
The Wheel of Time turns, and Ages come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that gave it birth comes again. In one Age, called the Third Age by some, an Age yet to come, an Age long past, a wind rose.... 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.
The wind, born over the Aryth Ocean, travled from the west over the coast and onto the plains becoming infused with the the foul stench of battle and death that were the signature of these dangerous times. Through Tarabon and east into the lands of Amadicia the wind flowed passing through the capitol city of Amador well before swirling the dust around the merchant caravan traveling down the road near the border with Altara.
A rare sight in these lean times, five merchants with their assistants, drivers, and guards approached the checkpoint. A full Hundredmen, gleaming brightly in their perfectly white cloaks, faced them unblinkingly from the other side, confident in their righteous duty. Shortly, a man whose cloak bore a scarlet shepherds crook beneath the golden sunburst stepped forward to address the group.
"I am Lieutenant Jerrosh. Our information indicates that several Darkfriends and rebel Dragonsworn are headed in this direction accompanied by Aes Sedai witches. We have reason to believe several of these fiends are in your company. You will all come with us for individual questioning. Your property will be confiscated and returned to those of you that walk in the Light. Do not resist and all will be well."
Nervously, the merchants trade glances. A Questioner from the Hand of the Light promising all will be well...a rare sight indeed! It is well known that in the Children of the Light's battle against the Dark, the Hand of the Light is tasked with gathering confessions by any means necessary...and that they always find the answers they seek.
But could there be Darkfriends within the group? It is true, you are seemingly all strangers bound only by recognizing the wisdom of traveling in greater numbers through this part of the country. Why should all suffer to find the few?
"Lieutenant, we appreciate your duty and wonder if we can not come to some arrangement to help you put a speedy end to these Darkfriends. For who is in a better position to find the evil but those who have spent the most time among them? Let us hand over to you those we suspect and then let the rest be on our way."
The Lieutenant laughs, sneers, and begins to answer when suddenly his eyes lose focus. Haltingly, he agrees to the plan and informs the group that at sunset on each day, a candidate must be turned over to the Hand for questioning. Once the Hand is satisfied all enemies of the Light have been found, the caravan will be allowed to continue on its way.
Not willing to risk your good fortune, the group retires to the side of the road to begin their deliberations. Who should be offered for questioning? And will anyone survive to tell their tale?
Characters - The Powers of Light

Perrin "Goldeneyes" Aybara joined the caravan in disguise thinking it would be a low profile way to travel quickly across the country. As the boyhood friend of Rand al'Thor (the Dragon Reborn foretold in myth and prophecy to save the world from the powers of Darkness), he has assumed a leadership role in the battle against the Dark One and is on his way to protect his boyhood home from the rising threat.
Perrin's Powers:
- (1) At Night, may protect someone from all harm. Perrin cannot protect himself and cannot protect the same person on consecutive nights. Perrin will sense that he has chased someone off, but will not know who it was.
(2) Each night, Perrin can ask to learn the true role of one of the deceased.

Elmindra "Min" Farshaw decided to join the merchant train to shorten her journey as she seeks to return to Rand's side. Min was born with the rare talent to see auros around people. Difficult to describe, these visions take the shape of colors and images that suggest the future of the person she is viewing. Although she has had the power since birth, interpreting the images remains very much an art form...one she has yet to master.
Min's Powers:
- (1) At Night, may view the aura of one living person. Min will be told if the person uses the One Power or Not.

Thomdril "Thom" Merrilin is seeking the fastest way out of the lands ruled by the Whitecloaks. An old Gleeman, Thom carries himself with a dignity and grace that seem out of place for one of that humble profession. Through experiences that remain unexplained, Thom has become a master of the political intrigue known as Daes Dae'mar - The Game of Houses. As befits a master practitioner in this art, when Thom studies someone, he is able to detect if the person has lied in the service of another, what the lie was, and when it occurred.
Thom's Powers:
- (1) Once a Night, Thom may ask to study one living person. He will then review all he has heard and learn if/when that person was under Compulsion and what the orders were (Support X, Indict Y, Vote Z).
(2) Thom is immune to Compulsion. If someone tries to use Compulsion on him, he will detect the attempt, but not be told who was the source.

Bain was journeying back to the her Sept when she happened upon the caravan. As an Aiel - the desert people hardened by their constant struggle against the land and the Shadow - she holds all merchants in high regard and took the opportunity to join the group and study their wares. A Maiden of the Spear, Bain is the physical manifestation of Death for Shadowspawn.
Bain's Powers:
- (1) Using Maiden Handtalk during the day and stealth at night, Bain can PM with Chiad at any time during the day or night.

Chiad is Bain's "companion" and is accompanying her on her journey and agreed to join the caravan with her. A Maiden of the Spear, Chiad is the physical manifestation of Death for Shadowspawn.
Chiad's Powers:
- (1) Using Maiden Handtalk during the day and stealth at night, Chiad can PM with Bain at any time during the day or night.


Aram joined the caravan hoping it would lead him to followers of the Dragon Reborn. A practitioner of the Way of the Leaf - the philosophy that advocates peaceful coexistence with all others - recent events have served to radically alter his world view. So traumatic were the events that Aram has begun to consider renouncing the Way of the Leaf and taking up the sword. In that unlikely event, the Powers of Light would find they have a powerful new ally.
Aram's Powers:
- (1) As long as Aram is alive, the caravan will be told if the Day's lynch "Walked in the Light" or "Walked in the Shadow"
(2) If the Day's lynch "Walked in the Light", Aram will become enraged. He will take up the sword and may exact revenge on the target of his choice at any time before the next lynch.- (a) If Aram kills a target, he will be identified to the caravan. Additionally, he will realize the horror of taking another life and put down the sword forever.
(b) If Aram does not kill a target before the next lynch, his anger will cool and he will lose his ability until the condition in (2) is met again.
(c) If Aram tries to kill someone who is protected and fails, Aram will not be revealed. He will only be told that his attack failed. His anger will cool and he will lose his ability until the condition in (2) is met again.
- (a) If Aram kills a target, he will be identified to the caravan. Additionally, he will realize the horror of taking another life and put down the sword forever.
Characters - The Powers of Darkness

Aginor laughed to himself when the Lieutenant suggested that mere Darkfriends were in the caravan. The fool...if he only knew he were addressing two of the Chosen! For generations mothers had scared their children with stories of their return to keep them in bed at night. Now the stories had come to life and death walked the land! Still, he was surprised when Graendal caused the Whitecloak to agree to the plan. Being able to use the One Power did not make one invincible. All it took was one lucky arrow... Oh well. Perhaps he could amuse himself by unleashing his shadowspawn creations at night...
Aginor's Powers:
- (1) One time only - during the night, Aginor may kidnap a caravan member and transform them into Wormwood. This action takes the place of the night kill.
(2) Aginor may PM with Graendal and Wormwood (if he exists) at any time during the Day or Night.
(3) During the night, Aginor may study another person. He will be told if they use the One Power or Not.
(4) At the start of each Night, Aginor may swap any number of Ter'angreal with Graendal and Wormwood.
(5) If there is no kidnapping, Aginor must choose to kill one person at Night.

Wormwood is created when Aginor uses a dagger from Shaddar Logoth on his kidnap victim. Wormwood is absolutely loyal to his Master and will do anything to see him succeed.
Wormwood's Powers:
- (1) While alive, Wormwood will learn the Role of the person killed during the night.
(2) Wormwood may scan one Caravan member during the Day to receive an inventory of the ter'angreal they have.
(3) Wormwood may PM Aginor and Graendal at any time during the Day or Night.
(4) At the start of each Night, Wormwood may swap any number of ter'angreal with Graendal and Aginor.
(5) If Aginor dies, Wormwood must choose to kill one person each Night.
(6) If Wormwood is lynched, the magic in the dagger will allow him to over power his executioners and kill someone from the list of those that voted to lynch him. He will perish in the attack.

Graendal was bored. The road had been long and dusty and there was little among these fools to amuse her. Then the Lieutenant had appeared and suddenly everything changed. She used her skill in Compulsion to force that weak minded fool to agree to the merchants suggestion. Now she could amuse herself by convincing these simpletons to turn on each other. Perhaps she could even make a little "suggestion" now and again to direct the discussion. Certainly the night would provide opportunities for her to make use of knowledge of all the wonderous poisonous flora in the area.
Graendal's Powers:
- (1) Graendal may use her Compulsion during each Night to create her Pet. The Compulsion lasts from Sunrise to Sunset immediately following the Night Compulsion is used.
- (a) The instructions to the Pet will be to Support X, Indict Y, and Vote Z where X, Y, and Z are the names of people in the caravan.
(b) The order will be submitted to the Moderator and then passed on to the Pet.
(c) The same person can not be chosen on consecutive Nights.
(3) At the start of each Night, Graendal may swap any number of ter'angreal with Aginor and Wormwood.
(4) If Aginor and Wormwood are dead, Graendal must choose to kill one person each night. - (a) The instructions to the Pet will be to Support X, Indict Y, and Vote Z where X, Y, and Z are the names of people in the caravan.

The Pet is the name given to the caravan member under Graendal's Compulsion order.
The Pet's Powers:
- (1) The Pet does not lose their alignment for the purposes of determining if the Winning Conditions have been met. So if the Good Guy is chosen transformed into The Pet, they still count toward the Good Guy total.
(2) The Compulsion Order will be given to The Pet by the Moderator in the form Support X, Indict Y, and Vote Z. The Pet must then make their best possible effort to- (a) Support X as a Good Guy
(b) Suggest (Indict) Y as a Bad Guy
(c) Vote for Z
(4) The Order is so strong that The Pet loses all other abilities and is unable to use Ter'angreal while under the spell.
(5) An unfortunate side effect of Compulsion is that if Graendal dies for any reason, The Pet's mind will be destroyed and he will die. - (a) Support X as a Good Guy
The Ter'angreal
Ter'angreal are remnants from the Age of Legends when seemingly magical occurrences were common place. These ordinary looking items contain a spark of the One Power that let the owner perform one very specific "miracle." The caravan has a chest full of "Ter'angreal" that it sells at all its stops to the ignorant locals who are generally looking for a way to make someone fall in love, get revenge on someone who stole their love, or bring a loved one back from the dead. Little did the caravan realize there were real Ter'angreal hidden amongst the trinkets.
The Ter'angreal Rules:
- (1) There is a chest in the caravan that contains 18 items. On Sunday night, everyone will submit one item they wish to take from the chest. If more than one person try to claim the same item, the item will be randomly awarded by the Moderator using random.org. The ones who lose get nothing for the night.
(2) Each person will receive a full description of the item they receive. Most items are common trinkets with no powers. It you receive a ter'angreal, you will receive the full description and how to use it.
(3) On each subsequent night, everyone will have the opportunity to search one other person's tent or the chest. This is done by submitting the name of the person you want to search to the Moderator.
(4) To determine if the search is successful:- (a) Total Number of People = Number of People searching + Tent occupant (if they did not leave to search elsewhere)
(b) If the Total Number = 1, the search was successful and the person is awarded the ter’angreal
(c) If the Total Number > 1, all the ter’angreal are randomly awarded.
- (a) If the Total Number = 1, the searcher receives all the ter’angreal
(b) If the Total Number > 1, all the ter’angreal are randomly awarded, but all searchers receive a full inventory. However, they only receive the complete description for the ter’angreal they are awarded.
- (a) Total Number of People = Number of People searching + Tent occupant (if they did not leave to search elsewhere)
- (1) Diamond Ring
(2) Sapphire Ring
(3) Emerald Ring
(4) Topaz Ring
(5) Garnet Ring
(6) Opal Ring
(7) Bear Statue
(8) Deer Statue
(9) Owl Statue
(10) Wolf Statue
(11) Eagle Statue
(12) Rabbit Statue
(13) Wooden Cup
(14) Golden Filigree Braclet
(15) Elm Walking Stick
(16) Carved Opal Sunburst Pendant
(17) Steel Bracers
(18) Bronze Dagger
These powers will be randomly assigned to the items in the Chest.
- (1) Ter’angreal of Ego
- (a) Replace the Will of the Masses with your Own!
(b) Use this during the Day to Kill one person with a short burst of balefire.
(c) After a single use by anyone, this Ter’angreal is worthless.
(d) The One who uses this Ter’angreal will not be revealed and the death will take the place of the Day’s lynch.
- (a) The Good of the Many outweighs the Needs of the One!
(b) Use this during the Day to Kill one person with a sustained burst of balefire.
(c) If the one who dies cast a vote on the previous Day’s lynch, the vote will be negated and the person lynched will return to life.
(d) If someone is resurrected, they will return with all of the character powers they haved at their death.- Example 1: Aram dies after exacting his revenge.
Result 1: Aram returns with no power to exact revenge, but retains his ability to have the Day lynch alignment announced.
Example 2: Aram dies before exacting his revenge.
Result 2: Aram returns and can exact revenge when the condition is met and retains his ability to have the Day lynch alignment announced.
(f) Those who use this Ter’angreal will not be revealed and the death will take the place of the Day’s lynch. - Example 1: Aram dies after exacting his revenge.
- (a) Visit a friend using Daytime minutes!
(b) Use this during the Day to PM with one other person from Sunrise to Sunset.
(c) PM’s may begin as soon as the Night kill is announced and must end when the lynch is finalized by the Moderator. Simply notify the Moderator of the person you would like to speak with and then begin PM’ing.
(d) This Ter’angreal never loses its power.
- (a) Play the Boogieman in your friends’ dreams!
(b) Use this during the Night to PM with one other person from Sunset to Sunrise.
(c) PM’s may begin as soon as the lynch is finalized by the Moderator and must end when the Night kill is announced. Simply notify the Moderator of the person you would like to speak with and then begin PM’ing.
(d) This Ter’angreal never loses its power.
- (a)Time to play Hide and Seek!
(b) Use this during the Night to change what a scan of your being will return.
(c) Options are: One Power User, Not One Power User, or No Information. This Ter’angreal never loses its power.
(d) PM the Moderator at the start of the Night if you wish to use this and the result you wish to show.
(e) The Moderator will notify you only in the event you are scanned, but not the source of the scan.
(f) This Ter’angreal never loses its power.
- (a) For the Special who has a big mouth!
(b) Once activated, this is a passive, always on power that last for one complete Day/Night cycle.
(c) It protects from Compulsion and all forms of death except the Lynch.
(d) It can not be stolen while its power is active.
(d) This Ter’angreal never loses its power, but only works for each person once per game.
- (a) Replace the Will of the Masses with your Own!
- Someone may be under Compulsion.
- Ego Owner may kill someone. Day lynch does not occur.
- Life Owner may kill someone. Possibly someone is resurrected. Day lynch does not occur.
- Gab Owner may talk to someone.
- Armor owner indicates if power will be used. Power may already be on from Night activation.
- Bain & Chiad may talk at anytime in their forum.
- Aginor, Graendal, & Wormwood (if he exists) may talk at anytime in their forum.
- Aram may kill someone if the previous lynch was a Good Guy. Day lynch still occurs.
- If there is no death that prevents it, a Lynch must occur.
- If Wormwood is lynched, he will kill someone who voted for him.
- If Graendal is lynched and The Pet exists, The Pet will die.
- Camouflage owner must indicate if power is used and, if so, what to scan as.
- Nightmare owner may talk to someone.
- Bain & Chiad may talk at anytime in their forum
- Aginor, Graendal, & Wormwood (if he exists) may talk at anytime in their forum.
- Armor owner indicates if power will be used. Power may already be on from Day activation.
- Perrin may Protect
- Aginor, Wormwood, or Graendal must submit the Night kill
- Thom, Min, & Aginor must scan.
- Graendal may use Compulsion.
- People search the tents or chest for ter’angreal.
- Aram may kill someone if the previous lynch was a Good Guy.
- Thom
Min
Aginor
Wormwood
Graendal
Camouflage (possibly)
- Aginor
Wormwood
Graendal