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All references to the Wheel of Time are copyrighted to Tor Books and Robert Jordan.

 

 

 

Tear


Tear: A Geography.

Tear is divided up into several areas. Seven areas, some of which were destroyed during the Last Battle. Tear is a large city, with a strong proud people. During the Breaking, the land heaved and was tossed about like the very waves. The land was raised and dropped, permanently altering the height of the city (as seen on the map, elevation noted by L #-#, in units of feet). Tear was once a strong and proud nation. Sadly they have beaten down into submission, forgetting their proud heritage. But some remember, some still fight.

Area 1: The Docks.
The Docks were once the lifeblood of Tear. A port city, Tear was once an economic wonder, yet steadily if declined unit it fell. Now the Docks are warrens for filthy street-children, thieves, vagabonds, and all sorts of uncouth peoples.

Area 2: The Noblesse.
This area is where the elite of Tear have taken residence. In the shadow of The Stone, those Nobles, and other families that swore fealty to The Nine find protection and prosperity here. The area was razed immediately after the Breaking, and the manors and estates of the few Nobles built here. The other families serve or live on those estates.

Area 3: The Hollows.
So called because during the Breaking this land was forced up, and then sank. The streets and houses now sit about two feet lower than they previously did. Most of the structures survived, and those that did not we scavenged for materials. Here the struggling people of Tear live. Old merchants, shop owners, ship masters, etc. live here. This area is doing fairly well, it also includes those few nobles who would not swear to The Nine, and who escaped execution.

Area 4: The Pits.
This is where the vast majority of Tear lives. These are the workers, the starving, the everyday people. This area is a slum. People do what they have to, to survive. Before you go judging, these are hard times, you can never understand that. Not until you live in the Pits.

Area 5: The Deadlands.
This network of streets was razed in the explosion that rocked the Stone prior to the Last Battle. The streets are twisted. Very few structures stand, nothing grows. The few people that try to eek out a living here tend to be shunned by the rest of the populous, for fear of daemons, or the taint of evil that they fear is upon them.

Area 6: The Free Market.
This area is on the list of The Nine to be whipped out. This is an entire are where the people come to trade, to buy goods, to get news, and to be human again. This is where most visitors of the city enter, and where they stay, rarely venturing further into the city. The mud-streets are constantly wet, and the people drab and weary as the overcast skies. This is the one part of Tear that remembers its glories of the past. A rumour says that a secret resistance group meets here. But you would have a hard time getting anyone to talk about it, fear of spies you see.

Area 7: No-man's Land.
Adjacent to the Free Market, this was the home of the first gathering place of the citizens. Here The Nine made an example and killed every resident, fear is a hard weapon. A few markets were here, and this was the propulsion the people need to fight back. The Free Market is the most obvious example. Rumour says that The Nine allow the Free Market to exist for some secret plot they have. They cite this as an example.

The Outlying Areas.
Tear is a larger city, yet it is but a part of a large country. the countryside of Tear is patrolled by roving bands of The Dark One's Armies. Bands of Myrdaal, Trollocks, Dark Hounds, etc. These groups report to, but are not necessarily controlled by, The Nine. In fact, The Nine are hesitant to call upon the aid of the groups, because of their unpredictability. They serve a higher master.