Wheel of Time - Morrowind Mod

Aiel Waste

[Home] [Members] [Links and Downloads] [Forums] [Modder's Resource] [Files and Pictures] [Design Specs] [Project Plan] [What's New] [Issues] [Search]


Up

Table of Contents

Description

    Culture

    Games and Entertainment

    Naming

Political Description

     General Politics

          Oath Giving

          Spying

          Crime

          Miscellaneous

     Internal Politics

          Hold Politics

          Politics between Societies

          Sept and Clan Politics

     External Politics

          Aes Sedai

          Ogiers

          Tinkers

          Wetlanders

 

Trade and Economy

People

    Physical Looks

         Markings

    Clothing

        Men

        Women

        Coats

        Military

        Wise Ones

        Gai'shain

Design Considerations

    Landscape

    Plant life

    Animal life

    Building exteriors

    Building interiors

    Food and drink

    Miscellaneous items

 

Cities/Towns/Sites/Holds

     Bent Valley Hold

     Cold Rocks Hold

     Colrada Hold

     Comarda Hold

     Hot Springs Hold

     Mainde Cut Hold

     Red Springs Hold

     Shiagi Hold

     Shende Hold

     Smoke Springs Hold

     Sulara Hold

     Alcair Dal

     Chaendaer

     Chain Ridge Stand

     Imre Stand

     Rhuidean

 

    


Description

The Aiel Waste is an almost waterless region to the East of the 10 Nations.  It contains desert-like conditions, maybe like the California desert to make it interesting.

Culture

  • young Aiel often travel to the Blight to hunt Trollocs, including women, who join the Maidens of the Spear. (I: 374-375)
  • an Aiel can run 50 miles and fight a battle once he gets there. (II: 170)
  • Aiel will not ride horses or use swords. (II: 170)
  • an Aiel would literally rather die than touch a sword. (V: 48)
  • no Aiel would touch a sword, even to remove gems set into it. (V: 275)
  • Aiel are not forbidden to ride horses, but feel contempt for those who do not use their own legs to get somewhere. (IV: 788)
  • the Aiel will not destroy a book. (II: 259)
  • the Aiel seeks after books so avidly because none are manufactured in the Waste. (VI: 287)
  • most Aiel know how to read. (IV: 605)
  • Aiel have distinctive/different handwriting. (V: 345)
  • the Jenn Aiel is the thirteenth clan. (II: 410)
  • an Aiel will not strike any woman who is not a warrior, except to save a life. (II: 411)
  • no Aiel had crossed the Dragonwall since they first came to the Waste, up until the Aiel War. (IV: 562)
  • the Aiel don't seem to understand the custom of knocking. (VI: 290)
  • an Aiel suffers more from shame and embarrassment than he/she would from physical pain. (VI: 294)
  • the Aiel never use maps, they claim not to need them. (VI: 321)
  • no Aiel turns away from a possible fight. (VI: 327)
  • most Aiel feel uncomfortable in cities. (VI: 351)
  • desc of types of tests administrated by Wise Ones to determine health  (VI: 357)
  • the Aiel are not mindless killers. (V: 268)
  • although most people think the Aiel show no emotion, they're just very reserved. (VI: 399)
  • even the Aiel have moments where they fail to hide their emotions.  (VI: 522)
  • most Aiel disapprove of public displays of affection like kissing?  (VI: 666)
  • the Aiel disapprove of the excessive revelry in Cairhien during the Feast of Lights. (VI: 666)
  • Aiel duel?? (VI: 675-676)

Games and entertainment

  • Aiel men do not sing after childhood except for battle chants and dirges for the slain. (I: 374)
  • desc of Aiel singing and music (IV: 950)
  • "The Aiel did not (sing); among them, men did not sing except for battle chants or laments for the slain, and neither did Maidens, except among themselves." (V: 80) (Jak)
  • Aiel dance: play pipes, leap into the air doing high kicks, somersaults and backflips, can break your bones if performed wrong. (V: 509)
  • Aiel warriors only sing battle hymns. (V: 509)
  • how to play the "game" of Maiden's Kiss (IV: 65-66)
  • the Aiel make wagers with each other. (IV: 142)
  • the Aiel are fond of making wagers. (V: 285)
  • the Aiel are not humourless, but what they find amusing is often unusual to non-Aiel. (IV: 175, 474)
  • flip is an Aiel game of tossing knife into the ground. (VI: 305)
  • Aiel knife game involving flipping a knife into the ground. (IV: 718)
  • "The game was to take a drink, then try to hit a target thrown into the air with a knife."  (the targets in this instance were old pieces of wormholed wood.) (V: 80) (Jak)
  • the Aiel don't play cards. (V: 80)
  • Aiel games: cats cradle, stones, Thousand Flowers - tiles laid out in patterns (Mah-jongg?) (V: 87)
  • game of cat's cradle. (VI: 383)
  • Aiel enjoy participating in informal "jibe" contests, trying to get the best of each other. (VI: 96)
  • taunting is almost an art among the Aiel. (VI: 107)
  • the Aiel knit. (VI: 383)
  • while in the Waste, a gleeman will be allowed anything short of murder by the Aiel. (IV: 797)
  • the Aiel applaud by drumming their spears on shields, whistling and making ululating cries. (IV: 611)
  • the Aiel are great believers in taking exercise. (VI: 301)

Naming

  • *in seems to be a popular suffix for Aiel names. (IV: 414)

Political Description

Banner: two golden leopards on a field checked four-by-four in red and blue.

General Politics

Oath giving

  • the water oath is the most binding oath between Aiel. (IV: 360; V: 350)
  • during the water oath, each person holds a cup for the other to drink.  (V: 350)
  • Aiel Pledge: (V: 64) (Jak)
    PLEDGE: Till Shade is gone, till water is gone, into the Shadow with teeth bared, screaming defiance with the last breath, to spit in Sightblinder's eye on the Last Day.
    RESPONSE: By my honor and the Light, my life will be a dagger in Sightblinder's heart.
    FURTHER RESPONSE: Until the Last Day, to Shayol Ghul itself.

Spying

  • the Aiel have a very negative attitude towards spies, or even people trying to pry. (IV: 348)
  • the Aiel consider spying a violation of honour. (V: 63)

Crime

  • the Aiel take a very dim view of thievery and harshly punish thieves.   (IV: 976)

One punishment could be forcing the offender into the waste without water.

Miscellaneous

  • Aiel welcome: We offer water and shade. (IV: 381)
  • some Aiel take on the role of mediators, known as peacetalkers. (IV: 578)
  • the bloodprice is an Aiel penalty for death? (IV: 583)
  • the Aiel always travel with scouts, who are often members of the Society of Maidens of the Spear. (IV: 587)
  • guests are presented with towels to wash and a silver cup of water as a formal greeting. (IV: 812)
  • the Aiel believe a forced apology is no apology at all. (IV: 821)
  • even non-warrior Aiel take up arms to defend their Hold when it's attacked. (IV: 830)
  • the Aiel have groups of men and women similar to the Women's Circle and the Men's Council, with a similar relationship. (IV: 947)
  • Aiel group by warrior societies, rather than clans, at large meetings, to keep the peace. (IV: 953)
  • the Aiel sometimes sell uninvited visitors "like animals" to Shara, or kill them. (V: 64)
  • desc of misc. Aiel rules (VI: 313)
  • the Aiel feel it's shaming to refuse an offer of hospitality, even if issued by a blood enemy. (VI: 361)
  • laying a knife at another's feet declares a personal feud with that person. Anyone can declare a feud with anyone else, other than a Wise One or a blacksmith. (VI: 384)
  • most Aiel ceremonies are short and to-the-point? (IV: 806)
     

Internal Politics

Hold Politics

  • one must enter a Hold with face uncovered and making noise, to make it clear that you're not trying to sneak in for attack. (IV: 802-803)
  • ceremony to request entry to a Hold:  (IV: 806) (Jak)
    CLAN CHIEF REQUEST: I ask leave to enter your hold, roofmistress.
    RESPONSE: You have my leave, clan chief.
    GENERAL REQUEST: Roofmistress, I ask leave to come beneath your roof.
    RESPONSE: You have my leave, <name>.  Beneath my roof, there is water and shade for you.
    RESPONSE TO A STRANGER:  You have my leave, to step beneath my roof.  Water and shade will be found for you.
  • beggars are granted shelter at Holds on request? (IV: 807)
  • guests to the roof give a gift to the roofmistress. (IV: 810-811)
  • when there are too many people for the size of a Hold, the sept must divide. (IV; 856)

Politics between Societies

  • each warrior society has a roof within each Hold. (IV: 819)
  • while every Aiel Clan, Society and all Aiel in general have hand signals, but only the Maidens have made a full language of these gestures.  (VI: 198)
  • Aiel group by warrior societies, rather than clans, at large meetings, to keep the peace. (IV: 953)

Sept and Clan Politics

There are twelve Clans living in the Aiel Waste.  Each clan is split into many septs.  Each sept has its own stronghold and a sept chief and roofmistress to govern the sept.

  • when Aiel Clans meet: (IV: 947)
    "If two Aiel from different clans meet, they discuss water. Three from three clans, and they discuss water and grazing."
    "And four?"
    "Four will dance the spears."
  • the Aiel attitude towards their chiefs is not the "fawning deference"  wetlanders show towards their lords. Rather, the chiefs are shown respect, and given an obedience between equals. (IV: 360)
  • the clan chiefs are all equal to each other, and don't worry about status or precedence amongst themselves. (V: 477)
  • the only people among the Aiel who have chairs are the clan chiefs, who use them for pronouncing judgment or receiving submission of an enemy.  (VI: 535)
  • the septs sometimes raid one another and steal goats or cattle. (IV: 360)
  • whenever two or more clan chiefs meet, the accompanying Aiel get together a sort of fair. (IV: 804)
  • the Goshien and Shaarad clans have blood feud. (IV: 297)
  • the Shaarad dislike the Goshien, the Taardad and the Nakai dislike the Shaido. (IV: 360)
  • at least one clan chief has tried to unite the clans. (V: 61)
  • description of how chiefs would travel to meet Rand: (IV: 814) (Jak)
    "...each clan chief would bring a few warriors to the Golden Bowl, for honor, and each sept chief, as well.  Added together, it meant perhaps a thousand men from each clan."
  • the clan chiefs rarely speak of or display their Rhuidean markings.  (VI: 290)
  • if a chief dies, his wife leads until a new chief is chosen. (IV: 815)
  • a clan or sept chief comes to a meeting with other chiefs with guards from his warrior society. (IV: 944)
  • the chief and/or battle leader of an Aiel army gets one tenth of the fifth. (V: 355)
  • roofmistresses meet sometimes. (IV: 947)
  • young clan chiefs are rare. (IV: 955)
  • marriage between members of feuding clans is very rare. (V: 78)

External Politics

  • on meeting an innkeeper's wife, an Aiel treated her like a roofmistress, giving her a guest gift for entry to her roof. (IV: 471)

Aes Sedai

All who are not Wise One's will have a positive disposition to Aes Sedai.  Wise One's will have a negative disposition.

  • those Aiel who haven't been to Rhuidean are more likely to honor Aes Sedai. (IV: 811)

Ogiers

Aiel and Ogier have a positive disposition towards each other.

  • the Aiel have long been Waterfriends with the Ogier, and often go to the stedding to trade. (VI: 317)

Tinkers

Aiel have a negative disposition to Tinkers.

  • Aiel call Tinkers the Lost Ones. (I: 375)

Wetlanders

 


Trade and Economy

The Aiel raise crops on their roofs, herd sheep, goats, and cattle.  They mine gold and silver and less precious ores (iron? copper?)  and work the metals.  They mine sapphires, rubies, moonstones, and firedrops but do not cut these although they might use them in their jewelry work.  The Aiel weave and knit from wool and goat hair (algode).

Weaving and jewelry making are the primary trading items for the Aiel.   They trade mainly with peddlers and Shara.

  • the Aiel herd sheep, goats and a pale, long-horned cattle. (IV: 800)
  • the Aiel commonly raid the Border Reaches of Shienar. (VI: 585)
  • silk comes from the land beyond the Aiel Waste. (II: 452)
  • the Aiel don't use a lot of currency, rather they trade with nuggets of gold and silver, or valuable goods. They are skilled at assessing an object's value and bargain hard. (IV: 605)
  • peddlers in the Waste find the following popularly-sought goods: lace, velvet, ribbon, needles, pins, perfume, tabac, bath salts, wine, brandy.  But they have little interest in the following: silk (cheaper to buy it to the east), ivory, pots and knives (Aiel smiths are very skilled).  (IV: 605)
  • merchants set up pavilions at the fair, sell goods like rugs, pottery,  jewellery, silk and ivory. (IV: 945)
  • some Aiel are traders. (V: 82)
  • the Aiel sometimes sell uninvited visitors "like animals" to Shara, or kill them. (V: 64)
  • there are no taxes among the Aiel. (V: 355)
  • the Aiel grow their own tabac in the Waste. (V: 620)
  • the Aiel appreciate art and craftsmanship. (IV: 811)

People

Physical looks

  • the Aiel are tall. (II: 408)
  • the Aiel are naturally pale, but usually tanned because of the sun in the Waste. (III: 671)
  • there are no fat Aiel? (IV: 951)
  • Aiel hair color ranges from reddish brown to platinum blonde. (II: 506)
  • Aiel hair color ranges from white blonde to red, to darker. (IV: 368)
  • no Aiel have dark eyes. (IV: 407)
  • most Maidens are slim-chested. (V: 347)

Markings

  • description of the dragon marks gained in Rhuidean: (IV: 551) (Jak's)

"Around his forearm would a shape like that on the Dragon banner, a sinuous golden-maned form scaled in scarlet and gold."

"The thing looked like a part of his skin, as though that nonexistant creature itself had settled into him.  His arm felt different, yet the scales sparkled in the sunlight like polished metal; it seemed if he touched that golden mane atop his wrist, he would surely feel each hair."

  • no known way to imitate the marks of Rhuidean. (IV: 815)

Clothing

  • Aiel wear shoufas on their heads. (I: 617)
  • the Aiel knit. (VI: 383)
  • the Aiel don't dress with sex appeal in mind. (IV: 955)

Women

Women wear skirts, blouses, and shawls, all in drab browns or grays.  They may wear a little or a lot of jewelry - mainly bracelets and necklaces.  Boots are soft, laced knee-high boots.

  • description of Aiel: (III: 432) (Jak)
    "...her hands were empty,  and she wore no visible weapon. Blue-green eyes and reddish hair cut short except for a narrow tail that hung to her shoulders; soft, laced knee-boots and close-fitting coat and breeches all in the shades of earth and rock.....this woman was Aiel."
  • young girls wear short skirts and braided pigtails. (IV: 574)
  • Aiel women are rarely without their shawls. (VI: 259)
  • Aiel women (except for Maidens and gai'shain) wear multiple bracelets and necklaces. (V: 130)
  • women traders wear twice as much jewelry as the average women. (V: 130)

Men

Men and Maidens wear the cadin'sor which is a coat and breeches in brown or grays.  Boots are soft, laced knee-high boots.

  • Aiel men always go clean-shaven. (VI: 583)

Military

  • warriors wear a shoufa with a black veil attached. (IV: 818)
  • warriors wear clothing in natural colors, short spears, short bows, hide bucklers and long knives. (II: 408)
  • only certain Aiel may wear the cadin'sor. (IV: 215)  Check this quote.  White book says all men and maidens.
  • the cadin'sor is not identical for all warriors - the cut of the coat indicates the wearer's clan and warrior society.(VI: 314)

Wise Ones

  • the Wise Ones wear bulky brown skirts, loose white blouses and brown shawls, as well as jewellery if they wish, the dress of most Aiel women.  (IV: 217)

Gai'shain

  • gai'shain are only supposed to wear white. (VI: 383)
  • gai'shain wear sandals and hooded white robes. (IV: 381)

Design Considerations

Landscape

Use the ashland desert.  Like the ashlands, bleak, little or no vegetation. Only in clumps. Very little water. Probably a water source at every hold. 

Add sapphire, gold, silver, rubies, moonstones, and firedrop mines.

  • how to find water in the Waste (IV: 791)
  • in the Waste, you boil by day and freeze by night, and only an Aielman can find water there. (I: 339)
  • desc of the heat of the Waste (IV: 366)
  • the heat of the Waste can actually kill those not accustomed to it.  (IV: 371)
  • cattle and goats are herded in the Waste. (II: 170)
  • the Aiel herd goats and sheep. (IV: 598)
  • the Aiel call the Waste the Three-Fold Land - a shaping stone to make us, a testing ground to prove our worth, and a punishment for our sins.  (II: 410)
  • the Aiel have no cities. (IV: 357)
  • there are places where something like the Peace of Rhuidean is in effect, one of them is Alcair Dal, which is near to Cold Rocks Hold and Rhuidean.  (IV: 560)
  • desc of Alcair Dal (IV: 953)
  • Trollocs only a few miles from the Blight south into the Waste. (IV: 599)
  • it has never rained in the Waste? (V: 363)
  • the Aiel never use maps, they claim not to need them. (VI: 321)
  • desc of the Waste's terrain (IV: 582)
  • desc of Waste landscape (IV: 791)
  • desc of Waste (IV: 943)
  • desc of Waste (V: 136)
  • vehicles like wagons have rough going in the Waste's terrain. (IV: 595)
  • there is very little wood in the Waste. (V: 59)
  • Shiagi Hold (IV: 815)
  • Chain Ridge Stand - between the Goshien and Shaardad territories.  (IV: 955)
     

Plant life

Cactus - flowering and desert sweetbarrel, bittergreen, fire fern, scathecraw.  No trees.

Crops are grown on the roofs of the houses.  Fruits and vegetables are grown.  Other desert plant life is scarce.

Animal life

Building exteriors

Holds contain the permanent structures of the Waste.  They are mainly built in caverns, either natural or carved out, that contain caves, like some of the American Indian tribes.  Terraces with doorways and tenting.  Stairways of stone.  Roof are usually flat to grow plants.  Exteriors are clay or brick.

  • when traveling, the Aiel shelter in low, open-sided tents that blend easily with the terrain. (IV: 368)
  • the tents rise to a peak around a hole, with barely enough room to stand. Bright cushions and rugs decorate the tent. (IV: 381)

Building interiors

Aiel interiors have floors carpeted with rugs with mats and cushions for seating.  The walls are clay or brick and are covered with tapestries and shelving.  The wall hangings, rugs, and cushions are very colorful with bright textures.  Tables are found in Aiel structures but no chairs.  The shelves contain books, statues, porcelain pots and other items, as well as any unique, useful or beautiful item taking during looting.  Silks and ivory items are popular from trade with Shara.

  • Aiel don't like sitting in chairs, they prefer cushions on the floor.  (IV: 175)
  • Aiel are unused to sitting in chairs. (VI: 522)
  • the Aiel use sweat tents for cleaning, and gathering there is also an important social ritual. (IV: 577)
  • staera are slim, curved pieces of bronze used to scrape and clean the skin within the sweat tents. (V: 99)
  • both sexes of Aiel share the same sweat tents. (VI: 301)
  • description of chief's chair: (IV: 810) (Jak's)
      "Rand saw only one chair, tall-backed and lacquered red and gold, with a look of not much use, the chief's chair, Aviendha called it."
  • the only chairs in the Waste belong to the clan chiefs, and are only used for three reasons: 1. when being acclaimed chief, 2. to accept the submission of an enemy with honor, 3. to pass judgment

Food and drink

  • the Aiel never waste any potable beverage. (V: 520)
  • the Aiel prefer strong ale to drink. (IV: 604)
  • goat roasted with dried peppers, and a spicy, flecked yellow mush.  (IV: 609)
  • spicy goat and pepper stew, peas, squash, bread of zemai flour, long bright red and green beans, zemai with chunks of t'mat, and tough-skinned, sweet bulbous fruit from the kardon plant (cactus). (IV: 812)
  • the Aiel drink dark-brewed tea. (IV: 819)
  • oosquai (made from zemai), has a brownish tinge and little taste, but is very potent alcohol. (IV: 944)
  • olives are rare in the Waste. (V: 62)
  • pea soup (V: 67)
  • flat, pale bread made from zemai, gara and bloodsnake. (V: 276)
  • the Aiel grow their own tabac in the Waste. (V: 620)
  • porridge with dried fruit is a popular morning food. (VI: 308, 360)
  • motai - a sweet and tasty grub. (VI: 650)
  • dried goat, hard flatbread, hard blue-veined white cheese with a tart taste - travelling food. (III: 458)

Miscellaneous items

  • given the shortage of wood, dung is burned as a source of fuel. (IV: 572;  V: 88)
  • Aiel eat stretched out on the floor in whatever position is most comfortable. (IV: 812)
  • the Aiel consider bathing shocking because of the waste of dirtying so much water simply to clean the body. (IV: 175)
  • nakedness is not a taboo, or much of a social concern, even between the sexes. (IV: 175)
  • Aiel feel like they're literally "breathing water" in the wetlands.  (IV: 296)

Cities/Towns/Sites/Holds

Bent Valley Hold

Cold Rocks Hold

  • Cold Rocks is 12 days walk from Imre Stand. (IV: 801)
  • desc of outer area of Cold Rocks (IV: 802)
  • desc of Hold (IV: 805, 187-818)
  • Cold Rocks is the size of a fair-sized town. (IV: 805)
  • children and gai'shain tend roof and terrace gardens of the Hold.  (IV: 805)
  • desc of Hold houses - yellow clay bricks or grey stone, no glass windows, curtains, there's a gong beside the roofmistress' house (IV: 809-810)
  • desc of inside of house (IV: 810)
  • it's 3-4 days from Alcair Dal from Cold Rocks. (IV: 815)
  • desc of Aiel bedroom (IV: 823)
  • the gong by the Roofmistress' house is an alarm? (IV; 828-829)
     

Colrada Hold

Comarda Hold

Hot Springs Hold

Mainde Cut Hold

Red Springs Hold

Shende Hold

Shiagi Hold

  • Shiagi Hold (IV: 815)

Smoke Springs Hold

Sulara Hold

Alcair Dal

  • desc of Alcair Dal (IV: 953)

Chaendaer

Chain Ridge Stand

  • Chain Ridge Stand - between the Goshien and Shaardad territories.  (IV: 955)

Imre Stand

  • there is water at Imre Stand. (IV: 595)
  • Imre Stand is in Taardad land. (IV: 598)
  • it is made up of a crude stone building built against the base of a butte. It has small arrow slits, with dirt and growth on its roof. It is joined to another structure on a ledge by a crevice. (IV: 598)
  • the Stand is a shelter for herdsmen, and is entered via a rough wooden door. (IV: 599)
  • Imre Stand is at least 200 leagues south of Blight. (IV: 613)
  • there are two other Stands within 12 days walk of Imre Stand. (IV: 800)
  • Cold Rocks is 12 days walk from Imre Stand. (IV: 801)

Rhuidean

TSR pb pg 366:

Description of landscape:  Rigged slab-sided mountains that looked carved by a mad giant's axed.  At the center, a long barren valley far below, a mass of dense fog billowing like clouds.  Out of that stuck the tops of towers, some spired, some ending abruptly as if masons still worked.

Aiel camps visiting are on the slopes, not sure which ones though.

TSR paperback pg 392:

Smaller than Tear of Caemlyn but the empty streets are broad as any Mat had seen with wide strips of bar dirt down their centers as if trees had grown there once and great fountains with statues.  Huge buildings flanked the streets, odd flat-sided palaces of marble and crystal and cut glass, ascending hundreds of feet in steps or sheer walls.  There are no small buildings only immense palaces with gleaming columns fifty feet thick climbing a hundred paces in red or white or blue and grand towers, fluted and spiraled, some piercing the clouds.  The city was unfinished.  Many of the structures ended in the saw teeth of abandoned construction.  Colored glass made images in some huge windows (stained glass) serenely majestic men and women thirty feet tall or sunrises and starry night skies.  Other windows were empty.  

Pale smooth paving stones in the streets.

  • the slopes above Rhuidean are called Chaendaer. (IV: 226)
  • desc of the valley or Rhuidean (IV: 366)
  • an unnatural fog surrounds Rhuidean, covers the city like a dome.   (IV: 390, 392)
  • the city is on the smallish side, with wide avenues, fountains, statues, huge buildings, palaces of marble, crystal, cut glass and towers.  (IV: 392)
  • the city is unfinished, with the colours red, white and blue prominent.  (IV: 392)
  • there are many stained glass windows, depicting huge people and landscapes. (IV: 392)
  • the city is utterly arid and waterless, although a veritable ocean of good water lies deep beneath the city. (IV: 392, 394)
  • the soil of Rhuidean is poor. (IV: 394)
  • the city stretches out a mile around a huge central plaza. Avendesora is planted in the centre of that plaza. (IV: 395)
  • one feels a sense of peace and well-being beneath the branches of Avendesora. (IV: 396)
  • Rhuidean is shielded in some way. (IV: 971)
  • desc of Rhuidean (V: 57)
  • desc of building in Rhuidean (V: 86-87)
  • desc of Rhuidean fountains (V: 132)
     

 

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.
For problems or questions regarding this web contact the webmaster: Kiriel@direcway.com.
Last updated: August 31, 2005.