (IV: 309)
  • a few women have nose rings. (IV: 309)
  • the women wear loose, colorful blouses when near the shore. (IV: 309,  313-314)
  • the Sailmistress and Windfinder wear clothes of the same cut as the others, but made from finer cloth. They have a chain linking their nose ring and earrings, hung with gold medallions. (IV: 310)
  • they also wear a gold perfume box around their neck, which emits a musky scent. (IV: 310)
  • two-tiered fringed red parasol marks a clan Wavemistress. (VI: 124)

Men

  • both genders wear baggy breeches of dark, oiled cloth, held up by narrow, colorful sashes, and left loose at the ankle. (IV: 309)
  • a Sea Folk man has a tattoo of a six-pointed star on his right hand, marks of clan and line on his left. (II: xviii)
  • a single tiered red parasol marks a Blademaster. (VI: 124)

Coats

Military

Talents, skills, characteristics


Design Considerations

Landscape

Plant life

Animal life

Building exteriors

  • the Sea Folk raker has square and triangular sails. (VI: 326)
     

Building interiors

Food and drink

  • the Sea Folk serve their tea hot, bitter and unsweetened. (IV: 314)

Cities/Towns/Sites

Aile Jafar

Aile Somera

Cantorin

Occupied by the Seanchan (since Falme)

  • the mainland is hundreds of miles to the east of Cantorin. (IV: 50)
  • Cantorin Harbour is in the shape of a wide, lop-sided bowl. (IV: 44)
  • beyond the seawall is an inner harbor filled with Sea Folk ships.  (IV: 44)
  • there's a mudflat near the harbor mouth. (IV: 44)
  • the island is governed by a Sea Folk Governor, who lives in a grand palace. (IV: 45)
  • the palace has a colonnaded terrace. (IV: 44)
  • pale wood panels in palace. (IV: 45)
  • the palace floor is inlaid with a pattern of light and dark woods.  (IV: 46)
  • Cantorin is part of Aile Somera? Dantora part of Aile Jafar? (IV: 641)
  • the deepest part of the known sea is near Aile Somera. (IV: 921)

Dantora

Tremalking

  • one of the Sea Folk isles. (I: 356)
  • there is a stone hand 50 feet high holding a crystal sphere on the isle.  (I: 356)
  • there is a twin to the huge sa'angreal at Tremonsien in Cairhien, a female statue on Tremalking. (II: 456)

The Wheel of Time and all its subject matter is copyright by Robert Jordan.  Morrowind, the gaming engine, and the modules created for it are copyright by Bethesda.  This project is a not-for-profit endeavor.  It is done in homage to a great fantasy series.  It is not intended to be an official representation of the works of Robert Jordan.
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Last updated: August 31, 2005.