In our Wheel of Time game, I play Kiri, an Aiel spear-maiden (algai’d’siswai) with all the cultural subtlety of a thrown spear. Direct. Fierce. Unbothered by wetlander hierarchy. Fearless to the point of diplomatic hazard.
Schultzy plays Venris, an Ash’aman whose luck is… let’s call it unstable. Brilliant, powerful, chronically allergic to calm decision-making—and a pyromaniac with the self-preservation instincts of a lit match.
Together, we are a walking HR nightmare.
And this week’s session proved it.
The Black Tower Disaster
When Venris received orders to return to the Black Tower, we followed them — only to have him promptly thrown into prison by Mazrim Taim, who accused him of desertion.
Kiri took this about as well as any Aiel warrior would: poorly, loudly, and with absolutely zero concern for who exactly Mazrim Taim was in the grand scheme of things (spoiler: we are ahead in the game compared to where I am in the books).
She stormed into his chambers prepared to argue with a man who could erase her from existence.
Instead, she argued with him like he was an incompetent stablehand.
The Car’a’carn had sent Venris on a mission.
He completed it.
Six months on foot from the Blight to Caemlyn because he couldn’t “make holes in the air.”
And this… wetlander was going to punish him?
Kiri wasn’t having it.
Not on her watch.
And to Taim’s credit — he found her absolutely hilarious.
So much so that he opened a portal and said:
“Fine. Bring me the Dragon Reborn. You’ve got twelve hours.”
The… Creative Solution
Spoiler: Kiri did not find Rand al’Thor.
But she did find her Information Broker — the one she’d sworn an oath to protect — and got him to forge a letter from the Dragon Reborn himself.
Was this legal?
No.
Was it ethical?
Debatable.
Was it extremely on-brand for an Aiel determined to get her friend out of prison?
Absolutely.
She sprinted back to the Black Tower (through a portal again), letter in hand, fully believing she had solved the problem.
And she had.
On paper.
Meanwhile…
Venris, sitting in his cell, has no idea any of this has happened.
He doesn’t know Kiri confronted Mazrim Taim.
He doesn’t know she was sent across the continent.
He doesn’t know she sprinted back through another portal with a forged letter that actually worked.
What he does know is this:
He’s locked in a cell specifically designed to contain men who can channel.
His newly bonded Aes Sedai is in another cell, shielded and restrained.
And as far as he understands, he’s still accused of desertion with a death sentence hanging over his head.
So Venris does what Venris does: he tries something wildly dangerous.
He attempts to remember a Traveling weave — a weave he has NEVER successfully cast before. Traveling isn’t one of his Talents; he doesn’t have the affinity for it. To pull it off, he would need to channel well beyond his safe capability. Level 7 strength… attempting a level 10 weave.
He was one point — ONE POINT — from stilling himself. And the attempt left him with a two-day, skull-crushing migraine that severed his ability to channel, leaving him powerless, panicked, and hurting.
To make matters worse, the cell was built to prevent channeling entirely — woven with the specific purpose of stopping men like Venris from doing exactly what he was trying to do.
But his Aes Sedai shattered the shield restraining her. And in that moment, she demonstrated the full, terrifying reality of what a Multiweave channeler can do when pushed to the edge.
The explosion of power that followed turned the Black Tower into complete chaos — all because Venris believed he was escaping unjust imprisonment…never knowing he’d already been pardoned hours earlier.
None of us were in the same place. None of us had the same information. And so everyone of us acted as if our version of reality was the truth.
The Psychology of Diverging Knowledge
This is one of the most fascinating, emotional, and difficult moments in role-playing: when player knowledge and character knowledge split so far apart that the characters begin acting on completely different realities.
It creates:
tension (what if they make the wrong call?)
emotion (I know the truth, but my character can’t)
conflict (actions that make sense in-character look absurd out-of-game)
chaos (clearly)
But here’s the psychological heart of it:
We don’t make decisions based on truth. We make decisions based on what we believe is true.
Venris acted from panic and isolation.
Kiri acted from loyalty and cultural certainty.
Both were right, from the perspective they had.
This is how humans behave in real life, too. People don’t respond to facts; they respond to the meaning they have access to. And when information gaps widen, so does emotional intensity.
The Aftermath
By the time the dust settled, we were left with a beautifully messy, human moment:
Kiri believes she saved Venris.
Venris believes he saved himself.
Mazrim Taim believes we are all a problem.
And honestly? He’s not wrong.
The Lesson
Sometimes the story breaks into separate paths — not because the party split, but because the information did.
And in those moments, our characters teach us something important:
Intentions matter.
Context matters.
And every decision makes sense when you understand the worldview it came from.
So I’ll leave you with this question:
What decisions are you making right now based on incomplete information — and what might shift if you suddenly learned the whole truth?
Until next time, adventurers — may your weaves hold, your portals open where you meant them to, and your forged letters be convincing enough to avert an international incident.
💋 Chrissy
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