Rand's continent as Europe, Shara as Asia, Seanchan as America, and
the
Land
of Madmen as Australia. That's roughly where they all are.
According to the guide, "the Sea Folk tell fearsome tales of those who
chanced to go ashore on the Land of the Madmen and made it back to
their
ships. The natives never recovered from the Breaking and never
managed
to
reestablish order of any kind. The people are reported to live
in
wretched
hovels in small, primitive villages. Any foreigner runs the risk
of
encountering channelers of either sex. The male channelers are
frequently
insane due to the taint, but the women are just as dangerous and
unpredictable. Besides the channelers, mobs of angry villagers
overwhelm and
attempt to kill on sight anyone unknown to them. There seems
no
possibility
of peaceful contact. The land has many active volcanoes, earthquakes
and
large storms are common in the seas surrounding as well as icebergs."
1. A party of Sea Folk makes their way to members of the Black Tower,
bringing with them tales of troubles on Tremalking with sickness and
strife
amongst any Windfinder who lands on the island, possibly due to a
discovery
of a very old Ter'angreal that no one knows where it came from.
2. We go to Tremalking and we meet the Amayar (the people who live on
the Sea
Folk islands). They tell us of the ter'angreal, and where we can find
it, and
we find out due to careful research that it came from the Land of
Madmen.
3. We persuade some Sea Folk to take us to the Land of Madmen.
4. After a major sea battle with the Seanchan, and against tidal waves
etc.
we land on the Land of Madmen, searching for the cache of Ter'angreal
rumoured to be on the island. We run into hostile villagers,
strange,
unknown creatures, and inclement weather. Stealth's important,
for
everything is deadly and there are few members in our team. This is
the
bit
where you use your imagination, we have epic battles and we have great
RPs :)
5. We discover that the cache of Ter'angreal is located inside of an
active
volcano. While in the volcano, an earthquake happens, possibly
unearthing a
city from the Age of Legends. Again, this part enables great RPing,
more of a
descriptive nature this time, but I'm sure we can find some Shadowspawn
trapped in the city...like last time :)
6. After exploring the city, finding the cache, escaping the
earthquake and
the volcano, managing to escape from the island, and taking the remedy
back
to the Sea Folk, we go home to the Black Tower and celebrate!
OK, here's some questions that you might want answered. The ter'angreal
only
affects the race of people called the Sea Folk, no-one else, therefore
none
of our channellers are affected. I know places of the outline aren't
in
much
detail, but when we get there I'll give us instructions of what to
do.
Any questions and compliments go to me please, and please forget that
Lisa
and Nature made this outline as well :)