The Path of the Dragon:

During the period when Tarmon Gai'don did ravage the world, great wounds were inflicted upon both the earth and its residents. The Shadow and the Light battled hard 'gainst one another. Standing foremost for the Light, as we all know, was Rand al'thor…the Dragon Reborn. Prophecy surrounding the Dragon Reborn shouted often of how he would break the world and save it; how chaos would follow where he trod. And on top of that the Shadow would exact its own crimes as well. In an attempt to preserve as much of the world as was possible, Rand came up with various plans of action. In each major city under his control he ordered the creation of schools and invention shops, hoping that should the Breaking come again all would not be lost. Among the other, lesser known, creations of the time took place first in Illian where Rand al'thor had been named King. This took place before the climactic battle with the Shadow. A great compound with beautiful and unique architecture was built. Within it he created an order of people who would later become known as Path of the Dragon.

At first the inhabitants tended to be strongly Aiel and Illianer. Many of the Aiel had been those who had given in to the Bleakness at some point and returned. But in having so disgraced themselves before their peers, many found it hard to return to their septs. So, Rand gave them a place to work and have purpose. This new Order was created in order that the wounds of the world might be healed. With the promise of disaster after disaster from not only Rand fighting the Shadow, but the Seanchan as well, these people would find ways to bring health to injury. These people labored hard to learn to cure disease, nourish the many, reconstitute fallow fields, and counsel injured spirits. They were at the very most a non-militant organization at the time.

Soon after their conception, Rand went off to the final showdown…and in so doing his protection was lifted from the Path. People wroth with the destruction and manipulation that seemed to follow with service to the Dragon lashed out at all that was his. The Path, still going through birthing pains in Illian, came under attack. No longer could these now peaceful tenders of the world stay non-militant. They had to fight for survival now. And, as many were Aiel to start with, they did better than most would have expected. They retreated from their compound in Illian in to another location in Kinslayer's Dagger. They built another Temple high in the peaks there. At about the same time the Shaido finally found their beaten way back in to the area and to the holds they had once built before the deceit of Sammael. The renegade Aiel clan found a kindred outcast spirit in the Path. The two spirits cohabitated for a long time without troubles, and watching over each other as best they could. Both parties were as reclusive as was possible. What recruits the Path received during these days were very few. Those few came from a still troubled Cairhein. There were those who feared the Shaido, and who hated the Path for their affiliation with them. This time in the development of the Path lasted for nearly fifty years.

When Tar Valon discovered the home of the Path in the Dagger, or rather took the time to concern itself with the plight of the Path in light of the Seanchan problems, Cairhein had nearly fought their way to the Temple. The Shaido would not help during this time, and none among the Path blamed them. The rest of the Aiel were still looking for any excuse to declare a jihad on them; and any interference by the Shaido in national politics of the Wetlands could have been that excuse. Egwene al'Vere, the Amyrlin of the time, stepped in to enforce an amnesty she had declared months beforehand.

The Path of the Dragon was preserved. Egwene, in honor for the memory of Rand, allowed the Path to build yet another Temple high up on Dragonmount south of Tar Valon when those who had fled the Seanchan returned. In such close proximity to such a large and resurgent city, the Path began to increase in size quickly. Also with the protection of Tar Valon, the compound in Illian was again purchased from the state and re-established as a center for the Path. And while still outcast in that city, sympathizers still came to the banner of the Dragon…and helped to heal things as they could. Mobs would often pillage and defame anything that belonged to the Path. And, despite the orders of Tar Valon, Cairhein simply did not defer completely in its quest to put down the last great legacy of the Dragon Reborn. But the oppression never again reached the level of armies facing one another again.

There came a time when the Path had grown large enough that their three Temples did no longer house everyone. In seclusion as the Path had been for a hundred years after Tarmon Gai'don, their goal at origin had been sorely lacking in execution. A faction developed within the Path that wished to leave their seclusion and journey out in the world carrying their creed with them. The Council of High Priests contemplated long in the High Temple up on Dragonmount. They struggled with the issue of keeping the Path together. They had finally become somewhat comfortable in numbers in the Temples. Did they want to lose the numbers entire? Did they want to again deal with persecution? The result of the meeting was a division of the Path; an official division in lieu of a total separation. They were simply labeled the Grey Robes. Before, those who had attained the rank of priest had worn the Yellow as a universally accepted color of the Healer. These Grey Robed priests could travel out in the world and heal the wounds.

Shortly after the Grey Robed priests were released in to the world, things began to change. In many places, where there was sickness, the Path was there to help before even the Aes Sedai or Asha'man could respond. In places of drought, the priests would appear to direct the populace on how to engineer canals and irrigations. Where children were going without education…the Path appeared to correct the issue. The Path was very influential in the rural areas of the land. The cities remained skeptical for a very long time, however.

At this time certain 'miracles' seemed to be happening. In places of past tragedy great things seemed to be happening. Most notable was at Dumai's Wells, the first site of the carnage possible from the then Asha'man, a great and sprawling wood appeared seemingly overnight. Visitors to the wood reported feeling a peaceful feeling and of hearing a song from the depths; but nearly all who have gone on an official expedition to the place have not found the reported feeling. However, the local folk, had been hearing the ideals of the Path for a long time. Even the Path, after witnessing the results and finding a small golden statue in the shape of the serpent that decorated Rand al'thor's banner were convinced that indeed…Rand was still alive and doing his best to heal the world still. The little rural townships in the area dedicated a memorial there to the tribute of the Dragon Reborn…who was doing his best to heal the wounds caused by his existence. And if anyone listened hard enough, they might even hear his song and feel his peace.

The Path redoubled its own efforts. They began to establish Sanctuaries so that the weak and the poor might find solace and protection. These 'miracles' the Path used for its own propaganda…and even went so far as to believe in them. It became a part of the superstition of the Path. And more 'miracles' found their way in to the world. Storms that wracked a coastline suddenly abated to allow ships in to harbor. The vineyards where the first battle Rand and the Asha'man had with the Seanchan suddenly became, for years, the most nourished and healthy crops in the land. No one has ever seen who did these things, but at each site was a new golden statue of a dragon. These statues later turned out to be ter'angreal, which the Path now uses in its raising ceremonies. These objects of Power operated when a person reached a level of consciousness through the Void. Once finding that 'mind' the person was pulled in to Tel'aran'rhiod. Once there, the statue took on the form of a Guide to help the person use "need" within the Dream World to answer the question 'What Path do I take?'

At the time of the troubles that marked the creation of the Gray Tower in Shienar and Tower of Shadows at Shayol Ghul, the Path was not absent. They lacked the Power of the other mighty hands of the land, but they did what they could. The Grey Robes often played a critical hand in helping to evacuate and protect villagers and caravans before the Dark forces could take them. For the most part the Path continued in such a fashion for many years. The most remarkable achievement, after Dumai's Wells, was the gain of the acceptance and approval of the Aiel. A new Temple was built from an old abandoned hold near the Cliffs of Dawn in the Waste and more Aiel began to take an interest in the Path. This is especially good for the Path as there were still those who maintained to wear the red headband that many Aiel men had donned during Tarmon Gai'don. Many of these spears made their way to the Path Temple and learned how to heal where they had only known how to hurt before.

When Mordeth shook the world with his wrath and destroyed Tar Valon, the Path again came in to the world in numbers to try to defend the world. They lost nearly half their number of Grey Robes. Somehow, the Temple on Dragonmount had escaped destruction. Accounts of survivors of the surprise attack claim to not even seeing the Temple there…as if 'it was hidden by a hand that wished to keep it from harm.'

The ruination of Tar Valon and the depleted numbers of the Path took a long time to recover from. But, instead of hiding as they had in the past, the Path launched itself in to a major effort to see to the healing of the as many as possible. This was their opportunity to step in to the cities at last. And they did so with great success. This was the beginning of the Golden Age of the Path. Respect and appreciation for their aid was given freely by common and state. For the last twenty-five years the Path of the Dragon has lived as such. Nearly every city had a Sanctuary supported by the cities and managed by the Path. The rural villages would often see a member of the Path as well. Aside from those in the Healer's Hall and others in the Towers, the Path was considered the greatest healers around. And often they were still the first on the scene to any site of sickness or ailment.

MISC Path Information:

Fighting Style:

The original members of the Path were almost exclusively Aiel. Over time, a few factors began to work their way in to the system and fighting philosophy of the Path. The first and foremost influence came from their innitially strong mandate not to do violence. And while their ability to remain wholly non-violent was a relatively shortlived time, it did forever put it's mark on how the Path trained. Another factor was the 'outside' influence of non-Aiel entering the Path. Aiel may have been the best fighters of the time, but they did not know everything. Even the Wetlanders could bring in a trick or two that stuck in the fighting philosophy.

Aiel fighting, has been described with the inclusion of a lot of high kicks, leaps, and swift punches. All of these are of the most violent and lethal actions of the body when used against an opponent. In an effort to remain as non-violent as possible, the Path began to concentrate more and more on grappling-type techniques. Instead of meeting force for force with strikes, they would allow the aggressor to strike and then help that strike along its path harmless to the defender and also ideally leaving the defender with a very dominant position. An opponant could more readily be restrained unharmed in this manner. Submission became the chief goal in ending a fight. A submission carried out every bit of the pain of a strike, but without the injury. And while not always able to be used, these series of refined Aiel grappling techniques became the backbone of the Path training. Many of the more practical, and often less flashy, striking techniques were retained for the eventuality that they would be needed. Throws and trips were also retained even though it was very chancy to do without injuring the opponent. If the opponent did not know how to land a fall...the ground and the opponent's own wieght would often kill.

With the inclusion of the Wetlander fighting arts, the Path began to realize that the upper body striking techniques, when developed to the fullest, were quite formidable and very practical. And so, a boxing type facet found its way in to the art. With a boxing type stance you were already protecting the parts of your body that needed it, and your arms and legs were positioned for the most rapid utilization whether for blocking or striking or grabbing.

Leaping about and kicking above the abdomen nearly vanished, as not only did those kicks place one in a precarious position if the opponent dodged or blocked or caught, but they also inflicted too much damage for the Path to condone readily.

Weapons training took on many strong parallels to Aiel training. The main differences lay in the presentation. Aiel weapons were always bared and a shoufa always drawn when innitiating combat. The Path eventually wished for a more discreet and uncalculable presentation. Robes and cloaks replaced the cadin'sor. Everyday items such as walking stalves and long lengths of fine link chain became more prevelant weapons as they could always appear as a harmless utility item, and could be used to great effect with their extreme diversity. Few Path members, relatively, use a sword in battle. Old carry overs from the Aiel ancestry. The most common weapons of the Path are the staff, fine link weighted tip chain, and the stick. All of various makes and designs and preferrences. Even when dealing with armored opponants these tools worked well to exploit weaknesses such as the hands and neck so that the Priest could close ground into a more familiar throwing, tripping, and grappling distance.

In the end, the Path fighting style became not a singular style from one place in the world. It became the art of war in its most appropriate form. Another phrase jokingly used in their training is "if it hurts...it must be a technique". In essence that is the truth. Battle is a very unformlike sequence of actions. Very rarely is even the greatest warrior able to perform everything perfectly to form. You use what works, and the more tricks you know for as many circumstances as possible...the better the fighter becomes and the better one's chance for survival. And, over time, the Path has established themselves as a merciful and very elite fighting unit. Through persecution, reclusive contemplation, and a fine set of morals and culture the Path has become what they are today.

The Grand Master:

The Grand Master of the Path of the Dragon has a very obscure beginning. No one anywhere knows where he came from. No one knows his true nationality. No one knows his real name. When he entered into the Path, a very long time ago, his name taken was Gorund. He never did say his first name. But the Path brought him in anyways. Many people, after all, joined th Path so as to leave behind the life they had lived before. Who were they to insist on knowing a name and a life that the person wished to leave behind? He just showed up one day with staff in hand, though he apparently did not need it, and requested to join the Path.

By all the records I could find in the Temple records, Brother Gerran learned very fast. He even knew much of what was being taught as if from another teacher. He quickly passed into the dahn having gone through all their tests. Priest Gerran would declare himself to the Yellow Robes almost immediately. There he studied, and meditated, and taught. In Temple he learned about the vast abilties of the mind and the soul, which he attuned to better than most.

Years pass, though very few compared to what most went through, and he was a member of the hierarchy. It was he who started the new Temple near Kinslayers dagger in an effort to draw more people from old Cairhein and the Aiel. And then, some thirty years ago, he was voted as the new Grand Master as he had surpassed everyone else in that philosophy and discipline. After that, his name fell into obscurity. Such was his honor that there was never a need for any name besides Grand Master. For that is what he was. Though now he appeared old, he still had a strength to outshine even the young. To those who did not look, they would see an old man leaning on his same old staff. To those who saw he was towering presence to fear and to trust.

In more recent years, he started a sect within the Path called The Elite Dragon Priests. No one at this point knows who they are, but they are his personal guard and the most elite priests in all disciplines within the Path. These priests wear white at all times and remain aloof from the rest of the Path. No one knows what their purpose is outside the Path, if that. They show up without notice, and answer only to the Grand Master.

Black Robes:

Darkfriends can be anywhere. Among the Aiel, among the Light Tower, among the Sea Folk, and yes among the Path too. But I would add this qualifier, that to be a Darkfriend and a priest of the Path is very rare and very difficult not to get caught early on. Here's why:

Darkfriends are if anything very patient, and patience has served them very well in the past as we all know. So they use their common methods of patience to infiltrate the Path...starting at the ground floor as Gups. Gups are those who train and aspire towards the priesthood. So they train and it comes time to become a priest. Now, every gup who is ready to test to be a priest will make a pilgrimage to the Temple high up on Dragonmount. There, in a cave, is a ter'angreal which is activated when a person is able to reach a certain level of consciousness and meditation. The ter'angreal pulls that person in to Tel'Aran'Rhiod and a Guide appears before the person. The exact nature of the Guide is known only to a few and that information was requested to be omitted from my report. So, the ter'angreal allows the person to find his or her Path in the world by focusing the aspect of Tel'Aran'Rhiod called need. The testee asks "Where does my destiny take me?" or something to that effect, and the Dream World shows that person where they need to be.

When Darkfriends come to this test, they are instantly caught, because their Path ALWAYS leads to the Dark One...and the Guide is unmistakably made aware that the person is a Darkfriend.

Every device or tactic has its fail point, but as yet none have been found to have thwarted that system. Not to say that it hasn't been beat, but that no one has been found who has. Because of this, if the Forsaken have a severe cause for wanting to see what goes on among the Path they more often resort to forcibly turning a person to the Shadow. Several instances of this have been recorded, including the interruption of said ceremony more than once.

Even that last is very rare. So, there are Black Robes(as analogous to Black Ajah), but they are very rare indeed. Perhaps moreso than any walk of society or life save that of ogier.

Ranking:


Rank Non-channelers, Millitary:
1) Civil Guard Recruit - equivellent to a Recruit
2) Civil Guard Officer - equivellent to a Sheild
3) Shada'vron Inductee - equivellent to a Protector
4) Shada'vron Officer - equivellent to a Gaidin
5) Shada'vron General- equivellent to a Head Gaidin
6) Millitary Advisor - equivellent to Captain of Arms
7) Tai'shada'vron- equivellent to Master of Arms


Rank Channelers, Millitary/Otherwise:
1) Novice
2) Sai'Valdon - for a while the teachers of the Power in Tar Valon will not compare to those in the Towers. Until Tar Valon catches up, there really will be a disadvantage as opposed to the Towers & no need for all the little steps in between beginners and Sai'valdon. Sai'valdon will eventually become equivellent to Aes Sedai/Asha'man, but for now it is equivellent to Dedicated. This is also a non-gender oriented school. Male and female are both considered Sai'Valdon.
3) Sai'Valdon Instructor - equivellent to Aes Sedai/Asha'man
4) Sai'Valdon Captain - equivellent to Sitter/Least M'hael
5) Sai'Valdon Advisor - eqivellent to Lower M'hael/High Sitter

Rank Hierarchy of Tar Valon:
1) Advisors: equivellent to CoA/High Sitter/Lower M'hael Millitary, Sai'Valdon, Civillian
2) Steward: Anyone who attains a rank equivellent to Advisor is elligable to succeed the retired/deceased Steward. Succession is determined by a joint vote of the High Council of the Path of the Dragon, and the Advisors of Tar Valon. The decision of the Path Council will be counted as 1 vote as will each Advisor. The Steward does not neccessarily have to be a member of the Council before the vote, but can be promoted to the rank neccessary according to the outcome of the vote. (Imram currently has the stats equivellent to Lower M'hael and will remain there as he is simply an old pharte with so little ability left to adapt )

The Path of the Dragon has a completely different system, and I hope I have saved it somewheres. If anyone has any real questions on that particular aspect...I will dig for it. Otherwise...I am not going to worry about it. hehe needless to say...advancement through the Path is much lengthier and arduous.

Goodies will be allocated according to what your level is equivellent to on our stat sheet.

Personally, I would like to see there being a couple of Advantages to being a member of the Path. Perhaps some advanced healing knowledge, or perhaps Aiel Fighting could be added once you have achieved a certain rank considering the fact that the Path utilizes a more passive form of the Aiel fighting system in their training. I have not yet put thought in to that. However, having said that, I feel the same way about Tar Valon for a time. In the wake of so many victories for the good guys...perhaps a neat little reputation could be advanced to you for where you come from. But again...I am not sure. LOL A social bonus, I suppose. Not much, but if anyone has any ideas either for the Path or for Tar Valon...I would listen with an open and eager ear.

Raising Ceremonies for the Sai'Valdon will be accompanied by a trip to the ter'angreal room high on the peak of Dragonmount. That can be explained to people as they reach that stage. If I forget...well, Dycin has gone through it and can help me. Raising for others...obviously is based on promotion(millitary) and economic influence/wealth(Civillian).

The banner for the nation of Tar Valon will be the Dragon Banner(a copy of) with a small change to the Dragon. In the beast's foreclaws are held a spear, in one hand, and a hammer in the other hand.

Other ornamentation? Following with the traditions of the Path on this one:

Insignia Non-channeler - Millitary:
1) Civil Guard - Gray kessa w/ either bronze, silver, or gold bars pinned to it. 1 Bronze for lowest rank, 1 Gold for the highest.
2) Shada'vron - White kessa w/ a silver broach shaped into an open eye...along with the bars of insignia from before. A first level Shada'vron has a single Gold Bar. A Shada'vron General ends up with 5 Golden Bars
3) Advisor - White kessa w/ 5 golden bars of insignia, and the Eye broach is now Golden and instead of being a carved eye, it is on a plate with the eye engraved in to the golden plate.
4) Tai'shada'vron - White kessa w/ 6 Golden bars and the silver formed eye broach.

Insignia channelers - Sai'Valdon:
1) novice - Gray kessa w/ a bronze hollow circle pin to signify the strongest geometric shape.
2) Sai'Valdon - White kessa w/ a silver hollow circle pin.
3) Instructor - White kessa w/ Golden hollow circle pin
4) Captain - White kessa w/ golden solid circle pin
5) Advisor - White kessa w/ small golden plate pin with circle engraved on it.

Hierarchy:
1) Advisors - Already described except Civillian has a Blue kessa with a Golden Scale broach attached to it. All Civillians in Government or Ceremonious times are garbed with a Blue kessa.
2) Steward - White kessa w/ Golden embroidered trim, w/ several pins. He/she becomes captain to both Shada'vron and Sai'Valdon...so a Golden Eye form and a Golden solid circle respectively are pinned to the kessa. Also a Golden Dragon pin, as well as a Silver hand clutching a hammer and a spear as the badge of office. A lot of fanciwork it may seem...but believe me it is nothing compared to the boards from the US millitary.


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