The White Tower
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An Aes Sedai never lies, but the truth she speaks may not be the truth you think you hear.

Sigil: A stylized white flame; a white teardrop, point up, the White Flame, the Flame of Tar Valon.
Banner: Th eflame of Tar Valon centered in a swirl or spiral of seven colours, running in order from the topmost centre: blue, green, white, brown, grey, yellow, red. Each element of the spiral circles the flame completely one time before its widest end reaches the edge of the banner.

Aes Sedai
Throughout the centuries of upheaval since the Breaking of the World, only the city of Tar Valon and the Aes Sedai within it have managed to retain both their sovereignty and traditions in an unbroken line since the White Tower was first established in 98 AB. No kingdom or people, save perhaps the Ogier, has managed to approach the longevity of the White Tower's reign in Tar Valon, much less attain the level of influence the Aes Sedai wield though out the rest of the land, this despite the fact that no other kingdom claims to fully trust, or even understand them. Some still hold them responsible for the Breaking of the World. Of course, many of the Aes Sedai claim that their traditions are unchanged since before the Breaking, but the historical evidence indicates that modern Aes Sedai differ greatly in organization and level of knowledge from their predecessors during the Age of Legends.

Although Aes Sedai have the world think that the White Tower has a monopoly on wielding the One Power, at least among women - indeed, many believe it is so - the fact remains that there are women who can channel who are not part of the Tower, and their number is unknown. Few Aes Sedai recruit, normally, although when they do discover a girl who can learn to channel, they let nothing stand in the way of enrolling her as a novice in the Tower. (Historically most novices have been sixteen or younger when first enrolled, and the Tower usually has refused to accept any novice over the age of eighteen as to old to adapt to the discipline.) Rather than scouring the countryside, the preferred method is to allow the girl to come to an Aes Sedai and ask, and better yet, for her to come to the Tower itself. Women who can channel and are not part of the Tower include wilders, who develop the ability in themselves, and women who have been sent away from the Tower for one reason or another, and of late there have been rumours concerning Aiel Wise Ones and the Windfinders of the Sea Folk. Women who can channel but are not Aes Sedai almost inevitably maintain an extremely low profile, frequently finding their abilities from everyone around them and even moving to another town if those abilities are suspected. The reason is quite simple: fear that the Aes Sedai might believe they were claiming to be Aes Sedai. Aes Sedai punish such false claims with a severity the recipient remembers the rest of her life.

While women who can channel without the White Tower's blessing walk warily and keep from sight, men who can wield the One Power have much more to fear. They are hunted, most particularly by the Red Ajah, and once captured they are, by Tower law, carried to Tar Valon to be tried and gentled, cut off from the ability. Historically, few of these men have remained at large long enough to cause any widespread damage, but they have been objects of fear and loathing since the Breaking. Frequently even a man's own family will betray his secret to the Aes Sedai.

Political Strength Of The Tower
The Aes Sedai claim that no one but a channeler can truly understand another channeler, and indeed fear, distrust and hate are natural by-products of ignorance where something as awesome as the One Power is concerned. Were they not backed by the political strength of the White Tower, the channelers would be prey to all manner of attacks from those who consider them witches. To avoid this, the Aes Sedai have seen to it that nearly all rulers have had as Aes Sedai advisor at one time or another. These are even those who say, though not within range of Aes Sedai, that the kings and queens are little more than puppets, serving the whims and dictates of the White Tower's hidden agendas. Though many rulers would certainly argue that point, none are likely to dispute the fact that the Aes Sedai meddle in many affairs that do not seem to concern them. It is said that the Aes Sedai invented the Great Game - also known as the Game of Houses.

A Breed Apart
The distrust with which Aes Sedai are often viewed is also caused by the fact that they are different. Channelling the One Power changes them. The ageless face of Aes Sedai is well known. One who is old enough to be a great-grandmother may have only a few grey hairs, and will have no lines or wrinkles. In addition, Aes Sedai live much longer than non channelers - though not so long as those Aes Sedai living during the Age of Legends - because channelling actually slows the ageing process.

Of course the actual weaving if the threads of Power also serves to set Aes Sedai apart, for they accomplish works with the Power that are otherwise impossible, limited only by the Three Oaths they must swear upon being raised Aes Sedai, where non-channelers must rely on their own brawn, brain and man-made tools. Though Aes Sedai abilities certainly have limits, those limits are all but invisible to those who cannot channel.

The Three Oaths
Before being raised to the level of Aes Sedai, each Accepted is required to swear three oaths while holding the Oath Rod, a ter'angreal that makes oaths binding. They are:

  1. To speak no word that is not true.
  2. To make no weapon with which one man may kill another.
  3. Never to use the One Power as a weapon except against Shadowspawn, or in the last extreme defense of her own life or that of her Warder or another Aes Sedai.
These oaths were not always required, but various events before and since the Breaking caused them to be necessary. The second oath was the first adopted after the War of the Shadows. The first oath, while held to the letter, is often circumvented by careful speaking. It is believed that hte last two are inviolable.

Talents
Some Aes Sedai have a special ability in the use of the One Power called a Talent. These Talents manifest in specific area and are seldom related to strength of the individual's ability to channel. The most common Talent is Healing. Other major Talents include Cloud Dancing, the control of the weather, and Earth Singing, which involves controlling movements of the Earth - for example, preventing or causing earthquakes or avalanches. Minor Talents are seldom given a name, such as the ability to see ta'veren or to duplicate the chance-twisting effect of ta'veren (though in a very small area rarely covering more than a few square feet). Some major Talents, such as Travelling - the ability to shift from one place to another without crossing the intervening space - are only now being rediscovered. Others, such as Foretelling - the ability to foretell future events, but in a general way - and Delving - the locating of ores and occasionally their removal from the ground - are rare. Many Talents are now known only by their names and sometimes vague description, such as Aligning the Matrix, Spinning Earthfire, and Milking Tears.

One of the Talents until recently believed lost is that of Dreaming, thought to have vanished in 526 NE upon the death of Corianin Nedeal, the last acknowledged Dreamer. With the discovery of the Aiel Dreamwalkers it seems to have resurfaced in the Pattern. Some Dreamers can dreamwalk, having the ability to enter Tel'aran'rhiod, as well as other people's dreams, but all Dreamers have visions within their dreams that go beyond anything they might see in either of these places, that seem to tell of future events in a fairly specific manner. Aes Sedai who have studied the phenomenon and written about it believe that these Dreamers' premonitions are not as certain to occue as those seen within a Foretelling, but concede that they are much more than mere dreams. The scholars believe these dreams indicate possible future events, and must therefore be carefully interpreted. Some say that these dreams are the Pattern's warning of what may happen while there is still a chance to change the flow of the Pattern.

Those with the Foretelling, on the other hand, know that certain events will happen; that these events are firmly set into the fabric of the Pattern, although the Foretellers simply  do not know when and how. Foretelling has often been erroneously considered a type of Dreaming, but it cannot be called at will, and some with the Talent only have one or two "visions" in their entire lifetime. Foretelling is also linked to the Power (only those who can channel may have the Foretelling), but Dreaming and Dreamwalking are not connected to the ability to channel. This may partially explain why there are more Dreamwalkers among the Aiel Wise Ones than Dreamers among the Aes Sedai.

Becoming Aes Sedai
Once a girl is discovered to have the ability to channel or learn to channel, she is brough to the White Tower for years of careful training.

Girls with the spark begin as novices, are given a crouse of study and chores designed to strengthen both mind and body as well as teach them the Aes Sedai way. They learn how to use their gift, and they learn the consequences of its misuse, for though the gift of channeling is given by neture, it can be taken away by a circle of thirteen Aes Sedai. This punishment is rarely executed except for the most extreme crimes against the Tower. As a warning, all novices are required to learn the name and crimes or all women who have suffered stilling within the White Tower's history. No woman has been judicially stilled in over one hundred years.

It normally takes five to ten years of study for a novice to be raised to the next level, that of Accepted. The rule and discipline during this time are very strict. On extremely rare occasions, wilders, women who already know how to channel, are allowed to bypass the novititate level and move immediately to becoming Accepted, depending on their skills and maturity, but in the entire history of the White Tower this has only been done a handful of times, and it is more than controversial. All who wish to be raised to Accepted must pass a final test utilising a ter'angreal kept within a domed room in the bedrock beneath the White Tower. A candidate for Acceptance must strip naked and pass through the three silver arches of this ter'angreal, one at a time, and find her way back. Each candidate is allowed to refuse the test twice, but at the third refusal to enter, or if the novice cannot complete all three passes through the ter'angreal once begun, she is put out of the Tower, never to become Aes Sedai.

According to Aes Sedai, this ter'angreal is said to present the worst fears of the candidate, allowing her to pass through her fears to gain Acceptance. The first passage is for what was, the second for what is, and the third for what will be.Some who enter never return. In each case the ter'angreal gives those tested a compelling reason to stay within its grasp. To emerge they must want to become Aes Sedai more than anything else. Even the Aes Sedai who use it do not know if the worlds within the ter'angreal are real or illusion.

Upon completing this test, a successful candidate is Accepted among the Aes Sedai. As Accepted, she is given a ring in the shape of the Great Serpent, and her plain white novice's dress is exchanged for one with seven bands of colour at both hem and cuffs. The Accepted are somewhat less confined by rules than the novices, and are allowed, within limits, to choose their own area of study.

It usually takes many years for an Accepted to be raised to the level of a full Aes Sedai. The test for Aes Sedai involves demonstrating the ability to channel and maintain calm under "extreme conditions", but its exact nature is a closely guarded secret. To be raised Aes Sedai, the Accepted candidate must swear the Three Oaths on the Oath Rod. As a new Aes Sedai, she must declare which of the seven Ajahs she has chosen for her own; she now has the right to wear the shawl bearing the Flame of Tar Valon and fringed with the colour of her Ajah.

Any woman who comes to the White Tower and can learn is taught, but obviously not all have the potential to become full Aes Sedai. These are taught enough to be safe, to themselves and others, then sent away. For one who does have the potential, however, the Tower's patience seems endless. Slow learners, as opposed to those who attempt tests and fail, are encouraged to go on, and indeed, like other novices and Accepted, are not allowed to leave. Some reportedly have spend several decades in reaching the Aes Sedai shawl. Reports of changes in these positions remain unconfirmed.

Warders
Once a woman has become full Aes Sedai, she may bond a Warder. While most Ajahs hold that an Aes Sedai may have one Warder bonded to her at a time, there is no law concerning the number. Red sisters bond no Warders at all, while Greens bond as many as they wish.

The bonding is done with the One Power, and permanently links the Warder and the Aes Sedai. Ethically the Warder - also called Gaidin, Brother to Battle - must accede to the bonding voluntarily, but it has been known to be done against the Warder's will. The bond gives the Warder the gift of quick healing, the ability to go without food, water or rest for long periods of time, and the ability to sense the taint of the Dark One at a distance. He can also sense certain things about his charge, including her death.

The bond allows the Aes Sedai to know if her Warder is alive, no matter how far away he might be, though it does not tell her the actual distance. When he dies she will know, through the bond, the moment and manner of his death. When a Warder dies, the surviving Aes Sedai often bond another eventually, although rarely before the emotional upheaval caused by the death fades. Some Aes Sedai believe this upheaval is a result of the emotional control that is required for channeling, but no definitive proof has been offered. If the Warder lives but his Aes Sedai is killed, the Warder loses the will to live. Worse, he seems to seek death. Attempts to keep these Warders alive usually fail.

Many non-Aes Sedai believe that Warders' uncanny fighting ability must be a product of the bond, for they are among the most fearsome warriors known, but the Aes Sedai deny this. They insist that Warders are chosen largely for their natural talent, which is then honed to a fine edge through rigorous training in the practise yards. Warders live wherever their Aes Sedai live, and have special quarters located at the White Tower. Their loyalties are completely linked to their Aes Sedai and any disagreements are kept private between them. There have been cases of Aes Sedai marrying their Gaidin, primarily among the members of the Green Ajah, but for the most part, Aes Sedai-Warder relations are chaste. This chastity is not due to any particular rules or traditions, but rather to the fact that the pressures and demands of the Aes Sedai life preclude persoanl relationships beyond that of channeler and protector. There are indications that the Aes Sedai receive other benefits from the bond with their Gaidin, but their exact nature is a closely held secret.

The Hierarchy Of The Tower
Each Aes Sedai, except the Amyrlin Seat, belongs to one of the seven societies or Ajahs of the White Tower. These seven Ajahs are designated by colour: Blue, Red, White, Green, Brown, Yellow and Grey. Each follows a specific philosophy of the use of the One Power and the purposes of the Aes Sedai; each has its own agenda, its own internal style of rule, and its own traditions.

The White Tower is uled by the Hall of the Tower, which consists of three representatives, called "Sitters," from each Ajah; the Amyrlin Seat; and the Keeper of the Chronicles. This council creates all official policy.

The Amyrlin Seat rules over the Hall from a chair of the same name and is elected for life by the Hall of the Tower. She is the supreme head of the Tower, and is a member of all Ajahs, denoted by all seven colours upon her stole, regardless of the Ajah she was raised from. At the same time, she is considered to be of no Ajah, favouring none over another. Considered equal, if not slightly superior, to any king or queen, theoretically at least she has absolute power over all the Aes Sedai. In actuality, according to sources close to the Tower, the Amyrlin must usually engage in fairly sophisticated political give and take with the Hall to keep her reign strong. The current Amyrlin Seat, Siuan Sanche is the youngest ever to have assumed the stole and staff.

Second in authority to the Amyrlin is the Keeper of the Chronicles. She is chosen by the Amyrlin, usually upon her own ascension to the Seat, and is traditionally of the same Ajoh. Her badge of office also is a stole, about a hand wide, in the colour of her Ajah, though the Keeper does not represent her Ajah. She speaks only for the Amyrlin, who represents all Aes Sedai. The Keeper also acts as secretary to the Amyrlin, and oversees the official business of the Tower.

The Seven Ajahs
Each Ajah has its Sitters in the Hall to represent it, and each has its own internal ruler or ruling council, but the head of a given Ajah is not necessarily also a Sitter for that Ajah - if not, the Sitters are believed answerable to the head of their Ajah for their actions in the Hall. The Aes Sedai are loath to release information on the individual Ajahs, mush less the actual identity of their leaders, who are known only within each Ajah.

It is known that the Red Ajah's primary goal is to protect the Land from all men who can touch the True Source. They hunt down men who can channel and bring them to the Tower to be gentled. They refuse to bond any Warders, possibly because their purpose makes it difficult for them to trust or work closely with any man. The Red Ajah, the largest, is led by a single woman.

The Blue Ajah is also run by a single very powerful woman, and is perhaps the most influential of the Ajahs, although one of the smaller ones. The primary focus of the Blue Ajah is to champion worthy causes (though worthy by Aes Sedai standards) and to promote justice. Skilled at political maneuvering, Bles are also able administrators. Since Artur Hawkwing's time, more Amyrlins have been raised from the Blue than any other Ajah.

Fosaking mundane life in general, members of the Brown Ajah are dedicated to seeking and preserving knowledge. Unlife the Blue and Red Ajahs, the Brown Ajah is run by a ruling council. The Browns are primarily responsible for the procurement and preservation of the vast cache of books and scrolls which may help make the Tower library the largest single repository of knowledge in the Land. Much that is known of artifacts or new Talents has been discovered by sisters of the Brown Ajah.

The Green Ajah is also known as the Battle Ajah. Their primary goal is to hold themselves ready for Tarmon Gai'don, the Last Battle with the Dark One. Fierce fighters of Shadowspawn, they are also known for their appreciation of men, a trait fairly rare among the other Ajahs. Green sisters do not believe in limiting themselves to only one Warder. Some have been known to bond three or more at one time. While this fact is a sometime source of humour among the sisters of the other Ajahs, it is not entirely a frivolous practice. During the Trolloc Wars the Greens' additional Warders made a positive difference in battle.

Those Aes Sedai with an especially strong Talent for Healing join the Yellow Ajah. Yellow sisters are wholly devoted to Healing sickness and injury as well as finding new cures and new methods of using the One Power to retore health, though in truth, few believe any better method exists than the one known sice the Breaking.

The Grey Ajah are mediators, seeking harmony and consensus. Many kingdoms use Grey sisters to insure that their treaties will hold, though there is always the fear that these treaties, when concluded with Aes Sedai aid, may further the Tower's goals more than those of the original parties.

The White Ajah, unlike all the others, avoid both the world and worldly knowledge. Questions of philosophy engross them, and the search for truth is their all-consuming passion.

There are rumours of an eighth Ajah, though it has no official Sitters in the Hall, and historically has never been mentioned to anyone outside the Aes Sedai save with vehement denial. Most Aes Sedai refuse to believe it exists. It is the Black Ajah. Its sisters are said to have forsworn all their oaths, and serve only the Shadows. They are rumoured to walk the halls of the Tower disguised as members of the other seven Ajahs.

While neither the White Tower nor any Ajah has ever made their numbers known, rough approximations of size are possible with respect to the Ajahs. With a membership encompassing nearly one in five Aes Sedai at the time of writing (an indication of the perceived importance of their avowed primary task), the Red Ajah is certainly the largest. Close behind comes the Green, followed in order by the Grey, the Brown, the Yellow, the Blue, and finally, the White Ajah. It seems that these sizes have remained roughly in the proportions since the Breaking, with seldom a shift of more than one place in the ranking. Obviously, nobody is sure how large the Black Ajah is - hopefully empty.

The White Tower
Each Ajah occupies one of seven pie-shaped sections in the top half of the huge main Tower containing living quarters for its members as well as meeting rooms and workrooms reserved for that Ajah, though some members of the Brown have rooms in or near the huge library as well. These sections are equal in size, although the Ajahs are not, but even the Red does not come anywhere near filling its allotted space. The main Hall of the Tower and all common rooms are located in the lower half of the building.

The Tower has never been fully occupied since it was originally built, and in fact seems to be losing rather than gaining inhabitants. Though they are careful never to say so near any sisters of the Red Ajah, some Aes Sedai believe that the removal of male channelers from the gene pool, coupled with the fact that female Aes Sedai rarely marry and have children themselves, is the cause of a gradual purging of channeling from the population over the last three thousand years.

The Library
The largest structure next to the Tower itself within the Aes Sedai compund is the Great Library. Containing vast storage as well as offices and workrooms, it is rumoured to have as many secret rooms as it has open sections, and innumerable objects of Power no doubt lie within it. Though only partially open to outsiders, there is little doubt that it contains one of the greatest collections of knowledge, if not the greatest in the world. This library alone would guarantee Tar Valon's place as a great city, even if the White Tower were not located within it.

There have always been rumours of a closed section of the White Tower library, supposedly open only to a select few even among the Aes Sedai. The White Tower has never issued a direct denial of its existence - so far as can be determined by any public record - but then again, given the widely known devious nature of Aes Sedai, it is entirely possible for them to offer denials which, on close study, prove to be no denials at all, when in fact they could have made the statement straight forward, all because they believed that pretending that they were hiding something, or that they were doing what in actuality they were not, would aid in gaining a goal. Such actions have been documented many times; such a list would be as large as a library. Another always whispered rumour which, interestingly enough, the White Tower has also never contradicted straight out, holds there is a Tower Law covering the secret repository; by that law, unauthorised attempts to penetrate the records carry severe penalties, and revealing either the existence of the repository or its contents is on a level with treason or rebellion. Additionally, this law itself is supposed to be a part of the repository, thus completing the circle or secrecy in a manner that would be incredible among any except the Aes Sedai or the Seanchan.

Tar Valon
The city of Tar Valon is governed by a council of Aes Sedai chose by the Hall of the Tower. This council oversees a staff of non-Aes Sedai clerks and bureaucrats that actually handles the day-to-day administration of the city. This job is complicated by the fact that Tar Valon and its White Tower attact people of all countries and all ranks. They cross the great Ogier-build bridges to the city on matters ranging from state visits to pilgrimages, or to conclude treaties or business deals. Though the island is only three or four miles across, with much of the land given over to parks and gardens, representatives of almost every race and country of the land live and work within its walls.

Tar Valon's centralised location between the Borderlands of the north and the kingdoms of the southeast and west, make it ideal for trade; the River Erinin allows water-borne traffic, while the great bridges give land caravans easy access to many major roadways.

Since Tar Valon was first established, in 98AB, the city has never fallen to invaders, and has only rarely suffered an attack. This is primarily due to its identity as the heat and soul of the Aes Sedai and their Tower. Very few commanders are willing to face women who can wield the One Power, especially in large numbers. The fact that the entire island city is walled also deters any would be conquerors.

The Amyrlin Seat
The Amyrlin is undoubtedly always one of the most, if not the most powerful single ruler within the Land. Elisane Tishar is generally believed to have been the first to hold hte title of Amyrlin Seat of the Hall of the White Towre, over a hundred years before the Tower was actually finished. The exact date of her ascension has been lost, but it is known that she reigned as of the year 98AB. Names of the Amyrlins who followed her until Artur Hawkwing's time have largely been lost (except perhaps in the secret files of the Tower). Click here for a list of Amyrlins from FY 939 (approximately) until the current one. The dates of the first two are approximate, since all dates during the War of the Hundred Years are uncertain at best.

Game Mechanics for Tar Valon
Characters born in Tar Valon get +1 Spirit when they create their character.
The Way of the Pheonix can be learned from the Warders within the Tower Grounds.