Information


This page is created as a resource for Darkfriend characters at Tales of Ta'veren MUSH, an online roleplaying game based in the world created in Robert Jordan's Wheel of Time. If you are unfamiliar with the Wheel of Time theme, Tales of Ta'veren, roleplaying, or MUSH, we suggest you visit the Tales of Ta'veren Webpage and utilize it's excellent collection of resources on these topics.

Welcome to the Dark side of the Wheel of Time and Tales of Ta'veren. While most players tend to prefering being good guys in a game, since they usually win, there's got to be someone who wears a black hat. An interesting saying comes to mind: "No one can walk so long in the Light that it wouldn't feel nice to stop and rest in the Shadow." So why not consign your character to the Dark One today? With any luck, you won't live to regret it.

The Dark, or the Shadow as it is sometimes called, presents an interesting challenge for any player. The character type is called a Darkfriend. Their goal is to see the Dark One freed from his prison in Shayol Ghul. On a more personal level, they work to undermine the champions of Light and to gain rank and favour among their own kind and in the Dark One's eyes.

General information on Darkfriends and Dark Society can be found by using the links below. For how to go about getting a Darkfriend character at Tales of Ta'veren, please go to the Application page.

NOTE: This page is intended for players of Tales of Ta'veren MUSH. Though based on Robert Jordan's Wheel of Time, most of the information below is taken not from the books, but created by the Dark's area leaders for game-play purposes. Only Darkfriends or those with extensive knowledge and reasearch on Dark Society would know the information contained below. Non-DF characters should not roleplay knowledge of the intricacies of Dark Society unless their background and/or skills show extensive dedication and study in the subject (Brown Ajah Aes Sedai, Children of the Light, characters with a high Esoteric Lore skill, etc). Even then, the amount of knowledge and level of accuracy would never reach to the extent that is outlined below.



Darkfriends

In the beginning, the days following the opening of the Bore, and in the War of Shadow that followed, those without the ability to channel that served the Dark One styled themselves Friends of the Dark. In more recent times they are known simply as Darkfriends. There are varying levels of commitment among the Friends: extremists deeply dedicated to freeing the Dark One, furthering his cause, and attaining immortality; lesser Friends tempted by the thought of rebellion and the idea of something dangerous, dark, and bad; and the begrudging Darkfriends who've found themselves trapped by something far more dangerous than they ever imagined.

Most Friends do not truly believe they will be forced to hold to their Oaths. They believe that the Dark One is a myth, and Shadowspawn only tales to frighten children. The current Age, known as the Third Age to the learned, contains only a very small portion of Darkfriends who are truly dedicated to the cause of the Shadow. Darkfriends are perceived as evil and are often associated with criminals. Though a significant portion of the society may in fact be just that, they are mostly ordinary people who have simply chosen a path different to that of the Light. They fit into society like any other person, and are generally skilled enough to conceal their true allegiance from even their families.

In large cities, Darkfriends make up between 0.5 and 1.0 percent of the population. As one moves from areas of high population to low, this number would decrease significantly. Those in outlying regions, unless on a specific task, would likely be of low rank. The idea of rank is vastly different in comparison to the cultural ideology of class. Within the Darkfriend structure, if a beggar were to identify himself with the proper signals, a Darkfriend who happened to be a lower-ranking noble would be expected to obey.

Dark society is made up of two distinct divisions known as Operatives and Informants. Though members of the two are known to work together, the role of each is distinct and seperate.


Hierarchy

All Darkfriends (except Chosen) start at the rank of Mote, and make their way up by proving their loyalty and worth via assignments and work done off the initiative of the Darkfriend. After Mote there is the rank of Drudge, which simply means that they are no longer the lowest of the low but a proven follower of the Dark One. Following Drudge are the ranks of Ferret, Rat, and Claw. Many Darkfriend Operatives will not rise much further than the rank of Claw.

Following the rank of Claw is that of Talon. Talon refers to a minor Darkfriend leader, equivalent to a sergeant in an army, who is responsible for and directs the actions of two other Darkfriends in his command. Beyond the Talon is the Raven. Each Raven has two Talons reporting to them, which indirectly places them in control of six Darkfriends. In MUSH terms, Ravens are Darkfriends to be feared, as while the Dark is small, they will be the major active forces in each city/area.

Following Raven is the Dark Judge and Dreadlord. These are essentially the Captains of the Dark. The Dreadlords being channelers and commanders in battle and field operations, and Dark Judges the officials and off-field equivalents. With rank as a sole determining factor, a Dreadlord and a Dark Judge are officially equal in rank and influence. It is widely believed--even by most Darkfriends--that all Dreadlords are capable of channeling. Though this does tend to be the case in practice, there is officially no such stipulation. The difference between the two is that a Dark Judge is an Informant while Dreadlords are Operatives. As Informants tend to form the bulk of higher-ranking Darkfriends, Dark Judges are more common than Dreadlords. Thus, in addition to being thought to all be able to channel, Dreadlords tend to be the more intimidating of the two, and have a greater mythology surrounding them.

The Chosen are the immortals of the Dark, the generals who stand below only the Dark One himself, and are usually channelers of considerable ability. The thirteen Chosen, called the Forsaken by any but Darkfriends, were all sealed away with the Dark One at the end of the War of Shadow. Aside from these thirteen, who are all still believed to be locked in Shayol Ghul, there are no Chosen known to exist.

Nae'blis is a position unfilled, but one that will be fought after like no other when the Chosen are free. The person named Nae'blis will be the King of the World, second only to the Great Lord of the Dark.


Structure

The breakdown of leadership is simple: Darkfriends are divided into small groups organized along the lines of terrorist cells. These groups are set up in such a way that no one Darkfriends knows the identity of more than three others. The vast majority of them know only one, two, or even no one else. In any given area there is a cell leader to whom two Darkfriends report. Two of these leaders (Talons) are in contact with a higher-ranking Darkfriend (Raven). Each Raven will have two Talons reporting to him, and will in turn report to a Dark Judge or Dreadlord. Depending on the population of Darkfriends in the given area there may be more than one such cell in operation.

The grouping of two Darkfriends reporting to a Talon is collectively known as a Talon. That of two full Talons reporting to a Raven is called a Wing, and two Wings reporting to a Dark Judge or Dreadlord is known as a Murder.

Rank Structure


Administration