Trainee Raisings
Halfway through the journey to become Gaidin, a trainee faces a test of skill and dedication designed to stretch them to their limits and see whether they are truly ready to continue on in hopes of attaining the fancloth. Which test is chosen for them is, in character, solely up to the discretion of the Master of Arms, and is the one that will be most difficult for the trainee. Out of character, you may choose whichever test takes your fancy (provided it would be difficult for your character), design one of your own (to be approved by the Master of Arms before you begin), or take your chances with Raising Roulette…
Stealing the Badge.
A test of tactics and intelligence, and potentially prowess with weaponry.
In this test, the merit badge the trainee is striving for is attached to the belt of the Master of Arms, who is waiting in the Ogier Grove in Tar Valon. The trainee must come and steal the badge from the Master of Arms using any method possible. Beware: the Master of Arms won’t make it easy…
The Badge in the Rough.
A test of physical strength, agility, endurance and tactics.
The merit badge is waiting for the trainee at the highest point in the Ogier-built structure known as the Rough. Once the trainee touches it, three Sovin’Tar in the Rough will be trying to steal the badge away from the trainee as the trainee tries to get out. In order to succeed, the trainee must leave the Rough with the badge. If one of the other trainees steals the badge and leaves the Rough before the trainee can get it back, they will be raised in their place….
Obstacle Course.
A test of tactics, dedication, courage and prowess with weaponry.
The merit badge awaits the trainee at the end of an obstacle course that they must pass through with an Accepted. Along the way there will be trainees with varying (blunted) weapons who will attack the Accepted and trainee, and it is the trainee’s responsibility to protect the Accepted. If either the trainee or Accepted are subject to a ‘killing blow’ (an Aes Sedai will be present to ensure no harm comes to the Accepted…accidental or otherwise), the trainee has failed. The trainee can enter the obstacle course with one weapon of their choice. If the trainee selects archery as their speciality, trainees in the obstacle course will all have bows and arrows and will attack from a distance – it will be necessary for the trainee to make every single shot count.
The Onslaught.
A test of endurance, physical strength, and prowess with weaponry.
The trainee versus…well, everyone else. The trainee must defend themselves against an onslaught of other trainees acting as enemies. These enemies keep coming and coming as the trainee defeats them, and while it may be only one or two at once, the trainee never knows when it’s going to end…or if it will ever end. They cannot give up or retire; if they go down, they go down fighting.
Heroic Endeavours.
A test of dedication, courage, and kindness.
The trainee is sent out on a perfectly ordinary errand to Tar Valon, only to have the misfortune to stumble into a situation in which a citizen desperately needs the help of a Gaidin. Since there’s no one else, the trainee will have to help…or turn away from someone in need, and fail to show the qualities expected in a Gaidin. For this raising, the badge is not awarded immediately after the errand, so that the connection is not obvious; the errand is only one of a series of errands that the trainee completes over the course of their training.
Raising Roulette.
Don’t care which raising you write? The Master of Arms will be delighted to assign one to you…